Showing posts with label Heroes Against Darkness. Show all posts
Showing posts with label Heroes Against Darkness. Show all posts

Sunday, 23 December 2012

Heroes Against Darkness in Print Now!

After what seemed like an eternity (considering the speed of the POD process for Hero Kids), I finally took delivery of the proofs of Heroes Against Darkness hardcover and softcover books today from DriveThruRPG!


I won't bore you with any more of the trials and tribulations of the process, suffice to say that right now you can buy the hardcover and softcover books of Heroes Against Darkness from DriveThruRPG:

Hero Forge Games Products at DriveThruRPG

Everyone loves pictures, so here are a bunch of shots of the proof copies that arrived today.














Thursday, 13 December 2012

POD Update

So I got in touch with Scott over at DriveThruRPG to find out whether I'd messed up the files for the hardcover of Heroes Against Darkness, and I got this quick response:

"No, that isn't normal at all. It should take about a week at the outside.  I'll send along an inquiry to our client rep over at LSI and see if she can track this down for you."

And like magic, today the print files are approved!   I've ordered proofs of the softcover and hardcovers, which I hope will arrive before Christmas.   Once I've checked them out I'll make them available on DriveThruRPG.

Tuesday, 11 December 2012

POD Progress - Not So Much...

So I'd love to have good news, but DriveThruRPG are going super-slow on processing the files for the hardcover POD edition of Heroes Against Darkness.

If I'd known it was going to be this long, I'd have ordered proofs of the softcovers, which have been approved for over a week now...

Anyway, I'm waiting for both to get approved, then I'll get the proofs.   At this stage it's clear the books won't be ready before Christmas.   :-(

Wednesday, 28 November 2012

Heroes Against Darkness POD Progress

In other news, I just uploaded the PDF assets for the softcover and hardcover print verions of Heroes Against Darkness to DriveThruRPG. :-)


Now for some waiting...

Tuesday, 20 November 2012

Heroes Against Darkness Print Version


Dear loyal reader(s),

I've been neglecting Heroes Against Darkness lately, but now that Hero Kids is out (go buy it) it's time for work to continue on HAD.   Today we're looking at the immediate future of Heroes Against Darkness, and the next post will be about plans for the future.

Heroes Against Darkness Print Version

First, I've had multiple requests (and not just from my mum) for a print version of Heroes Against Darkness.   I actually did a bunch of work on preparing a print version before I started work on Hero Kids, using Amazon's CreateSpace service.   The advantage of CreateSpace is that it can do interior color printing from my source (MS Word), while with OneBookShelf (DriveThruRPG) I can only get black and white interior without the background parchment texture (because they can't do full bleed with B&W).

I also got held up because I don't have a horizontal version of the logo for the spine or appropriate artwork for a wrap-around cover, like this:


However, the advantage of OneBookShelf is that it's way more discoverable than Amazon, and having the print version there will help my customers and I stay connected.   By the way, having customers is weird...

So screw those lame excuses.   I'll do a B&W interior version (without parchment), sort out the cover, and massage the logo into a more horizontal arrangement.

Anyway, it's coming next.

Thursday, 25 October 2012

Review of Heroes Against Darkness at Earth Alpha

Here's another review of Heroes Against Darkness, this one from Andrew Collas on his Earth Alpha blog.   I've cribbed quotes from Andrew's review here, but check Andrew's blog:

Review of Heroes Against Darkness - Earth Alpha

"...this game MADE me want to play D&D again... well this version of it anyways."

"Heroes Against Darkness... that takes the wide breadth of D&D and pieces together one hell of a fun system!"

"Justin Halliday wrote this as a labour of love, to be sure, and it shows on every page.   The writing is tight and focused, the art is evocative and exciting and the layout is excellent."

"The thing that I liked most of all was the incorporation of a pseudo-4e Power mechanic for each class as well as a hybridized almost Magic The Gathering style for spellcasters.   Together this really hits the spot for me, though it does make house creating character classes a bit of work as you need to balance out their new powers."

