Showing posts with label bad decisions. Show all posts
Showing posts with label bad decisions. Show all posts

Monday, 11 March 2013

Lets Read Mythus pt 25

Mythus spell lists: my face when.


Last section of the Advanced Mythus spell lists sample castings, which so far have been boring enough to make a Chaos Sorcerer throw his hands up and rededicate himself to the service of the lord of the skull throne. Oh well, time to haul on the waders, broach a bottle of something nice and numbing, and once again enter the perverse world of Dangerous Journeys: Mythus.

Previously: Apotropaism and Astrology.
Today: Herbalism, Mysticism, the art of the section.

As before, each grab bag of example castings covers Casting Grades I-V, with 3-5 example castings per level. Casting time is hidden away in the name of the spell, for which see LRM pt 23. Heka costs are as noted in LRM pt 22.

First up we have Herbalism, which is a little different to what we've experienced so far. Don't get too excited though: different != better. The wrinkle of this clump of spells is that some Herbalism Castings are used to create potions, oils and similar. These Castings include a Materia Cost in their entry, which -- AFAICT -- is the cost per potion created.

Herbalist infusions are the Twinky of Mythus arcana, in that they last indefinitely until opened and then have only a 1% cumulative chance/day of going off. This might be a nice variation on the old 'potion roulette' game if it wasn't so damn fiddly. I mean, does your idea of high adventure include tracking "date potion was opened"?

As far as I know Mythus has no potion miscibility rules either. Shame that. It seems that your Heroick Personaeaeae can glug Heka-charged potions down like a dipsomaniac without any of the lolarious side-effects we know and love from the One True DMG. *sadbemusedface*

Herbalism I


Auraread Spell
Scan one target's aura to get a sense of their innate Heka ('none', 'little', 'lots'), general level of health, and whether their aura is "...beneficial, neutral or baleful".
A general purpose detect magic + status + Mythus-ised version of know alignment(?).

Botanomancy Spell
Determine the composition of Mundane or Preturnatural herbal substances. 1 substance may be identified per BT for BT = 1/10th STEEP.
Identify plants, presumably useful in the context of other Herbalism castings.

Detect Poison Charm
Touch ranged, infallibly detects the presence of poison "...or similar toxic substance..." (huh?) in one subject, living or otherwise.
The dull! It burns! In a really tedious way.

Healing Poultice Spell
Magic(k) Elastoplast for your boo-boos.
Enchants a prepared poultice to heal 2d6 Physical damage when applied. Also doubles healing rate for remaining damage. Has no effect on poison or disease.
The first spell with a Materia Cost: 120 BUCs.
Enchant bandage of CWL. Might be handy to put a cost on low-level healing for your old school game. Otherwise dull.

Love Potion Spell
Creates a potion which causes the imbiber to "...become enamoured of, or attached by filial or brotherly love..." to the first living thing they see. Effect is similar to the Magnetism K/S Area and lasts 1 day/STEEP!
Materia Cost: 100 BUCs.
If you said philter of love you're probably not far off. The exploit potential of this for a cunning user is off the charts.

Herbalism II


Detect Disease Spell
You channel the spirit power of Dr Gregory House, but skip straight to the third (correct) diagnosis.
Caster can identify type, cause, contagiousness and strength of an disease, and whether it was Heka-induced. Casting can also uncover "...disease vectors on non-living sort, so that contagion potential from objects or places can be determined."
So a combined diagnosis/forensic epidemiology detect cholera-infested pump spell. Very handy for the grubbier, wermspittled sort of Classic game.

Identify Disorder Spell
Uncovers presence and type of Mundane or Preturnatural mental disease/disorder in one subject. Useless against Supernatural disorders of the mind. I've no idea what the distinction between Preturnatural and Supernatural insanity is and, guess what, no page ref. is offered.
Diagnose madness for those who simply can't be bothered with the patented Mythus madness guessing game. May be useful for your game if you use insanity rules.

Identify Poison Cantrip
As Detect Poison Charm + type and strength of poison, how it was administered, and nature of antidote and treatment. Casting can identify Entital (godly?) poisons, but won't reveal cure.
Another instant diagnosis casting. I do worry that the way these are presented may reduce the herbalist to either "Ok, I follow standard practise" or "We drop everything to get the cure, then treat according to standard practise".

Sleep Potion Formula
Creates an odourless, tasteless 1fl.oz. potion of roofies at a cost of 20BUCs.
Imbiber with Physical TRAIT < herbalist's STEEP gets drowsy for 2d6 CT, then drops into a deep sleep for 1hr/10 STEEP + 1 AT/potion's potency - target's M TRAIT.
Multiple potions may be administered to extend duration of effect.
Quite apart from the obvious date rape/kidnap applications this may have medical utility as a general anaesthetic. I'd still feel a bit dirty introducing this to my own game though.

Herbalism III


Adjust Chi Ritual
A 15 minute ritual restores 1d3 damage to each TRAIT and "...balancing losses...to a like extent (1d3 from stronger to weaker)". Also lends 3d3 points of the caster's Heka, whatever good that might be.
Duration is 5 minutes/STEEP. Cost is 30 BUCs.
Not sure of the utility of this spell. May be intended to stop people on their last legs from pegging out until more permanent assistance can be rendered.
Would not use as written.

Herbal Poison Formula
30 BUCs of herbs and malicious intent combine to create a colourless, tasteless, odorless poison which can be added to food or drink.
Poison's Str = caster's STEEP. Onset time can be quick (1 AT - CT=caster's STEEP) or slow (up to caster's STEEP in AT), depending on whether or not you want to savour the gagging, choking and throat-clutching fun.
Sly little 'inheritance accelerator' effect, the sort of thing that some consider beyond the pale in a heroic fantasy setting. Gary, by contrast, seemingly agreed with the Ankh-Morpork Assassin's Guild dictum that when a man is tired of checking his every meal for poison he is tired of life.
Would I use IMG? Oh heck no! The bodies would be hip-deep by tea-time.

Resist Poison Formula
Imbiber gains immunity to the effects to one poison (selected at creation) for 1 AT/STEEP of creator. Poison remains in system and may take effect when this effect ends.
Costs 30 BUCs.
Slow poison as a potion. Handy if you have the slightest inkling what's coming...

Resist Disease Formula
Resists the effect of diseases up to Str 50 + 1/extra Heka expended for 1 hour/STEEP.
Although not directly affected anyone under the effect of this infusion may still be a carrier.
Costs 30 BUCS.
Slow disease. Might be useful if away from meaningful medical care.

Herbalism IV


Identify Potion Charm
Identify 1 potion with a successful Herbalism check. DR is "Easy" for mundane potions, "Moderate" for Preturnatural, and "Routine" (x1.5) for Supernatural potions. This is an especially Mythus-ey casting description, combining a bad case of Manglish with a fade out at the end.

Clarity, concision, completeness? Sorry mate. We're all out of those.

Dear, oh dear. (*gluk gluk* on many levels)

Minimize Poison Spell
Creates a potion which minimizes damage caused by a single poison when drunk. Toxins still have to be neutralised after the fact.
  • Staged damage poisons do minimum damage each time they take effect.
  • Fixed Str poisons do 1/10th of their normal damage over a period 10 times as long, but with 10 times as many stages of damage.
Do you care much? Nope. Ne meither.
Costs 40 BUCs.
Far too fiddly for my simplistic tastes. Either you're poisoned, or the poison has been delayed and you're a bit woozey, or it's been neutralised. Anything else is just TL;DR. You seriously want us to track "1/10th the damage 1/10th as often for 10 times longer than normal"? FRO! We have adventures to be getting on with.

Painkiller Formula
Imbiber gains 4d3 Physique and feels no pain from Physique Damage, but suffers a 25% penalty to their Mental Reasoning and Mental Mnemonic Categories for 1 hour/10 STEEP.
Formula created is listed as 12 oz. in volume. Is that an American beer measure or sommat? *chuckle*
Cost 40 BUCs to create.
Bah! Would not use. Simpler, superior 'rageahol' rules are available which use proper Imperial measures (pints, ya pansies!), and they didn't waste a perfectly good Judas Priest title.

