Showing posts with label cannot hate enough. Show all posts
Showing posts with label cannot hate enough. Show all posts

Monday, 18 February 2013

Lets Read Mythus pt22

Today's subject for dissection in the ongoing Let's Read Mythus debacle is Chapter 13: Heka and Magick. Please be warned that this post may contain higher than recommended levels of gibberish and is likely to induce second-hand outbreaks of:



The customary rules apply, with an additional fillip that one should also drink every time the reader is prompted to "buy our other book for full details of this". Because nothing builds bonhomie like a naked cash-grab.


Heka and Magick is a self-confessed crippleware chapter comprising pp276-294 of the Dangly Jibblets: Minkdust rulebook. The introductory paragraph admits that the Castings which follow are no more than "...a sample listing of basic Castings, sufficient to get your campaign off the ground." Where can you get the full skinny on casting in Mythus? Well, if you said in the Mythus Magick book (sold separately), then reward yourself with a drink.

So what do we actually get for our money? Two pages of poorly cross-referenced rules/notes text and a bunch of what anyone not being trollsued out of the industry by Lorraine Williams would just call 'spell descriptions'. Oh, and a new page header: a still life of a squished wizard amid the paraphernalia of his trade.

Insert your own "Caryatid squashed by the weight of verbiage" gag here


After a paragraph of shilling for the patch to this broke-ass 400-pages of half-a-game we jump straight into the subject of Heka (pron. HEE-ka). Two paragraphs rehash what we've already been told about half-a-dozen times now: that Heka works like magic electricity; that 'impure' versions of Heka -- variously called Baraka, Orgone or Mana (Mmmmm, thesaurus abuse! *gluk*) -- exist in worlds not as dominated by the Pure Spellcaster Master Race as is Aerth; that even unintelligent creatures can use Heka instinctively; and that Pure Heka is of three sorts: Positive (from the higher places and spheres), Negative (from the Other Place), and Mixed.

Yeah. So far this feels like what it is: a précis of something longer, more involved, and baroquely over-complicated.

Next up: Demographics of Heka. A paragraph spent explaining the prevelance of Heka-slingers in the populace. The figures boil down to 1-in-100 for people able to cast at all, with various sub-breakdowns for who can use what type of Heka; who draws their Heka from one, two or three Attributes; and who gets to be a touched-by-the-dice-gods Full Caster. This is dull stuff and probably billonga setting book, not rules chapter. A more practical use for this section would have been putting the bloody shifty, elusive rules for determining Full Caster-ness here.

Next is half-a-column on Types and Sources of Heka Energy, which starts with a seemingly unrelated paragraph about the nine Grades of Casting Power, and an aside that certain special Grade X castings exist and that these are on a par with Supernatural Castings of Grade I. Nope, not a clue. If you want to know more: cough up for Mythus Magick.

There's also a rehash of the three types of Heka (Preturnatural, Supernatural and Entital), which are entirely different from the three types introduced above. If you recall from way-back-when in LRM pt3 Supernatural and Entital are 1:10 and 1:100 Mega-Damage Heka.

And finally a list of things you can squeeze for Heka in the Mythus universe:


Sources 1-5 are pretty much what you'd expect: push button, recieve mana. But source 6 "Entital vegetable substances" confuses the bejaysus out of me. WTH is an Entital vegetable? Some form of otherworldly arcanocabbage? The freshly-peeled god-corpse of Nazi-fighting root veg Dr Carrot? No clue given. Oh look, they do give us a helpful clue as to which book to refer to...

After that particular unintended Mythusian mindscrew we're off again to half a page + a couple of big-ass tables regarding Heka from K/S Areas. This begins with the word "Imprimus" and goes downhill from there with a load of waffle on who can generate Heka from where, how fast, how much, and from which skills. Most of this is semi-familiar from other chapters, but I lack the will (or remaining SAN) to check if there are contradictions between blocks of text.

One thing that jumps out is a table that would have been useful, oh say, back in the damn skills chapter! To whit:


Idiot-savant version of a unified Heka Skills table I ranted about back here.

Now, so far as it goes that is a not-entirely-useless table. At least now -- nigh-on 180 pages after it might have first come in handy -- a player can see at a glance which K/S Areas grant Heka, how much and from what character stats. That might almost be called useful, at least for the purpose of buzz maintenance. *gluk*

And then you realise that thick block of text over there on the right is footnotes.

Yes, the true horror of this brute of a table only really bursts forth when you start digging into the notes. Most of the them either waffle on where a single terse sentence would suffice, or outright re-iterate things we were told back in the relevant skill descriptions. In the latter case "See description, pXXX" is perfectly sufficient.