"Another nice thing is that while mapping isn't necessary, it is really a lot of fun with the way the rules work.   So much so that my group played out a map combat, and we are NOT mappers by any stretch, and LOVED it!"

"Best of all though is the price... FREE!   That's right, you get a FULL game that is fast and a load of fun to play with out paying 1 single penny."

"So in summation, this is worth the price of admission and even gives you more value than some games that you pay $20+ for.   Check it out, give it a read and maybe even take it out for a spin or two.   Trust me, if you like fast paced, less complicated stuff, this game does not disappoint!"


Thanks Andrew!


Heroes Against Darkness won't disappoint, unlike its author:
Heroes Against Darkness: Downloads.

Monday, 22 October 2012

HAD and Hero Kids on Jennisodes!


Jennifer Steen was kind enough to have me on Jennisodes to talk about Heroes Against Darkness and Hero Kids.

Check out the episode here:

Jennisodes Episode 127: Heroes Against Darkness


Why listen to me talking about Heroes Against Darkness when you can play it for free:
Heroes Against Darkness: Downloads.

Monday, 10 September 2012

Review of Heroes Against Darkness on RPGnet

Antonios S has done a long and comprehensive review of Heroes Against Darkness over on RPGnet:

Review of Heroes Against Darkness - RPGnet

Antonios' review looks at the game in depth, and picks up on the way the game's rules are presented to ensure they are easy to find and also to make sure that no 'little rules' are buried (or hidden) in the text!

"This is a full game that costs nothing. This can't be stressed enough. It is not a demo, not an introductory adventure, not an abridged version designed to lure you into buying other, more complex products. It's a full system, free for us to check and use according to our needs. The system is contained in one single product. It isn't impossible to play because some rules might be included in future products. It's all there, ready for the taking."

"The mechanics of the game are solid, simple and unobtrusive. Being a light game it obviously won't cover all situations and the GM will have to adjudicate or outright wing it at times. That is, however, one of HAD's very strong points. It can easily give the feel of fantasy gaming with classes while remaining super simple at the same time."

"The writing is concise and to the point. I am trying to imagine what Justin Halliday's background is, since the presentation of the rules is by far the cleanest I have seen in RPGs. Effectively each rule is inside a square preceded by the world 'rule'... It adds however greatly to the concept of the game's minimalism and lightness, since it's quite obvious at any given point where the rules are in any given chapter. I am not sure whether this type of presentation has been used in the past, but even if it has, kudos to Justin."


Note: I haven't seen this presentation of rules elsewhere, and I used it to force myself not to add little rules, elaborations, and exceptions to the game. Any rule I wanted to employ had to be worthy of inclusion in that boxed area, otherwise I left it out of the game!

"Most importantly, it appears that all of his choices are based on a particular principle or idea that he had concerning game mechanics. He doesn't necessarily strive for realism, mind you, but he appears very knowledgeable of game mechanics and how systems and sub-systems interact with each other, how rules mesh and stack up and what tools one should use depending on the goal to achieve."

"Heroes Against Darkness deserves to be in your library and merits to at least be tried a few times. Its mechanics are intuitive, solid and easy-going and the game has an air of friendliness to newcomers."

"HAD is now by far my game of choice for the one-off demos to the uninitiated on what our hobby is about. Something tells me I will not be disappointed."


Antonios S, I salute you!


Heroes Against Darkness is intuitive, solid and easy-going, just like its author:
Heroes Against Darkness: Downloads.

Monday, 3 September 2012

Hero Kids alpha playtest begins


Okay, the playtest docs for Hero Kids are out to testers.

If I somehow missed you in sending out the docs, drop me an email at justinhalliday(@)gmail(dot)com.


In the mean-time, here's a real-life RPG for grown-ups:
Heroes Against Darkness: Downloads.

Friday, 17 August 2012

What to Steal From D&D Next!