Semi-related: While we're on the subject of energy-restoring, SAN-blasting beverages, do you want to see something even crazier and more perversely masochistic than the geek show that is LRM? Here! Here's a link to a man blogging the experience of drinking an expired can of Brawndo of his own free will. Why? For (post-apocalyptic) SCIENCE!

Herbalism V


Flying Potion Formula
Creates a potion that confers flight for 1d10 ATs + 1 AT/10 STEEP. Duration is always variable, so the subject will never be certain how much flying time they have left.
No speed or type of flight (birdlike? perfectly controlled? hovering possible?) listed. Shabby.
Costs 500 BUCs.
Random flight duration? Yeah, enjoy your screaming Icarus impersonations. Pass.

Healing Infusion Formula
Creates a potion which cures 5d6 Physical damage.
Costs 250 BUCs.
Potion of CSW. Pass on, nothing of interest here.

Hekaberry Spell
Create magic grapes of matjgickqkalness.
Infuses no.# of berries = STEEP with 1 Heka each. Eat them to gain the Heka.
Casting costs nothing and berries are good for 1 day/10 STEEP.
Goodberry, the mana years. Dull.

So Herbalism Castings -- at least as far as presented here in the DJ:M rulebook -- are pretty much the 'palliative care + potion creation' school: low octane healing with a side order of dull and obvious. I'm not sure if things get more interesting at higher levels, but thus far: no'mpressed.

-----

Herbalism dispatched we move onto Mysticism Castings. As you may recall from way bck when in our skills K/S Areas overview mysticism in Mythus = Californian mysticism (yoga+crystals). So brace for earnestness, self-satisfaction, and elongated vowels.

Mysticism I


Clairaudience Formula
Hear what goes on in a 1 rod radius at a range of up to 1 chain/STEEP. Effective range is reduced by wood, brick or metal walls, and completely negated by lead, gold or Heka barriers.

Clairvoyance Formula
The classic remote perving spell.
See what goes on far away. 1 chain radius at a range of 1 furlong/STEEP. Barriers reduce range as Clairaudience.

Crystalomancy Spell
Overclock your mystic hippy crystal.
You can treat it as a crystal of +1 quality (see the Mysticism K/S Area description) for 1 hour + 1 AT/10 STEEP.
Pretty boring buff to your pet rock. Would not steal.

Faith Healing Ritual
Cure 2d10+2 damage to one TRAIT in one target. Amount of healing is limited by the tagret's faith in the mystic, so max healing = their Spiritual Psychic Capacity. Half the damage healed vanishes when the casting duration (1 day/10 STEEP) expires.
Sort of interesting. CLW with a couple of minors twists.

Fakir Cantrip
Confers temporary ability in Endurance or Yoga K/S Areas for 1 AT/10 STEEP. Skill conferred = 1 point/Heka spent, max = caster's Mysticism. Stacks with existing skill.
A fiddly-er version of the control body spell from EPT. Stick with the original.

Mysticism II


Discern Presences Spell
Grants the ability to *ping* normally invisible incorporeal spirits at up to 1 chain/10 STEEP away. What constitutes an incorporeal spirit?


Note that spirits sniffed out by this casting are colour-coded for your convenience.
Might be useful for a game where ethereal creepers and ghosts are a big thing.

Hemisphere of Yang Cantrip
Caster radiates pure masculinity and UV in a 1 rod radius/10 STEEP. I am not making this up:


The caster is so yangtastic his mere presence causes 2d3 Physical damage to light-sensitive creatures. He also casts at 90% of normal Heka cost, with any ranges measured from the edge of his aura of manliness. This zone of bulging vascularity lasts 1 AT/10 STEEP.
Muscle Wizard approves.

 A mystic goes about his business, yesterday.

Penetrate Disguise Formula
"That's not a real nose. Look, it comes right off!"
Negates mundane disguises automagically and can penetrate magickal ones with a DR "Hard" roll vs. Spiritual TRAIT. Able to detect were-creatures (given as "Therianthropes" in the text *gluk gluk*)
Negates the utility of a couple of K/S Areas, because muggles can suck it. Do not want.

Sending Ritual
Sends a mental message up to 1 mile/STEEP + 1 mile/Heka spent.
Must be in a language the recipient understands.
Similar to the Influence of Gemini Astrology casting, but half the price. Mystics probably run the Aerth Telegraph Service.

Mysticism III


Mystic Skill Bonus Formula
Grants +1 point/10 STEEP in any K/S Area. This lasts for an hour/10 STEEP. Caster cannot use on himself. Multiple castings do not stack.
Big whoop. +bullshit bonus in a (wonky variation on a-) percentile based system. Pass.

Mystic Visions Spell
Another "clue me" spell. 5 minutes going "Ooooom. Ooooom." grants a vision of some event "...that is destined to occur." A Special Success on the casting roll grants the effect of a Divination Casting called Prevision, a casting which isn't even in this book! *gluk*
Bonus effect: restores 1d3 to each TRAIT. Because meditation.
Care much? Nope.

Power of Wood Charm
An odd little casting which grants a smattering of wood-themed benefits for 5 minutes/STEEP.
  • grants +1 bonus/10 STEEP of caster when using a wooden tool or instrument.
  • gain "renewing Heka armour" (¿Que?) = 1/10th STEEP against attacks with wooden weapons.
  • target rendered immune to attack vegetable spells for the duration.


*sigh* Shall we just take as read the extended rant about whether adding more petty situational bonuses to something useless makes it worthwhile, or if doing so just complicates things pointlessly?

True Sight
Allows the caster to penetrate Preturnatural disguises, illusions and shadows, as well as detecting the alteration of "...material, object, creature, being, or aura...". Does not render the invisible or hidden visible.
What the balls? This casting description just raises more questions than it answers:
  1. Why bother when you already have Penetrate Disguise for less Heka?
  2. What's all that tosh about "...maskings...affected by illusions or shadows..." vs. plain old hiding?
  3. How does this casting interact with the existing (if demented) Perception rules.
  4. Gary: Y U hate non-caster characters?
Another exemplary "How Not To...", courtesy of Batdance Sniffus.

Mysticism IV


Heka Sight Spell
Caster can see Heka flow in a 1 rod/10 STEEP radius. Useful for typing Heka (Pretur-, Super-, Pos, Neg, charm, strange, etc); detecting magickal items; uncovering concealed Heka landmines. Allows a rough numerical estimate of the Heka in the area.
Another bleedin' detect magic? Pass.

Mass Hypnosis Spell
Radiate Jobsian reality alteration field.
Causes 1 target/point in caster's SP Category in a radius of 1 foot/STEEP to stand and gawp at the caster if they fail a DR "Extreme" (x0.1) Spiritual Psychic Category test. This lasts for as many Battle Turns (30 second intervals) as the amount by which the targets failed their test. So all you have to do is keep track of how long anything up to 20 creatures are affected.
Got that? Good.
And here, in a nutshell, is why Advanced Mythus is not good, and why those responsible should be ashamed of themselves. No one looked at this and bothered to ask "Are you serious Gary?"

Mystic Bullets Charm
You can blast out MIND BULLETS!!! which cause 4d3 Spirit damage to [Team Evil]. Hit unerringly out to 1 yard/10 STEEP. You get 1 missile and can expend Heka for extras (up to +1 per 20 STEEP).
Seventy-five Heka for an average of 8 Spirit Damage. Seems legit, and not at all a waste of words.

Mysticism V


Baraka Ritual
Create secret Heka well of secrecy.
Caster has to find a remarkable natural feature, then cast this rite once a week for five weeks in succession. This creates a reservoir with starting Heka = 1/10th caster's Mysticism STEEP and a max = Mysticism STEEP. This well generates 1 Heka/day and increases its capacity 1/month, up to a maximum for its type:



Draining a Heka reservoir completely destroys it.
You can have 1 Heka well/10 STEEP and they are rated "remarkably uninteresting, probably background noise" by most Heka-detection castings.
Very gygaxian naturalistic, a nice change from some of the contextless WTF-ery in this section. This might actually be a useful steal for Birthright or Dark Sun influenced games. (*gluk gluk*)

Mystic Missile Charm
Another magical projectile spell. Does 5d6+5 damage to 1 member of [Team Evil] up to 1 chain/10 STEEP away. If you said that this hits unerringly and ignores Physical armour you'd be right.
Another "pew pew" spell? Really? Say it with me Gary: "scaling by level".