Call me a grouchy infographics snob, but a case could be made that if footnotes take up more space than the table they accompany, then the way you are attempting to present your information is objectively not right. A first draft is supposed to look like a sharp-cornered, burr-edged, over-complex mess; a professionally designed tool for use in play is not.

A final squeezed-in section on Regenerating Personal Heka tells you how much Heka you get back per hour per skill from your K/S Areas, and also how much you gain back from Attributes, Categories and Traits. It is four paragraphs of word salad that looks like English at first glance only. The accompanying table is especially sad-making.

"Prithee good sir. Art thou shittin' me?!"
"Nay sir, I be not. Now draw forth thy slide-rule and get thee to reckoning."

Yes, excellent. No foreseeable problems with player rebellion here. An excellent response to the oft-heard lament that the AD&D Psionics rules were insufficiently fiddly.

And that's your lot on the subtle wonders and intricacies of Heka and Magick in Mythus.

Oh, wait. You want the mechanics for actually using Castings in play? In the Heka and Magick chapter? How precious. How quaint. Those are way back in the earlier Combat chapter, on p218. Which in turn requires reference to the Core Game Systems (chapter 11) and the K/S Area descriptions in chapter 10.

Hope you enjoy the delicious breezes kicked up by repeated thumbing through big fat books, coz you're going to be doing a lot of that. There's not even a single appearance of That Damn Table in the one place where it might have actually have been of some utility. Useless!

Sample Castings
After the seemingly unedited logorrhoeaic HØRF! that opened the chapter we turn with -- probably misplaced -- relief to the spell Casting descriptions which comprise pp278-294 of this slithey tome.

Sample Castings of levels I-V (Roman numeras as original) are given for the schools of Dweomercraft (wizarding), Priestcraeft (clericing), Apotropaism, Astronomy, Herbalism, and Mysticism, at a rate of several per level, which is nice.

"But Chris, you gormless knock-kneed bogmonkey," I hear you cry "Where are all the other types of magickqkck which the many, many K/S Areas of Mythus use? I count a mere six lists there."

Why yes, gentle reader. Although puffing itself as a game that presents nine, sorry, IX levels of magic in nigh-on a score of schools and traditions, the core Mythus book presents only samples of six schools, and only up to level V. As for the rest, they are found in a lost tome of eldritch lore entitled... yes, I think you can see where this is going... *gluk*

Although the vastly superior Imperial measures are used in all instances (I kid you not, there are ranges given in rods, chains and leagues in there!), there are a couple of gross procedural niggles even before getting into individual spell descriptions. The unexplained acronyms are annoying ("WTF is E/F/M? Any corresponding entry in the Glossary? Of course not!), and repeated inclusion of BHC (Base Heka Cost) that remain constant across all schools and levels but are not integrated into a single simple table is just an offence against good design.

Base Heka Cost -- Casting Grade
20 -- I
35 -- II
50 -- III
75 -- IV
100 -- V

That there: not flippin' rocket surgery!

Get past the Mythusisms of the layout and descriptions, and many of the Castings will look familiar to role-playing veterans, albeit with any sense of wonder and magic pummelled out of them by a leaden prose style. For example:

"Zzzzzzzzz."

Next Time: We grind the individual Casting descriptions for anything that might actually be of use in a Classic D&D game. It will be as glorious, life-affirming and full of colourful pageantry as Passchendaele. Oh, wait. That's not what I meant at all...



Pic Sources: the Dangerous Journeys: Mythus rulebook, the hark a vagrant webcomic, teh intawubz.

Monday, 11 February 2013

Let's Read Mythus Interlude 2

After a hiatus entirely too long, fraught, and full of fractal fail for my own comfort the ill-considered dissection of Dangerous Journeys: Mythus returns, a mere eight months later than expected (in RPG Kickstarter circles this is known as 'business as usual').

This week I have elected to inflict upon the world the long overdue Art of Chapter 12 post; a light amuse bouche of a thing wherein your humble host dons polo-neck and beret, and attempts to channel art critic mojo into his tiny monkey brain.

Those playing along at home may wish to note the following modifications to the customary rules:
  • When a piece of art has no relation to the content: take a drink.
  • When a piece of art would have been better in good, honest black-and-white: take 1 drink.
  • When a piece of art is just downright bad: take 2 drinks.
  • When the writer loses it and lapses into foaming, windmilling "No moron! Do it like this! THIS!!!" mode = drain your glass.
There's a lot of art in the expanses of Mythus chapter 12: incidental art in black-and-white and full-page colour plates.