Now that I've had time to think about some of the things that those crafty designers are WOTC are doing for D&D Next, I think that a few of their changes to that game are worth pursuing for future versions of Heroes Against Darkness.

Things to steal from D&D Next:
•   Slower scaling progression
•   Resistance reduces damage by half
•   Vulnerability takes critical damage
•   +1 to a starting ability score for class

Scaling Progression

While Heroes Against Darkness follows D&D's +1 per level progression, D&D Next casts this aside and goes for a completely flat ability score progression and relies on HP increases to simulate the relative power of high and low level combatants.

While I don't think that totally flat progression is desirable (because it reduces the players' ability to feel that their characters are developing in a meaningful way), I do start to worry when characters start to reach +10 (or more) once they're at Level 6.   To test out this feeling, I posted a poll on RPG.net, which asked the respondents how fast they thought their character's main ability score bonus should progress.

Here are the results:

+1 per level by tables (e.g. D&D 1-3rd Eds): 10.45%
+1 per level by mechanics (e.g. D&D 4th Ed): 16.42%
+1 per 2 levels (e.g. +1 to primary ability every level): 10.45%
+1 per 4 levels (e.g. +1 to primary ability every second level): 22.39%
+1 per 8 levels (e.g. +1 to primary ability every fourth level): 11.94%
No progression ever: 28.36%

The results here show that about 27% of respondents want some form of +1 per level, and another 28% want no progression ever.   Obviously these two groups cannot be reconciled.   Based on this statistically insignificant sample, I reckon that the sweet spot is probably somewhere around +1 every third level.   This gives players some progression and control over their characters, but it also keeps the escalation of the bonuses (and the scores themselves) under control.

Resistance

My previous plan for resistances in Heroes Against Darkness was to reduce the damage by an amount that is derived from the monster's ½ Level bonus.   D&D Next makes resistance a simple half damage.   While the half damage from D&D Next doesn't reflect the power of the monster (a powerful monster can completely negate the damage in Heroes Against Darkness), the simplicity of the maths makes it easier to run.

Vulnerability

As with the resistances, vulnerabilities in Heroes Against Darkness are currently calculated from the monster's ½ Level bonus, like this:

"Vulnerable Cold: +5 damage per ½ Level of the attacker from cold sources."

This could be simplified by switching to critical damage for vulnerability:

"Vulnerable Cold: Attacks from cold sources deal critical damage."

Ability Score Bonus for Class

The final immediately worthwhile design element from D&D Next is the association of a character creation ability score bonus with the class, separate from the traditional bonus that is derived from the character's race.   This change gives players greater freedom to mix and match classes and races (rather than having to choose the most optimal combination).



Check out the game that the D&D designers should be stealing from:
Heroes Against Darkness - Game Rules.

Wednesday, 15 August 2012

Heroes Against Darkness v1.02

I've updated all of the Heroes Against Darkness PDFs to v1.02.

This is another minor update that addresses one of the issues which has come up in the EN World review (and possibly elsewhere); namely that the class powers are separate from the class descriptions.   To address this I've added an extra line at the bottom of the Example Combat and Spell Powers section of each class that tells the reader which page that class's powers are on.

Let me know if any of you have any other feedback for this version of Heroes Against Darkness.


Check out Heroes Against Darkness over at the downloads page: Heroes Against Darkness - Game Rules.

Monday, 13 August 2012

EN World Review of Heroes Against Darkness!

My new best friend Mike from Neuroglyph Games has posted a lengthy official review of Heroes Against Darkness over on EN World:

DnD Review of Heroes Against Darkness by Justin Halliday

This is another great review of Heroes Against Darkness, and the $0 price tag really appeals. Mike also picks up on a few of the common elements in Heroes Against Darkness and D&D Next (developed in parallel, I might add), as well as the extensive GM support that's offered in the game.   Finally, although Mike pegs Heroes Against Darkness as a retro-clone and OGL game, it is not released under the OGL and it is a totally original work (aside from the fundamental D&D mechanics):

"Justin Halliday's own take on the evolution of the fantasy role-playing games.    He set himself the task of designing a game system which could appeal to a wide range of D&D gamers, regardless of which edition they favored, and has released the rules free for the download!"