Power of Aerth Charm
Another multiple minor enhancements casting, like Power of Wood above. Dirt, clay, sand and all things formed from them ("...brick, ceramic, glass, pottery, porcelain, etc...") count as earth for the purposes of this casting, no mention of stone though. Target is able to:
  • Move overland at 2x normal movement speed
  • Walk through earth at normal movement speed.
  • Breathe while immured in dirt.
  • Immunity to earth-based effects from castings (damage, restriction of movement, etc).
  • Identify the general nature of anything stored in an earth-derived container.
These effects lasts 5 minutes/STEEP, which means at least 4 hours at Casting Grade V.
Irritatingly the spelling "Aerth", rather than the plain English word 'earth', is used throughout the casting description.
Less futile than Power of Wood. Would steal.

So Mysticism. I'd sum it up as "all over the shop like a pissed-up unicyclist". A couple of stealables vastly outnumbered by the tosh.

Art of the Section


There are only a couple of b+w flavour pieces in this chapter, both by Daniel Gelon.

P287 - Creepy merchant - Gelon
Seemingly posed for a portrait before his cupboard of arcane paraphenalia. Visually interesting, excellent use of hatching and shading, if subject matter is taken as wizard rather than merchant it even makes sense in context with the text. I really like this piece; it has a really characterful 'Jimmy Saville as skeevy Renaissance gentleman' vibe.



I see that and think WFRP or maybe Russ-illustrated Fighting Fantasy. Believe me, that is high praise.

P291 - I dunno monolith - Gelon
Robed wizard/druid type activating a mystic triathlon. Presumably a rendition of the Baraka Ritual.
Specimen sample of good use of hatching and shading.

This chapter has been kind of a disappointment really. Given the word count expended on Heka-capable K/S Areas -- and the implied *Unf! Unf! Unf!* Phuq da muggles! Casters are lord! that went with that -- I was expecting the sample Advanced Mythus castings to be more impressive than they are. This was the designers' chance to showcase their originality and give me reasons why "I must have this other book!" was the appropriate response to Mythus Magick (sold separately). What do we get instead? A bunch of 'seen if before', a bucket of boring, and a couple of semi-good ideas. Very disappointing.

Next Time: We examine the deep arcana of Chapter 14: The Campaign and Gamemastering. Expect the gygaxisms to be strong with this one.

Pic Source: the Dangerous Journeys: Mythus rulebook, Russ f-ing Nicholson, teh intawubz

Monday, 16 July 2012

Lets Read Mythus pt 21

Week five covering the Combat chapter, and - after our educational detour through Uncle Gary’s Bumper Glossary of Armaments - we return to the matter of Combat game mechanics. Exactly why the weapons and armour info wasn’t either hived off to the existing Heroic Persona Resources (Equipment) section of the Chargen chapter, or put at the very end of this chapter, eludes me.

The usual rules apply. More confident/experienced readers may wish to institute the Typical English Summer variation (empty the contents of a garbage bin into a paddling pool, then sit in same while someone sprays you with a garden hose).

Note: much as I was tempted I won’t be instituting a new Drinking Game rule:
"drink every time the reason for doing a particular thing in ‘this’ fashion rather than ‘that’ more intuitive/logical/user-friendly manner escapes me." 
That way lies booze-fuelled madness on a scale fit to make even noted scholar-poet Ollie Reed say "steady on!"

Suffice it to say, my face this week:



The section under examination today is entitled:

More on Damage to Personas


and it opens with a solitary orphaned paragraph of introductory matter at the base of page 255.

Layout 101: this goes at the TOP of the page.

Separating this clump of actually useful page references from the related material is all sorts of bad formatting practise, and the people responsible should feel ashamed of themselves. Gentlemen charge your glasses; I feel we may have regular recourse to them this week.

After a double page spread devoted to the Simplified Armour Tables + a picture our newest field of exploration resumes on page 258. The bulk of the More on Damage material extends across pages 258-275 and is broken up substantially by incidental pictures and several full-page spreads of, well, let's abide by the existing cultural convention and call it 'art', shall we?

I’m sure there was a perfectly logical layout reason for 11 pages of information being strewn across 20 pages, but it's a subtle, esoteric rationale to which I am not privy. Perhaps colour plates could only be inserted into particular signatures. Whatever the reason there’s a lot of art here: some good, some adequate.

Dazing


Take more than your Wound Level (75% of Physique) or Effect Level (80% of Mental or Spirit) in damage, or get reduced to a zombified state by an Attack to Control, and you count as being dazed. Dazing is all sorts of not good for your HP, as evinced by this handy list of penalties:


Yes, all of these. "F**ked are you. Crap are you doing." -- Yoda

Dazing is an all-or-nothing effect (there's no 'half-dazed' or 'double dazed') and it lasts until you are back below your EL, or have recovered to 90% of your maximum Physique. So basically being dazed in Advanced Mythus is a 'you lose' effect.

The Mythus Dazed status is a marked departure from classic games like AD&D or RQ, where you fight at full effect right up until you fall over dead, or from specific wounds systems like WFRP and RoleMaster. In fact, it appears to have more in common with the 'death spiral' mechanics of such 90s-style games as Shadowrun, Vampire, etc. Whether you like that type of thing is a matter of private conscience.

Permanent Damage

Take more than your Critical Level (CL) in Physique damage and there's a chance you come away from the whole unpleasant experience with some form of lasting agony souvenir. Critical Level? 90% of Physique damage (not that the multi-page Appendix K: Glossary section sees fit to remind us - bad form!). Be your candy ass more than 90% dead? Roll d% on the Permanent Damage table, deducting 10 per Joss spent.


Enjoy your pain and disfigurement.

Lost Physique Attribute points can be restored by magick, but seemingly as a one-time-only event (the rules are hazy in their wording). A healer can use Alchemy to mitigate Permanent Damage, -10 to the d% roll per 40 STEEP. We are warned that "...when the magickal restoration is finished, no further Heka use will affect the persona’s wounds/scars, and the remaining scars are permanent." As an additional kicker: if any Attribute is still below 6 after healing the HP must be retired.

*meh* Dull. RoleMaster and WFRP handle character mutilation with more panache.

Shock


An HP who takes take their WL or more in Physical damage must be treated within PMCap Battle Turns or roll on the Shock Table. Ditto anyone who requires daily medical treatment and doesn’t get it. (Here would have been a good place for an actual numbered page reference to the healing rules on pp274-275, but no.)

It is nice to see thick, rich, dense lashings of jargon slathered across the page like gravy on a Sunday lunch: I’d almost forgotten what game I was reading for a second. (*gluk gluk*)

How you check for shock? Roll d% +/- HP’s PMCap and other modifiers, compare to table:


We’re warned that any Attribute dropping to 0 = death, which is an old friend of a rule by now. The reader is also reminded (again) that any character with less than 6 in any Attribute should be retired as "...that persona will be useless as an HP." Really? Reading these words from the man who pioneered ‘3d6 in order’ is rather sad-making.

Doubly irritating is this little throwaway line:


No! Unacceptable! See also: any and all previous Lets Read Mythus rants on incomplete rules in a 400-page rulebook.

So far, so Mythus: a bunch of present, but hardly correct, rules that manage to combine prescriptive with vague in the usual ‘crap sandwich sprinkled with extra jargons’ fashion. For example, the reader is explicitly cautioned in the Permanent Damage description to roll for such damage _before_ checking for Shock. I’ve no idea why this should be the case, given that any character in Shock is going to be unconscious anyway. Seeing as both Dazing and Shock are dependent upon WL, while Permanent Damage is dependent upon (more severe) CL it would make more procedural sense to order things thus:
Dazing > Shock > Permanent Damage

Why bother checking for limb loss immediately if your pretendy pet person is going to be in a coma for anything up to 1d6 months? It may be something to do with healing procedures, or with the in which Attribute losses are multiplied together, but the text is gnomically silent on this.