B+W Lineart

p216 - Ellisa Mitchell - tree, sword + runestones.
Tree has semi-anthropomorphic bole, tree-impaling sword is obviously perilous (in the Arthurian sense), runes may or may not be a bilingual bonus that translates as "Please do not stab the trees". Lightning in the background echoes the anguished twisting of the branches - nice touch; portentious. Fine use of negative space and directional cues. Content is semi-related to text (Heka-based attacks).

Tres folklorique, non?

p229 - Ellisa Mitchell - stylised griffon.
Excellent composition draws your eye to the mad, starey bird eye of the griffon. Consistent penwork(?) across the furred and feathered parts of the beast give it a coherence of form lacked by many monster pics while retaining the heraldic essence of the beast.  A fine balance, nicely struck.  Whoever sculpted the recent GW Empire Griffon model (aka: the Warturkey) should look at this picture and cry in shame.
Picture has no relation to content. Seemingly a space filler. Shame, it deserves better. *gluk*

p232 - Tony Szczudlo - Bad-ass fantasy African warrior standing in a cave mouth.
Once you get past the 'Mbongo McSkullhat of the K'lishe tribe' first impression this picture is kinda cool in a Savage Sword of Conan or Imaro way. The picture is well-executed: good composition, fine detailing, clever use of negative space and shading. The few fantastic elements (the skull helm, the odd pick-mace weapon) convey the idea of a fantasy Earth subtly and well.
Shame it's stuck in the midst of the awful, forgettable, multi-page example of play section. *gluk*

p234 - Ellisa Mitchell - eyes+snakes glowhenge.
A pretty generic henge-as-portal image. Lidless eye and winged serpent motifs add a little weird to an otherwise unremarkable image. Well composed and executed, although some of the linework on the trilithons makes them look a bit wooden.
Seems a bit out of place in the combat chapter. *gluk*

p240 - Ellisa Mitchell - weapons crossed over a shield.
Well drawn in a 70s comic art way; clever use of linework and blocking to convey a sense of shine and reflection, but sadly a bit "yawn" in the subject matter. At least the picture makes sense in context (the endless pages of weapon descriptions), although it would have worked just as well smaller and without a frame, breaking up one of the interminable columns of text.

p243 - David Miller - generic mitteleuropan watchman mit polearm in generic mitteleuropan townscape.
Adequately drawn, but nothing that would dare show its face in, say, a WFRP book. Again, "yawn". *gluk, gluk*

p245 - ??? (no visible credit) - conquistador being loomed over by two giant skeevy balds.
A nice little piece of doomed pathos in 90s fantasy art, this is the antithesis of the flavourless genericrap that infested the contemporary AD&D2E rulebooks. Good composition and line use; a sense of captured movement; my simple brain and untutored tastes actually like. This belongs somewhere better than in the midst of weapon descriptions. *gluk*

Insert your own "You're boned!" caption

p251 - Dave Miller - conquistador on a ship, Grecian temples in background
Presumably supposed to represent Mythus' default anachronistic hotch-potch setting of Aerth, this is ok. Good composition and use of space, workmanlike rendering of content. The problem it that it's the sort of picture the eye would skip over without pausing were it in a comic. No wow! factor; just another day in the life... *gluk, gluk*
I suppose the conquistador's armour is semi-relevant to the surrounding text (armour types).

p274 - ??? (no legible credit) - Sven Beardsson, knotwork chiseller, poses before his latest work
A burly viking type wearing Greco-Roman armour, presumably an intentional anachronism. The linework is fine, but the composition is a little odd, with the central figure off-centre. The background (Norse knotwork and Bayeux Tapestry-style human figures) is so-so.
No idea what the picture has to do with healing (the related text). *gluk*

p275 - Ellisa Mitchell - Angrycorn is angry! GRRRR!
Although the content - an angry charging unicorn in close-up - is unexpected, the technical execution of this picture is very good. Fine flow of lines, excellent less-is-more crosshatching. Another picture where Mitchell uses directing lines and shading to draw your attention to the beast's eye.
Not sure what a unicorn has to do with healing rules though. *gluk*

Colour Plates

After the "Mythus art not terrible! shock of the preceding pictures the full-page, full-colour, gloss paper-printed "Behold our magnificence!" images that follow are generally disappointing given what they might have been. As a general rule what art there is is spread over a larger area than it probably merits...

p257 - Midgette and Meyer - Armwrestling in the tavern
Another scene from the rich and exotic world of Aerth, in this case renaissance arm-wrestling. The composition is cluttered, the background a featureless wash, the facial proportions and eyelines of the score of onlooking characters are fuxxored, the central drama is uninteresting.
I'm really not keen on this picture, and can't imagine why it would merit inclusion, let alone an entire page. *gluk gluk*

p260-261 - Midgette and Meyer - knights brawling in the road
Let me start by saying that 3/4 of this two page spread is worthless space-filler. No, seriously. Look:

Are you f-ing kidding me?!