"While the author does not consider his work a retro-clone, because it draws on all editions including the current 4E, it does seem to draw most heavily from OGL, with some of the simpler features of AD&D and 2nd Edition to keep information needed to play a character down to a two page character sheet."

"The production quality of
Heroes Against Darkness is overall good, but with aspects which are very good..."

"The artwork in
Heroes Against Darkness is quite good, and most of it is simple line art or concept-art style charcoal sketches, which again give that old school feel to the rule book."

"Heroes Against Darkness turns out to be a pretty cool retro-clone, which manages to bring together facets of all four editions of D&D..."

"And given how much content is packed into this game system, it should really be priced in the ten to fifteen dollar range – but it’s actually FREE – and you can’t beat a price like that!"

"Overall Score : 4.1 out of 5."



You can't beat free, can you?:
Heroes Against Darkness: Downloads.

Tuesday, 24 July 2012

More Niceness About Heroes Against Darkness

The Boulder himself over at the Impossible Boulder blog took a look at Heroes Against Darkness for his series of posts about beginner-friendly free RPGs:

Heroes Against Darkness: Beginner Friendly?

Once again I shall take quotes out of context to increase the appeal of the game (J/K):

"Heroes Against Darkness is a free fantasy role playing game wrapped up in an attractive package and stuffed with style."

"The choice to strip feats and skills from d20 is really the first place that the game starts to move into more old school territory."

"The real beginner-friendly jewel of Heroes isn't found in the rulebook at all. The Sundered Tower is a solo adventure done in a choose-your-path style that teaches the basics of the system."

"Heroes Against Darkness is one the of the slickest free RPGs I have seen yet. Don't let the $0 price tag fool you, this is the full package."

"This is a game that feels like 0e/1e D&D with a more robust tactical framework and a unified system. I get a feeling that Heroes Against Darkness will appeal to fans of the E6, Fourthcore and people that subscribe to the OSR ethos, but not necessarily the games."



You heard the man, don't let the price tag fool you, feel the quality:
Heroes Against Darkness: Downloads.

Wednesday, 18 July 2012

D&D Next: Deeper Thoughts

For the last five weeks (or so) we've been playing the D&D Next playtest (as have much of the rest of the D&D fraternity).   I've already posted my early thoughts on what they're doing with the system, but these weeks as a player have given me plenty of thinking time.

My thinking has been prompted by D&D Next, and has focused on a few of the key areas of that game and whether there are any lessons here for Heroes Against Darkness:

•   Bounded accuracy vs. +1 per level
•   HP escalation
•   Monster XP values
•   Defenses vs. saving throws

Bounded Accuracy

One of my first posts here on the Heroes Against Darkness blog tracked the entrenchment of and changes to the +1 per level progression through each of the editions of D&D.   As that post examines, +1 per level has been a key feature of D&D for about 30 years.   Over time the mechanics of the progression have changed; starting with Character To Hit and THAC0 tables, then becoming Base Attack Bonus (BAB) progression, and finally its most elegant and internally consistent design: 4th Edition's combination of ability score increases, magic weapons, and the 1/2 level bonus.   Notwithstanding the fact that 4th Edition's actual implementation of +1 per level was slightly flawed (because it got out of whack at higher levels), I used a simplified version of this for the +1 per level progression in Heroes Against Darkness.

My mistake was that I assumed +1 per level was forever.

I was wrong...

The recent playtest for D&D Next covers 1st to 3rd levels, and during that progression the pre-generated characters see no increase in their attack bonuses or the underlying ability scores.   The D&D Next design team call this 'Bounded Accuracy', and it basically zeroes out all of the increasing progression (for attacks, saves/defenses) and replaces it with only one moving part, hit points.   So in the old days, your 8th level fighter was better than a 1st level fighter because he has (generally) +7 extra to his attacks, +7 to his AC, and 7 extra levels worth of hit points.   In D&D Next (as it stands) the +1 per level progression is gone and the only advantage that the 8th level fighter has over the 1st level counterpart is the additional hit points.