Damage from Other Physical Injury

Dazing, crippling and shock trauma are dispatched in less than a page, leaving most of pp259-274 (minus art) to cover rules for other sources of physical injury.  To whit:

  • Acids and Alkalies (sic)
  • Cold & Exposure
  • Disease
  • Electricity & Lightning
  • Fire & Flame
  • Heka-Engendered (Other)
  • Motion Damage
  • Poisons and Antidotes
  • Starvation & Dehydration
  • Insanity & Madness
  • Other Susceptibilities

Some of these get a paragraph, others a couple of pages. Some, like asphyxiation/drowning, are omitted entirely, even though the garotte makes an appearance in the weapon lists. I’m not entirely sure why some of these rules are in a Combat chapter, rather than a more general adventuring/survival rules chapter, but I find myself coming to the position that rules for offensive starvation, combat diseases and/or martial dementia are sadly under-explored facets of fantasy adventure gaming.

Another layout gripe: the heading hierarchy is b0rked. All the sub-headings in this section are boldfaced only, with a tendency to blur into one long undifferentiated textwall. Even the page-long rules for Poison & Disease suffer from boldface-only headers. By contrast individual poison/disease descriptions are called out with big, fat "h2" headings. Poor formatting choice, one that I will now proceed to improve upon.

Acids and Alkalis
Concentrated acid and/or war salts inflict the Chemical damage type. All such substances have a Damage Rating and a Burn Duration, mechanical conceits which should look more than a little familiar to flask rogues* and old school burning oil fans. A typical flask of caustic joy will cause 4d6 damage (multiplied by Exposure roll) to a single target and retain its potency for 2 AT (about 10 minutes Earth time, 1 turn D&D time). Some corrosives have an open-ended Burn Duration, for extra hilarity potential.**

* Gamer Jargon: flask rogue - a D&D3E exploit which used a combination of demijons of acid/alchemists fire + the reduce object spell + sneak attack damage to cause hideous damage per round.
** Fancy burning a tunnel to the Inner Aerth using the power of vitriol? Talk to an alchemist buddy...

Cold & Exposure
Chillification or sauna damage. Very hard science-based. Well, there are some very specific numbers. Does that count as scientific?


Anyone outside the ‘ideal’ temperature range for their state has to make a "Moderate" (x2) DR roll versus their PM Category or become Dazed until they warn up/cool down. Outside the ‘tolerable’ temperature range that DR changes to "Hard" (x1). Immersion in water at the lower end of the temp scale increases DRs by +2. Fear ice water: it lusts for the death of your blubberless monkey ass.

On top of that outside the ‘tolerable’ range takes 1 point of Physical damage per AT (5 minutes) of exposure. Cold can also inflict Permanent (limb-stealing) Damage (as above). Enjoy your frostbite.

These are rules of LotFP-ian brütality that will make your characters fixate on the warm/cold weather gear section of the kit list and demand the invention of the barometer (or the pixie sparkle pseudo-science Aerthish equivalent) as soon as possible. If killing characters one extremity at a time is your thing, the heat/cold rules in AD&D Dark Sun or in the d20 SRD were less fiddly and prescriptive.

Disease
Two pages of rules for contracting coughs, agues, murrains and fevers? This pleases Father Nurgle. It pleases me rather less; there's plenty of necrotising wordybloat here that could be jettisoned to no loss. (*gluk gluk*)

As will probably be no surprise to man nor beast by now diseases in Hatpants Gibblets come complete with their own stat blocks and rules. Vide:



What do all those headings mean?

CON-R (given as CON-T in the example diseases above): this is the Contagiousness Rating of the disease, a measure of how infectious it is if exposed. This is usually around 50-60 for something powerful and nasty like Typhus or the Black Plague, higher for real horrorshow ailments like AIDS (cited as an example of such in the original text) or Ebola. CON-R is opposed to the higher of the HP’s Physical Categories* in an opposed K/S-vs.-K/S contest.
Disease wins = Persona contracts the lurgy in all its manflu-riffic glory
Tie = Persona becomes a carrier
Persona wins = effects shrugged off

The DR of the contested roll can be modified one way or the other by degree of exposure and state of health.

* By the rules you can fight off a disease using your manual dexterity and reflexes, which seems... unusual. Maybe you're adept at dodging sneezes, I dunno.

Incubation Period: how long you wander around coughing on people before your world explodes in 'orrible gooeyness. If you’re a carrier the disease can remain active in your system for up to 10 times the incubation period.

Strength and Short Term Effects: Each disease has a Strength Rating, which is used to buy effects according to the table below:


"I’ll take a grande madness with six Spirit damage per week and extra Dazing, space for pustules."

Long Term Effects: effects that persist after the disease is reduced to Str 0. Insanity and Permanent Damage are the two examples given.

Additional titbits extracted from the mess of texwall:
  • Herbalists can treat diseases, with a successful roll reducing Strength Rating by 10% of their skill level (20% for a Crit). As the disease’s Strength is reduced so are the effects.
  • Fighting off a disease with bed rest and whisky uses the normal healing rules (see p274), but instead buys off poison Strength Rating rather than fixing damage. Herbalism and/or Oriental Medicine skills can accelerate this recovery.
  • Damage inflicted on TRAITS is removed from whichever Attributes the player elects.
  • Physical damage afflicted by a disease can cause Shock and Permanent Damage.

Although mechanically logical the Advanced Mythus disease rules are a step backwards in breadth and usefulness from those found in the Disease and Parasitic Infestation rules on pp13-14 of the One True DMG. I’m sure the two would mesh together more than adequately though.


Electricity & Lightning
Crackling, arcing, fusing and charring: all the good stuff. Damage is inflicted per the table below:




The rules for current electricity are downright nasty! If you grab something electrified, you can’t let go and will continue to take damage. Anyone who grabs you also becomes part of the circuit. If an electrical current hits water anything within d% yards of the source suffers this electrocution shock effect.

Are stunlocking electrical effects and bloodtrocution relevant to the interests of Old School GMs? Who can say? But I suspect you could power the world if you managed to harness the energy of all the Evil GM Hand-Rubbing.

Fire & Flame
In the words of one of America's most erudite and influential cultural critics: "Heeheeeheeheeeheheee. Fire! Fire! Hee hee. Fire’s cool." (pause for extended twiddly guitar solo/beer break) Everyone's favourite exothermic reaction does damage per round + chance of igniting. What’s not to love?


Extinguishing your crispy self through the magic of stop, drop and roll (screaming in agony and flailing optional but recommended) is a DR "Moderate" roll vs. PM Category.

No rules for smoke inhalation though? Oh Gary, your completism-fu is weak today.

Heka-Engendered (Other)
A one paragraph placeholder noting that many Heka-induced forms of pain use the surrounding rules unless otherwise stated. Nice to know, but a waste of a para.


Motion Damage
The joy of crashing, banging or falling into things. HPs suffer 1d6 damage per 10’ fallen/dropped (déjà vu!) or per 5mph the object was moving. This is multiplied by an Exposure roll (x1d6) to establish exactly how inelegant and wince inducing the impact was, for a grand total of 1-36 damage per 10' fallen. Light objects may do 1d3 damage per 10’, large and heavy ones more. Remember that armour is usually not much good against Impact damage.

Do you have falling rules? This is probably of little interest.


Dragon Warriors - still the best falling damage illustration

Poisons and Antidotes
Another skinny little chunk of rules disguising itself in the customary Mythus textual fat suit (*gluk gluk*). This time the subject matter is fun with toxins.

Any resemblance of Fink Angel to your humble author is purely coincidental.

Advanced Mythus poisons have a statblock similar to that of diseases, thus:

Ah, so that’s where D&D 3E cribbed its ideas.

STR is the Strength Rating of the poison ("Gorsh, yu don't say?"). This is 1-100 for mundane poisons, with <20 being weak, and >60 being very powerful.
Longevity Rating: shelf life after creation, plain and simple.
Effect Rate: time to onset.
Physical Form: Six types, although the distinction between liguid and oil is rather too subtle for my simple brain.



Purpose: Injure or Incapacitate. All poisons are one or the other. I've no idea if 'both' is an option.
  • Injury poisons do Physical damage equal to their STR at periods = Effect Rate x1 and x2, with a last little fillip of 50% of STR at Effect Rate x3. Instantaneous poisons do the whole STR x2.5 at Effect Rate x1. (That make sense?)
  • Incapacitating Poisons cause sleep or paralysis for hours = STR.
Poison can cause Shock and Permanent Damage, with a ‘severed’ organ being damaged by the poison. Only rare poisons cause loss of Attractiveness.