That's the image as it appears in my Dangerous Journeys: Mythus soft cover. 11" x 17" of next-to-nothing. It may seem unremarkable to you, but I find this picture profoundly offensive. It's no more than a piss-poor knock-off of a Prince Valiant comic panel, but it has adopted in my mind an almost totemic status. This picture can stand as a microcosm of the entire Mythus experience: needless bloody boring bloat overwhelming what should be interesting and exciting.

Watch this:

20% of the space: 100% of the action

Even after trimming to its essentials the piece is unremarkable; even a bit dull. Can you imagine if, for example, a Games Workshop artist circa 198X had the temerity to turn this in as a completed piece? John Blanche (GW Art Director and sensei of blanchitsu) would have had his head!

This should be a black-and-white incidental piece breaking up text somewhere; it lacks sufficient clout for its canvas.

*pause*

I think that was a 'drain your glass' moment there.


p264-265 - Allen Nunis - lizardmen hunt a giant wombat in a mesascape with pteradons.
Now this is more like it! Attention-getting subject matter, good composition and an interesting use of colour palette; almost cartoonish, but in a good way. Although blown up rather larger than it probably merits (another glossy paper double-page spread where a single page would suffice), this picture is pulp as owt! I especially like the slightly bewildered look on mega-wombat's face. Bollocks to Aerth! I want to know more about the world in this picture please.

p268-269 - Allen Nunis - the Zulus (+ their cheerleader) haet little red goblins!
Another characterful piece, the sort of thing that would have worked as a comics book 'pin up' picture back in the day. The content is a little odd, but may be the film "Zulu" as told from the AmaZulu perspective. Although a little comic book in framing and execution for some tastes, the sheer liveliness of the composition, and interesting use of negative space and stylisation to represent a fantastic, dreamlike quality, make for an interesting whole.
Not sure why its in the diseases section though... *gluk*

p272 - Midgette + Lamont - "Gercha!"

My favourite piece of colour art so far: "Rhino HAET street dance!" Yes, I know it's supposed to be a rhino hunt gone wrong somewhere generically East Indian, but I prefer to view it as a dramatic illustration of a lost Just So Story in which rhino and elephant, rajah and archers unite to cleanse the land of verminous infestations of street dance troupes. Yes, the dancers may have disguised themselves in the traditional Indian man-nappy (pron. dhoti) but Rhino knows those synchronised flailers for what they truly are.

Joking aside, the picture share a similar comic book stylised realism of form and colour style with the other colour art in this section. Although there's nothing inherently 'fantastic' about the subject matter, the composition is interesting, the subject matter non-boring, and the only weak point is a background which seems more tree-lined boulevard than wild Indian jungle.

-----

Sadly for the self-styled "...quantum leap in roleplaying games..." there is no quantum leap beyond the 90s gaming industry standard in the use or quality of art. Difficult to believe that Mythus was published only a year before Mayfair Games showed the industry what could be done with the full-colour-and-graphics-on-every-page Underground RPG. A pall composed of deadline fever and vague client definitions seem to loom large over many of the pictures in DJ:Mythus, a confluence of circumstances which prevents "...this game far beyond any others" from even matching the achievements of earlier games like Dragon Warriors in creating a coherent game world with its art.

Not that a unified art style is the be-all-and-end-all of a game. The two biggest names in the transatlantic fantasy gaming industry (TSR, GW) used whole stables of artists - each with their own tastes and styles - to excellent effect. I'd love to know what went wrong here...

Next Time: We peruse, critique and mudlark Chapter 13: Heka and Magick. A chapter in which teeth are ground, heads are scratched, and salient similarities are noted.

Supplemental Mythus Madness: For those truly sick of mind, here is the full text of TSR's "Waaaaah! My toys!" lawsuit designed to strangle DJ:M in the cradle. The sheer effrontery of beating someone with a stick he invented has to be seen to be believed.

Pic Source: the DJ:Mythus rulebook, Double K webcomic, Thrilling Tales' pulp-o-mizer cover generator

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.

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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
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