If you're in the mood for killing your babies, I think that the zeroing out of redundant moving parts is a fantastic idea.

+1 per level is mostly redundant because it increases for both the attacks and Defenses (at least in 4th Edition), so when you're fighting monsters of your equivalent level then it is effectively static (because your attack bonus will be cancelled out by the monster's increased defenses/saving throws).   I say it's mostly redundant, because when you're fighting monsters of higher or lower levels, the disparity between your attack bonus and the monster's higher or lower defenses/saving throws is a factor and it effectively simulates the relative capabilities of the combatants.

But.   Hit points already does this.

The higher level monster already has more HP and the lower level monster already has less HP.   So the change to bounded accuracy means that your attacks and defenses are relatively (or entirely) static and you have the same chance of hitting a higher level monster as you do a lower level monster. In fact, the whole idea of monster levels may have also been zeroed out, with the monster's HP becoming its only variable.

But.

As these rules are presented so far in the D&D Next playtest, there is no progression at all (at least none in the first three levels).   There's a possibility of them allowing +1 to one or more ability scores at 4th Level, but that only translates into an actual increase to a modifier every 8th level!   I'm not sure that I want to play a game where my character's only development and progression over time is his (or her) hit points.

HP Escalation

The introduction of bounded accuracy (why can't we just call it +0 per level!) has put more emphasis on the amount of HP that characters have at the start of the game, and the amount that they gain each time they reach a new level.   One of the areas of Heroes Against Darkness that I'm thinking about closely is the HP escalation at higher levels.   Basically, the removal or reduction of +1 per level means that you have the opportunity to scale back the HP increases that characters see over the course of the supported level scale, meaning that 'high' level characters end up with 60 (or so) HP instead of 120 HP.

Monster XP Values

It does make we wonder, if they went to all the trouble of zeroing out other areas by introducing bounded accuracy, why haven't they also zeroed out the monster XP values (which are all multiples of 25).

Defenses and Saving Throws

The reintroduction of saving throws to D&D Next is another area I'm conflicted about.   Actually, that's not entirely true.   I'm not conflicted, I think that it's a truly retrograde step.

D&D 4th Edition replaced the earlier saving throw sets (either five or three) with a set of four Defenses, which included armor class.   The advantages of this were:

•   It moved all dice rolls to the attacker
•   It clarified which defense an attack was against
•   The Defenses could have bonuses added separately

When D&D Next was first announced, the designers talked about doing away with Defenses by having attacks made against ability scores, which struck me as a fantastic idea because it removed the additional layer of abstraction and removed some numbers.   However, in the playtest documents it's clear that they weren't able to execute this idea, probably because of the relationship between ability scores and ability modifiers (there's a blog post in that chestnut).   I think that they would not have been able to reconcile the fact that ability scores increase by 2 for every 1 point that modifiers increase, leading to the 'Defenses' (the ability scores) outrunning the attack bonuses (the ability modifiers).

Instead, we've ended up with a fairly complicated hodge-podge of numbers and modifiers for the saving throws (makes you wonder why they didn't just go back to Defenses, but I imagine that the grognards wouldn't have a bar of those).

Here's what we have now:
•   The spellcaster has a Save DC (say around 14).
•   The spellcaster also has a Spell Attack bonus (around +4).
•   Some spells are cast against the target's AC, in which case the spellcaster rolls and uses their Spell Attack bonus to beat the target's AC.
•   Other spells are cast allow an saving throw and specify an ability, so the target rolls and adds their relevant ability modifier to try to beat the spellcaster's Save DC.
•   To further complicate the issue, there are other spells that offer no defense and no save.

Frankly, it's a mess.   You've got numbers flying back and forth across the table.   You've got three different resolution mechanics for different spells.   And all because they wanted saving throws back.