Fortunately there are ways of preventing the old "More entirely cyanide-free tea vicar?" routine from getting out of hand.
  • Antidotes are treated as being functionally similarly to poisons, although they take effect instantaneously. Antidotes oppose their STR to that of the poison. Treat any positive remainder as the poison's Strength Rating.
  • The First Aid skill can reduce poison by STR = first aider’s STEEP.
Because this is Gary’s game, and EGG is no moralistic pussy when it comes to the heroes daubing their blades in venom, you can merrily brew your own poisons (and antidotes) with the Toxicology skill. Herbalism, Botany and Chemistry may also be helpful.

Heka-Engendered Poisons
Because Advanced Mythus is an unabashed caster fap game (with several citations for public indecency in this regard) magic-slingers can make their own poisons, which are just plain better than those available to dirty muggles. Yes, wizardy types can totally whip up potions of gagging, choking and throat clutching as a function of their broader skill base. The reader is directed to Mythus Magick for the full skinny, but its nice that the subject gets at least some attention in the core rulebook.

Strength Rating: can be up to 99 for natural and Preternatural poisons, up to 199 for Supernatural poisons. I think the latter are demon venom and suchlike. I think...
Longevity Rating: Depends on Heka expended.
Effect Rate: Buy with Heka.



Purpose: Injury or Incapacitate.
Physical Form: As well as the mundane methods Heka-Engendered poisons can also be administered by:
  1. Gaze
  2. Glyph
  3. Ray (field)
  4. Touch

These 'magic poisons only' physical forms kind of rock IMO. The idea of a basilisk poisoning you with a Paddingtonian hard stare, or Heroic Personas going down to poisonous blasts of radiation, or some poor sap carefully deciphering the words "Caution: these runes toxic if read. Oh." fill my cold black heart with wicked glee.

Although there’s definitely room for a bit of simplification I quite like the Mythus poison rules. The division of poisons by effect, rather than by method of administration as in One True DMG implies that the two games' poison rules might be used in a complimentary manner. Whether this was deliberate and intentional on the part of EGG is debatable, but it wouldn't surprise me.

Starvation & Dehydration
Dying from lack of food and water. Slow, ignominious, unglamorous: I’m sure readers of Let’s Read Mythus can empathise.
Starvin': 3 days + PMCap hours, then Dazed. For every day over 5 take 1d6 Physical damage.
Thirstin': 1 day + PMCap hours, then Dazed. Every 4 hours without water take 1d6 Physical damage.

Physical damage inflicted by starvation or dehydration cannot be healed unless and until the character first satisfies their hunger or thirst.

Not bad, but LotFP already does similar for the "save vs." crowd. And I can think of another 'debilitating deficiency in an essential of life' that was tragically overlooked here. *cough, cough*

Insanity & Madness
Another big chunk, the substance of which The Man Himself had already dispatched faster and better back in the day. The rules spread across two full pages, but only a column or so is actual rules. The rest of the textblock is descriptions and potted rules for handling the various insanities.

Mythus uses a pretty orthodox Sanity Check mechanic, with rolls triggered by one of six criteria:
  1. Character takes Spiritual EL in damage (DR Hard)
  2. Character takes Mental EL in damage (DR Moderate)
  3. Witness death of a loved one, or happen upon their mutilated body (DR Moderate)
  4. Subject to prolonged torture (DR Difficult to Extreme)
  5. Confronted by extremely powerful monster/supernatural being (DR Hard)
  6. Effect induced by magic item or spell.
Two separate rolls are made against the characters MR and SM Categories (trans. Int + Wis), with each failure inflicting an additional 1d3 damage in that TRAIT for each level of DR (Moderate = 2d3, Hard = 3d3, etc). If _both_ rolls are failed the character gains one or more mental aberrations, with the total damage inflicted being used to purchase eccentricities from the table below.

On the menu today...

Insanities gained are supposed to be kept secret by the player and role-played as appropriate. All the other players are expected to work out what has happened to their increasingly erratic friend.

Mental Aberrations are usually permanent, at least until diagnosed and healed by skilled care or magick. Insanities induced by poisons, drugs or Attacks to Derange are not, and generally last only as long as the effect that induced them. Of course, if an induced insanity pushes the HP over his effect level there's a good chance a 'death spiral' of mental degeneration will kick in. Clever that.

These are OK rules, but nothing that Call of Cthulhu and AD&D didn’t already do just as well. One thing that does bug me is the terminology: why are ‘madness’ and ‘insanity’ deemed two different things in this particular Gygaxian schema? Any mental health professionals out there have a handle on the logic?


Other Susceptibilities
"Physical, Mental and/or Spiritual Damage can be inflicted by certain kinds of things being ingested, touched, proximate, or perceived (seen, heard, and/or smelled)." You can be excused a slight flicker of déjà vu there in that the preceding sentence looks more than a little familiar to someone who read the earlier section on Susceptibilities (back on page 230). We’re informed that *these* Susceptibilities are distinct from the ones discussed earlier. Why? No idea. Gary says so. Shut the hell up!

Because the preceding list of stuff to be violently, dangerously allergic to wasn’t thorough enough we are given an even more big-ass list:


Just as in our world anything is someone's fetish, so in Mythusworld everything is someone's bane.

[froth mode engaged]
The organisation of the (actually very simple) rules in this section is a topic-hopping word salad with a definite ‘deadline panic’ reek about it. You think I’m overstating the case? Ok, take a look at this and then tell me that it’s a model of brevity and clarity:

 
The above was not from some kid’s mimeographed joke game from the early 80s. That was an actual piece of published rules writing. Written by supposed professionals. In 1992.

Does this impress me?

Nope.

When parsed for sense it turns out there are two paragraphs of rules plus example regarding Contact Susceptibility. Then a column of nested bullet points about Allergic Reactions, of which there are seemingly two types: Severe Reaction and plain old Allergy. Finally we get a bunch of guff about Proximity Susceptibilities, along with a table of degrees of Susceptibility on page 274, which probably should have been front-and-centre.

It would make much more sense to define Contact and Proximity, and only then talk about the mechanics of Allergic reactions. That is simple procedural logic: define area of effect first. In fact it’s so simple, logical and intuitive that’s the order I’m going to look at the section. It might not be correct in terms of the order the Blessed Gary wrote things, but I refuse to be complicit in such obvious wrong.

Watch this: 
Contact: Take damage per round if you are touched with, are proximate to, or perceive the inimical substance/stimulus. Amount of damage varies, as does whether you take Mental, Physical or Spiritual damage, or more than one type.

How far is sensory range for the purposes of Contact? That’s covered under Allergic Reaction, sub-type B, sub-sub-heading 2 (once again, not kidding). Sound = 150’, visual perception = 30’, smoke = 20’, odour = 10’.

Proximity: Take damage if you’re within a set distance of the thing you’re allergic to, aware or not.


Allergic Reaction: remain in contact with your bane for a certain period of time; take damage (up to 1 per CT). If exposed for a prolonged period suffer side effects, for example "...a lowering of one of its Attributes, its movement capacity, or some other ability such as Perception, combat, etc."
Severe Allergic Reaction: As Allergic Reaction + suffer Dazing (q.v.).

And that’s the second set of Advanced Mythus Susceptibility rules, reduced to 155 words + 1 table and translated into a form comprehensible to busy GMs. That definitely counts as a page of wordswordswords reduced to one simple rule in my book.
[froth mode disengaged]

Could you make use of these rules? Well, that depends. Most classic gamers will disregard this Susceptibilities section as needless pixel-bitching that they can handle with their own common sense; new schoolers will despise these rules as written for a lack of clarity and completeness. If you're going to re-write them so that they make sense, you might as well just institute your own Fatal Weakness rules.

Sadly, that conclusion on the subjectomabob of Susceptibilities, ver2 is also my general conclusion on the More on Damage to Personas section as a whole. There are a couple of half-decent rules hidden in the undergrowth of this particular ruined temple of blahblah, but whether hacking them out of the morass of surrounding material is worth it is an open question. The poisons rules are okay, and the idea of contesting a disease with opposed rolls has the germ of a fun medical mini-game in there somewhere, and the electrocution rules are nicely bloodthirsty, but apart from that there’s not much to write home about.

Three good ideas in 9 pages or so? I’ll happily drink to them, but as a final total it’s pretty sad; definitely not up to Zak’s One Good Idea per Page, Minimum rule. This part of Batman's Slippers has lots of fuss over nothing busywork, and plenty of ‘done better elsewhere’.

-----

Healing


The Combat chapter ends with two pages of healing rules (pp274-275). Yeah, healing rules. I know, I know:


Mr Sleepy Office Bunny: he speaks for us all.

Healing rules are a necessary element of an RPG, but no one actually raves about them. I mean, when was the last time you indulged in wild-eyed, zealous fanboyish frothing about a game because of its healing rules? Nope, me neither. (braces for answers in the comments, yer smart-alecs)

Normal Physical Healing
This is pretty standard. You heal n damage/day, more with medical treatment ("Prime Rate"), none if exerting oneself. Nothing you haven’t seen a thousand times before then. For once in /AM/ history the brawny-but-dumb catch a break in that the more beefcake you are the faster you heal:


"Prime Rate: +1/2 per day": I just saved you a whole column.

Note that anyone with less than an average of 6 in the three Attributes in their PM Category cannot heal damage naturally at all. This gives a bit of context to the earlier admonition that characters with stats lower than 6 should be retired, but also means that the physically puny in Mythusworld are entirely unable to recover from injuries. (Probably their own fault for not being outside the pure blooded Aryan Heka-slinger master race.)

We also get a last couple of name checks to our new friends Dazed and Shock, one of which (paraphrase: "Your Shocked checkbox is unticked after 24 hours of bed rest") might have been an actual useful footnote 16 pages ago.



Normal Mental and Spiritual Healing
Use the above Healing Rates table, but swap in the MR or SM Categories for PM (*gluk gluk*) and replace "per 24 hours" with "per 12 hours". Prime Rate is obtained through the ministrations of an Oriental Medic or Yogi.

Heka-Assisted Healing
This is basically a placeholder paragraph reminding the reader that various "...Heka-Generating K/S Areas, such as Priestcraeft, Religion, Mysticism, Alchemy, Herbalism, and Yoga..." are the place to go for healing magic.  Good to know.


Regeneration
You can grow favourite lopped off bits back either through the power of certain 1337 skills, or by resorting to magick. Again, good to know.


Rejuvenation
The restoration of Attribute points lost to age or Permanent Damage is a rejuvenating magick exclusive. Who knows, maybe in Mythusworld all those stupidly expensive snake oil cosmetics actually do work.

Life Restoration by Casting
Two paragraphs which repeat the point that a resurrection attempt is a one-time-only deal twice. Jeez! We get it EGG: there’s no D&D-style ‘revolving door of death’ in Mythus.

So two pages of 'dull but necessary' then. Much as expected. We pass on without regret or backward glance.

-----

Next Time: a "Lazy McBastardson phones it in" post of art criticism for chapter 12 before we fearfully lift the lid off the sepulchre of chapter 13: Heka and Magick*. You know, I’m growing to loathe and despise that particular mis-spelling. On the bright side though, it has given me a possible nerd rap pseudonym: Extraneous K.

* Thankfully no relation to the pewter molesting kitschmongers at Myth & Magic

Pic Sources: Dangerous Journeys: Mythus rulebook, Dragon Warriors book 1, Jollyjack's Spider & Scorpion, teh lectrowubz

Edited 17/07/2012 (to add correct healing table and some extra snide.)

Monday, 2 July 2012

Lets Read Mythus pt19

Welcome again to Let's Read Mythus, our weekly trawl through the Gary Gygax's post D&D masterwork. Today we trudge into the murderous mess that is the Advanced Mythus Physical Combat rules, which may or may not be of usable salvage value to players of other games.


Physical Combat, Lethal



Week three of Combat, and we finally get to the crux of the matter: thwacking dudes with swords. And, no, that's not just me being a bloodthirsty lowbrow bogmonkey; we have it on good authority from the pen of the master his own bad self:

One of us. One of us. One of us.

One nice short paragraph saying that Lethal Combat is dangerous (No, really?) and assuring us that "Note that while these rules may seem complicated, once you get used to them they're quite easy. They are designed to simulate reality and the actual suspense which exists in combat." Ok. So the confusion, tears, pain and screaming were actually a desired outcome borne of careful attention to verisimilitude, and not just my reflexive horrified reaction.

Front and centre attention is drawn to the all-important sidebar, to which anyone daring this section will probably want to cling to like a drowning man snatching at a life ring:

This is your (war)god now!

Pages 223-230 are all just footnotes to this.

The main thing to note is that, unlike every other form of combat in Advanced Mythus, Lethal Physical Combat offers absolutely no option to do anything other than hit someone. There's no option of attacking to cripple, or blind, or disarm, or anything else. Eight pages of mechanics for hitting and hitting back. And that's it.

Oh, I tell a lie. You can parry someone else's attempt to hit you. Big whoop!

Notable new jargon:

Basic Attack Chance (BAC) -- weapon skill STEEP + modifiers for high Perception and quick reflexes
Final Attack Chance (FAC) -- This is your BAC after all modifiers; what you actually roll the die against.

Weapon Information


Pages 223-225 are full of information, tables and worked examples explaining how to determine attacks and damage with a particular weapon. It starts thus:


And, like some sort of aspie Terminator, absolutely does not stop until the end of p225. There is a lot of info here, all divided up into sub-sections corresponding to the numbered points above:

BAC
This is STEEP + Weapon Points + Bonus for Physical Perception. Each of these gets some defining blurb.

STEEP we know. That's your skill level with the weapon in question derived from the relevant Combat (HTH, Lethal, or Hand Weapon, or Hand Weapon, Missile) K/S Area sub-area. Mmmm, delicious jargon. (*gluk gluk*)

Weapon Points are a novelty. These are a seemingly ass-pulled number that a particular type of weapon adds to your BAC. I'm a bit vague on what Weapon Points represent: possibly some abstraction of reach and handiness? All weapon, except HTH, Lethal weapons like nunchaku and tai-fu, have Weapon Points. Why? No idea. Magic weapons have bonus Weapon Points over and above the norm for their type.

Bonus for Physical Perception are granted for high stats according to the following table:


Just for completeness, we're also told how to work out BAC for characters who lack the correct K/S sub-area to correctly wield their chosen stab-toy. Half-trained klutz BAC is Weapon Points + 1/2 the relevant general Combat skill (HTH Lethal, Melee or Missile). Total combat virgin BAC (for those with no relevant weapon skill) = Weapon Points only. Enjoy your sudden, messy death.

Attacks per Round
Varies by type of weapon and by skill with weapon. We're helpfully referred back to the skill descriptions, and forward to the weapon tables later in the Combat chapter. Try to enjoy the breeze as the pages flap back and forth during the orgy of cross-referencing this section requires.

Damage
A couple of tables giving bonuses to Physical damage. These are just clarifications of simple rules:
  • High STEEP damage bonus is +1 per 5 points of skill over 40. At 71+ this increase to +2 per 5 points. So +4 at 56-60, +5 at 61-65, +10 at 76-80, etc.
  • High PMPow (aka STR) damage bonus is +1 per point over 12. So +2 at 14, +3 at 15, etc.
 There is also a table of bonus damage per die for being extra HUEG:


The bonus damage per die is a nice touch not often seen outside some of the more obscure sub-rules in AD&D, but I'm not sure how often this table will actually see use. Remember that the implicit setting of the Advanced Mythus game is a rigidly humanocentric place where even the bog standard fantasy races are strictly optional: something like ogre or ice giant is definitely not a default character type in this game.

A list of damage types (previously seen in the Heka-Based Attacks section) make a re-appearance for the sake of completeness. The damage types follow the previously defined rules.

Reach or Range
One paragraph. Range for claws and martial arts is 1 yard, and longer weapons have a longer reach (given on the weapon tables). Missile weapons have the best range. Waste of a paragraph, you might as well have just written "refer to weapons tables" and been done with.