That's the price of progress (sarcasm).

Of course, there is a way of using ability scores as Defenses, but it requires the designers to kill one of D&D's most sacred cows.   And that is another blog post for another time...



Head over to the game rules download page and see why defenses are better than saving throws: Heroes Against Darkness - Game Rules.

Friday, 13 July 2012

Sour Grapes vs. The ENnies

The ENnie nominations have just been released, and I've got a huge case of sour grapes!

http://www.ennie-awards.com/blog/2012-nominees/

Heroes Against Darkness may not have been released by some hot (or huge) company, but it's an actual free product than anyone can download and play and use forever for free.

Let's take a quick look at the their best 'free' products:

An adventure that was available free for one day of the year:
Black Crusade: Broken Chains

A demo of a real paid RPG (Dragon Age):
Dragon Age: Quickstart Rules

A short adventure released as a promo for a real paid RPG:
The One Ring: Words of the Wise

A conversion guide from Pathfinder to Shadowlands?:
Shadowlands Conversion Guide

Another short adventure released as a promo for a real paid RPG (Pathfinder):
Pathfinder Module: We Be Goblins!

UPDATE: There is a free download of the Black Crusade adventure, but it wasn't on the first ENnie nomination post, and before the nominations came out you'd have to find the link through Google (not through the ENnies or the publisher):
http://www.fantasyflightgames.com/ffg_content/black-crusade/news/free-rpg-day/follow/Broken%20Chains%20Low%20Res.pdf


Here's what a real free product looks like, enjoy:
Heroes Against Darkness: Downloads.

Friday, 6 July 2012

Tabletop Forge Kickstarter!

In working on Heroes Against Darkness I've discovered the great community of role-players out there on the internets, and specifically the great community of not-crazy role-players on Google+.   Through these people I've met and gamed with Charles Jaimet, who's one of the programmers of Tabletop Forge, which is a free Google Hangouts application:

"Tabletop Forge is a Google+ Hangout application that lets you play tabletop roleplaying games inside of a Google+ Hangout.   It includes things like dice rolling, whispering, and map functions.   Please see the features page for a list of all the current features and the roadmap for what we have planned in the future!"

I mentioned that Tabletop Forge is free, so Charles and Joshuha Owen launched a Kickstarter to support the project, allowing them to license game tokens, maps, and other cool game add-ons.   The Kickstarter is in it's last few days, so this is your last chance to get on board and help support these guys who are building a great tool for everyone in their own time.   Every dollar you pledge helps make Tabletop Forge better, and that's good for everyone (although it does sound a bit like socialism... :-) ).

As an added bonus, the $120 HORN OF SUMMONING pledge level gets you four-session Heroes Against Darkness mini-campaign with me (think of how awesome that would be).

Go show Charles and Joshuha some respect and put some money in to their Kickstarter:

Tabletop Forge: The Virtual Tabletop for Google+ Hangouts


Heroes Against Darkness is also compatible with real live people:
Heroes Against Darkness: Downloads.

Thursday, 5 July 2012

Review of Heroes Against Darkness on The Free RPG Blog

Rob Lang's just posted an awesome review of Heroes Against Darkness on The Free RPG Blog:

Heroes Against Darkness by Justin Halliday

I'm not too proud to cherry-pick quotes:

"It is breathtaking."
"Most remarkable of all for a free RPG: It's finished."
"It's an unmissable Post-Old-School fantasy RPG."



Check it out for yourself at the downloads page:
Heroes Against Darkness: Downloads.

Wednesday, 27 June 2012

Remaking Magic: 4 Pages of Spells Per Class

Of all of the decisions I've made during the development of Heroes Against Darkness, the page limitation on spells per class is - at first glance - amongst the most arbitrary.  However, my hope is that this limitation actually reinforces the game's goal of balancing the magi and martial classes.