Speed Factor
Again, one paragraph. Again, could have just been a "refer to weapons tables" reference. Martial arts attacks and weapons = 3. All other weapons consult the weapon tables. Echoes of AD&D are echo-ey.

Parrying
Durability of parrying weapons, etc. Actual rules for blocking incoming objects with other objects are given elsewhere, this is just commentary on filling out your weapon description.


Shields modify the damage capacity for their quality and composition according to the last column of this table. So an average spear will be (Average quality, Combo composition) 8/20, while an average rimmed shield will be 8/30. Exactly what these numbers mean is explained later in the Combat chapter, under Parrying. Try to restrain your excitement.

Magazine
What's left in your cho-ko-nu or quiver? You must know. It is important! Yes, of course Accountancy Mythus tracks every last arrow, bolt, and sling bullet. Did you honestly expect anything different?

Congratulations. You've now filled out the relevant stats for one weapon. Now go back and do it again for all your other jabbification devices. It shouldn't take that long. It's not like you intended to spend any time role-playing or anything...

So far I'm strongly reminded of the 1d4chan entry for RoleMaster? ("An ancient classic from the Dawn Times. If you picked up this game in 1980 and started making a character immediately, then you should be almost ready to play this Friday.") Most of this stuff is just a waste of words. Two-and-a-half pages to define the qualities and characteristics of your weapon when the basic rules for using the damn thing only take a half-page sidebar is just sheer pandering to the 'no common sense' element of the readership.

Final Attack Chance (FAC)


As those who bothered to read the Physical Combat, Lethal summary boxout will already know, FAC is what you actually roll against to hit. It's calculated as the sum of your BAC +/- the scads of modifiers detailed over pages 226-227. Simple enough, right?

Modifiers to BAC differ from a lot of difficulty modifiers in Advanced Mythus in that they are linear modifiers (+/-n), rather than adjustments to Difficulty Rating multipliers. I have no idea why this exceptionalism exists, and there's nothing in the text to enlighten me. Any suggestion of a savage Mythus playtester revolt in favour of traditional percentile modifiers is naught but wildest speculation on my part. ;)


Advanced Mythus playtesters, circa 1991

Some modifiers only apply to ranged attacks; others apply to all Lethal attacks. "Hand weapons, martial arts and natural attacks use only the Attacker's Movement, Target's Movement and Position tables." This is explained in the text, rather than being marked up on the page-spanning table of modifiers where it might actually be helpful. I've taken the liberty of correcting the oversight.

Sooooo many modifiers. Soooooo much scope for clarification and simplification.

Dodging in Advanced Mythus is subsumed in this (sub-)section and takes the form of a mathematically insignificant 'always-on' modifier to FAC. Dodging bonus is available only to people with crazy-good reflexes, and is usable only when wearing light armour.


Runequest fans will be feeling some more deju vu about now.

The situation isn't as bad as it looks at first glance given that Advanced Mythus HP's Attributes are generated on 2d6+8 rather than the more traditional 3d6. So anyone with better than average (for an HP) reflexes will get at least some dodge bonus, however insignificant. And boy are dodge bonuses insignificant: +1-2% for dodging when the act of walking grants a -5% modifier is just what can reasonably be called a b*llsh*t bonus.

So that's yet another grudging, pixel-bitching, mechanically inconsequential stat modifier to keep track of. Which - I'm sure we can all agree - is a hallmark of good game design.

A couple of additional notes extracted from the dense text on FAC:
  • BAC can never be reduced to less than 10% of initial score by negative modifiers.
  • FAC is usually a DR "Hard" (x1) skill check. Judging from the worked example offered expending Joss is (seemingly) the only thing that modifies this DR, rather than playing with the percentiles.
  • By default all of a character's attacks are taken on the same initiative score.
This section has lots of wordiness and some p*ss-poor organisation of info. I'd have done it all very differently. Small mercy: at least the GDW layout chimps managed to get all FAC stuff onto one two-page spread.

Special Hits/Special Misses


Crappy layout orphans the Crits/Fumbles text from its accompanying table. The Lethal Combat Crit/Fumble rules are pretty much a rehash of the Non-Lethal ones we've already looked at:

Crit = maximum possible damage (*snore*)
Minimal Hit* = minimum possible damage
Fumble = roll d%, deduct weapon skill and 20% per Joss spent, compare to table

* a hit reduced in effect by Joss. We're even given a page reference to the rule.

The Advanced Mythus Lethal Combat Fumble table is pretty poor. How poor? Well, let's just count up the entries shall we? I know that number of entries isn't a guarantor of quality or anything, but bear with me).

"One... two...three... (fades out)"

Musical interlude

(fades in) "six... seven."

Yes, that's it. This table has a Sesame Street-worthy total of only seven (7) entries, of which one is "The attack misses, but nothing else happens."


Never has a lethal mis-step been so Dull. Dull. Dull.

I've seen rules-lite old school Fumble tables with more character and interest than this. RoleMaster would look on it with pitying contempt and even jolly old WFRP would amble over, take a shufti, and wander off chuckling. Whatever happened to the promised "...elective complexities which place this game far beyond any other"? Bad show!

Fourteen Appraisal sub-areas; seven possible combat fumbles. Do you ever get the feeling that someone had their system design priorities a little confused? If even the most allusive mention was made to 'other game systems on the market' famous for their critical hit systems I might have a little more time for this section. But no: zip, zilch, nada.

Applying Difficulty Rating to FAC


Three paragraphs confirming that - exceptional circumstances withstanding - the DR for a FAC roll is almost always of "Hard" (x1) difficulty. Waste o' words, but an excuse for more pain-numbing swiggery. (*gluk gluk*)

We're also given a table of automiss/Fumble chances for high FACs. It's more than a little reminiscent of the standard autofail/Fumble table from back in the Core Systems chapter, but it's nice to have it here for completeness.



Might be handy for a percentile game player who lacks a fumble table and feels the need of one. Otherwise c'est inutile.

Parrying

Parries in Advanced Mythus are (gamer jargon) elective interrupt actions which require you to reserve attacks. Hope you remembered to reserve some attacks when you were going nova earlier. There's no word on whether you have to declare intent to parry in advance, or simply declare it in reaction to a connecting hit. That bucket of angry eels is left in the lap of the GM, because he doesn't have enough to worry about already.

You can parry any melee or thrown missile weapon (although trying to block a sword with your hand is not recommended). Launched projectiles (arrows, bolts, etc.) can only be blocked with a shield.

We're also given a lick-and-a-promise note to the effect that:


Oh, hell no! You did not just do that!

I'm usually prepared to give Mythus the benefit of the doubt, but that is amateur bullshit in the first degree! This is not some kid's fantasy heartbreaker 'zine where "Coming soon" or "Under construction" is acceptable. Advanced Mythus is a full-on magnum opus: an inch-thick, professionally produced rulebook with a bunch of names on the colophon, playtesters galore, and a 60+ page combat chapter. There's no excuse for doing a Mearls half-assing any part of the rules and promising "Yeah, we'll do it right in some other book". That just smacks of attempting to double-dip the punters' wallets for something you should have done right first time.

Deadline-crushed amateurism, lazy design, or cynical set up for a later cash grab? You decide.

"Ma! Get me my hack whomping 2-by-4 from the shed!"



Weekly fit of frothing and moonhowling concluded, we return to the rules for parrying. Parrying in Chadpants Doofus Physical Combat is a straight roll by the Defender against their own BAC, with the DR dependent upon the weapons in play. No, a parry is not a contested roll in any way, shape or form: that would just be stupid!

Fortunately for my blood pressure the information required to perform a basic parry is actually present in the rulebook, mainly in the form of another handy table:



Actual rules for parries disposed of - in five lines and one table (which could easily have been simplified *gluk gluk*) - we move onto the related sub-rules for weapon damage from parries. No sub-section heading; just an unheralded topic shift somewhere in the depths of a textwall. You may remember the numbers from the table presented in the Parry section of Weapon Descriptions above.

Coz it would have killed you to explain that earlier.

Both sides of a successful parry roll for weapon damage.And, yes, mutual *ting ting SNAP* action is possible.

Is any of this stealable? IMO, nah. The Advanced Mythus parry rules are a half job; the sort of thing you'd expect to see in a nice, sleek two page combat system like Stormbringer, not in an ultra-complex RPG which trumpets itself as "...a quantum leap in roleplaying." You can't even riposte FFS! If you're going to nick quick-and-simple parrying rules something like Necromunda has better, and that's a toy soldiers game that uses d6s!

Strike Location


If a hit gets through without being parried (or if the players just decide to take the damage instead of broaching that particular barrel of nightsoil), then roll d% on the Strike Location Table to determine where your mighty swing hits.


No, that is not a bad joke on my part. That is the unified Advanced Mythus hit location table for any and all creatures in the game world in its entirely. Roll d%, get a damage modifier of x1-4. That's it.

Honestly, this is all a little disappointing. Given what we've already seen of this game I sure that you were expecting a hit loc' table of positively Dwarf Fortress detail and specificity: hit locations down to the metatarsal and specific internal organ. Instead we get pure functionalism: four Vulnerability Categories (*gluk*) reminiscent of the "This is where you hit him to kill quickly, or slowly, or to cripple" speech from Spartacus (the movie, not the even more homoerotic tv show). 

To add insult to injury the hit locations aren't even defined in a non-abstract way, they're nothing but damage multipliers. Would a mere dozen words expended on "Ultra-Vital = face or groin, Super-Vital = neck or guts, Vital = torso, Non-Vital = limbs" have broken the word limit, or somehow imposed crippling constraints upon EGG's creative vision? Obviously so.

And the waffley footnote that "fragile or tough creatures adjust roll by +/-5-10" is neither nowt nor sommat: a mere house rule. If WFRP 1E can expend a few lines explaining how the sole hit location table can be modified to take into account the wild variety of non-human physiologies in a fantasy world, then a game with seven types of standard physical damage which spends more than two pages on its Buffoonery skill has no excuse.

One other point to note: looking at the above table suddenly Special Hits don't seem so special any more. That rare '1/10th of skill, maximum damage' hit will be overshadowed by doing average damage but hitting in Vital or better area 40% of the time.

More than half of the Strike Location section of the Physical Combat rules is taken up by something semi-related: the mechanics for using a specific sub-area of a Weapon K/S area:

The opportunity to select one's damage multiplier? Yes, I am interested. Please go on.

Roll to hit as normal, then roll Weapons, Special Skill (Specific Target).

Success = choose your damage multiplier. ("Hurr durr. I choose x1.")
Failure = roll on the Strike Location table w. a +20 modifier. >100 = miss.

And that last disappointment disposes of Step One of the combat summary: hitting. We now move onto Step Two: hurtin'.

Applying Physical Damage


If damage isn't parried, and the person using these rules hasn't lost the will it live by now, damage is done. Armour will (probably) soak some of the pain, and the remainder hurts your HP or monster Monstrous Persona. So, that's a classic soak mechanic which is an RPG Orthodoxy at least as old as Runequest, and probably has even hoarier antecedents in wargaming.

Of course, this being Mythus it doesn't remain a simple deduction operation. There are tables to be cross-referenced of course! Each of your four Vulnerability Categories has separate armour scores for each type of physical damage. The worked example of some dude in maille and shield takes up the better part of a column.


Say it with me now:"AC5".

Yes, the negative numbers are intentional. As regular readers may recall, lightning damage is to armoured warriors in Advanced Mythus approximately what King Herod was to infant schools. So inventing some form of primitive lightning rod will probably be a priority for any tinboys who manage to drag themselves through character generation ~and~ armour calculation with an ounce of their sanity intact.

To add final insult to injury we're informed that magic armour doesn't have any of this number crunching to deal with. Magic armour - being magickqkc and thus inherently better than dirty mugglemetal - has one armour value per Vulnerability Category against all types of damage.

FFFFFFFUUUUUUUUUUU-!!!


It's at about this point a sane person would be thinking: "Hmmm, is my game perhaps too fiddly?"

Wound Level, Critical Level and TRAIT damage thresholds get name checked and defined again, along with a page reference to full rules (on p256) for the Shocked, Dazed and Permanent Damage conditions.

Shocked, dazed and permanent damage about sums up my experience of the Physical Combat, Lethal rules so far. The whole thing is just a morass of simultaneously abstract and over-complex dissociated mechanics [link] with little meaningful relation to one another.

Particular niggles:
  • You can hit the dude, and that's it.
  • FAC Modifiers could do with being simplified and rationalised.
  • Dodge bonuses are so insignificant as to be all but meaningless.
  • Rules for Crits/Fumbles during the deadly, high-stakes dance of blades are both abstract and dull.
  • There is no relationship between accuracy of hit and actual damage done. Acceptable in a game as abstract as OD&D, just insulting in a game as complex and fixated on 'realism' as Advanced Mythus.
  • There is only a single (very specialist) option for modifying hit location. An option of which effective utilisation will require more system mastery than most players will care to invest.
  • Seriously, you call that a hit location table?!
  • The parry rules are a clunky, half-done job and fill me with displeasure on many, many levels.
  • There is no option whatsoever for using Heka in Physical Combat. No one-off accuracy increase, no way to enhance dodge or parry bonus, or no damage boost: nothing.

The bulk of pages 230-231 are taken up by additional rules and notes of special cases which may apply to Physical Combat, Lethal in certain circumstances. These are: Susceptibilities, Invulnerabilities, and Exceptional Attacks.

Susceptibilities


Some creatures suffer additional Physical damage from certain substances. This is Wounding type damage, which is a new one on me. The list of magic allergens should be eminently familiar to any role-player or reader of horror fiction:
Silver, Crystal, Iron, Fire, Irridium(?!), Salt, Wood, Blessed Water

Contact: merely touching the inimical item will cause 1d3 damage (or minimum weapon damage) to the susceptible. Salt and Blessed Water cause 1d3 damage per oz, with 30-80% of possible damage being done by bulk applications.
Insinuation: stabbification causes the susceptible x2-10 normal damage after all other modifiers (Armour, Hit Location, etc.).

There are also rules for non-weapon Susceptibilities (garlic allergy?) later in the rulebook.

Invulnerabilities


These are classic D&D-style immunities to [named thing], usually balanced by a corresponding Susceptibility to [other thing]. Usually all-or-nothing, and players will usually have to puzzle out the Achilles' Heel of whatever creature they're facing.

Exceptional Attacks


These are basically rules for screwing characters over with attacks which don't do much direct damage, but still have a catastrophic effect if they take hold. Snakes and swarms of insects are the cited examples, but we're informed many other types of (undefined) attack also fall into this category.
  • Unarmoured individuals are allowed to parry such attacks and/or attempt Avoidance [link].
  • Armoured individuals either suffer automatic attacks per round (by swarms of killer bees), or have to suffer a Super- or Ultra-Vital Hit to be affected by scorpion stings, snake bites or poison blow darts.

Would I use these rules? Nah, Classic D&D does all this with exception-based rules found in the monster descriptions or with Saving Throws.

Tying It All Together


An extended worked example is spread over three pages (pp232-234). The only way it differs from any other worked example you have ever read is that the example GM is a fan of seemingly arbitrary dick moves that screw the players.

-----

In Conclusion: the Physical Combat, Lethal rules of Advanced Mythus are loosely jointed, dissociated, and all kinds of scrappy. There's very little coherence of elements into a symbiotic whole, nor is there much sense that these rules are part of the same system as the rules for Mental, Spirit, or Non-Lethal Physical Combat.

In a section which almost requires a clear, orderly progression of useful information, the characteristic Mythus sins of dense formatting and verbiage are *still* in full effect. As is often the case, a good hard proofreading and procedural precis/ing wouldn't have gone amiss.

In its entirety the Physical Combat, Lethal section reads like nothing so much as a heartbreaker version of AD&D combat written by a guy who liked Runequest but couldn't be bothered to deliver the full RoleMaster level of complexity he originally envisioned.

I cannot, in good conscience, recommend these rules to others. They are beta release quality in a world where superior finished articles already exist.

Next time: Weapons and Armour, 20 pages thereon. And, yes, there will be pole-arms.

Pic Sources: Dangerous Journeys: Mythus rulebook, the intawubl
Related Posts Plugin for WordPress, Blogger...