Over the course of the 10 levels of full support in Heroes Against Darkness, the martial classes have about 17 powers.  These 17 powers include a few common ones, like Rally, Melee Attack, and Ranged Attack, and then unique powers for each class which two are gained each level up to Level 5, and then one per level until Level 10.  All in all, each martial class's 17 powers takes up two pages.  By way of contrast, each of the magi classes has spells from the Common Spells list (which is itself three pages) and from the class's unique list which I deliberately limited to four pages.  The spells generally take up a little more space on the page than the martial powers, so the four unique pages of spells for each magi class gives them about 35 spells, which is twice as many spell powers as the martial characters have martial powers.

I previously wrote about the number of pages that some other fantasy RPGs have dedicated to their spell lists:

RPG Round-Up: How Many Pages of Spells!?

Here's the breakdown, for your convenience:

D&D Systems

System Pages of Spells Player's Guide Pages Percentage Notes
Basic D&D 4 64 6% Combined Player's and DM's Guide
Expert D&D 8 64 13% Combined Player's and DM's Guide
AD&D 60 128 47%
AD&D 2nd Edition 118 256 46%
D&D 3rd Edition 115 286 40%
D&D 4th Edition 39 316 12% Cleric, Paladin, Warlock, Wizard

Non-D&D Systems

System Pages of Spells Player's Guide Pages Percentage Notes
Castles & Crusades 53 128 41%
Dragon Warriors 35 106 33%
Dragon Age 4 64 6% Level 1-5 only
Dungeon Crawl Classic 44 147 30%
Heroes Against Darkness 23 102 23%
Pathfinder 150 396 38%
Savage Worlds
(Explorer's Edition)
10 159 6%
Savage Worlds:
Fantasy Companion
21 158 13% Includes spells in the Explorer's Edition
Savage Worlds
(Deluxe Edition)
11 159 7%
Swords & Wizardry 24 70 34%
Warhammer Fantasy Role-Playing
(2nd Edition)
23 189 12%

Maybe it's unfounded, but my feeling is that games that dedicate a disproportionately large number of their pages to spell lists are more likely to focus more on magi classes at the expense of other classes.  More pages of spells gives magi more options and tempts the games' designers to create more and more specialist spells, which are themselves likely to stomp on the specialties of other classes.  So each extra page of spells for the magi increases the scope of that class and when that is not matched by a corresponding increase in the capabilities of the martial classes, then the relative power and utility of that magi class increases.

Obviously, magi do offer a level of complexity in play then martial characters, and the magic system in Heroes Against Darkness still offers that complexity (and more through the flexible anima system).  Hopefully the game finds a balance between the complexity of the magi classes with the utility of the martial classes.


Check out Heroes Against Darkness over at the downloads page: Heroes Against Darkness - Game Rules.

Friday, 22 June 2012

Remaking Magic: Blood Anima

One of the deliberate features of the magic system in Heroes Against Darkness is the strict limits on the amount of anima that is available to magi. Level 1 magi have about 9 anima and by Level 10 they have about 15 anima.  This is combined with the rules that limit the amount of anima that magi can spend in a single turn: Level + 1 anima.

Rule:  Maximum anima points is 5 + Wisdom bonus.
Rule:  Magi spend anima points to cast spells.
Rule:  All spells have an anima points cost.
Rule:  Variable anima cost spells must have at least 1 anima spent on the variable X component.
Rule:  Magi cannot spend more than Level + 1 anima points in a single turn.
Rule:  Magi can end the ongoing effects of their own spells as a move action.

The combination of these two rules means that magi have a virtual abundance of anima at lower levels, but at higher levels they have the potential (and risk) to 'spend' their anima very quickly, or to eek out lesser amounts over more rounds.

But there's always another option.  Once magi are out of anima they can choose to use blood anima to pay for their spells:

Rule:  Magi can overspend anima at the cost of 4 health points per anima point.
Rule:  Magi cannot overspend anima on healing spells.

Each blood anima costs 4 HP, so magi will generally be able to afford an extra blood anima each level they gain, in addition to the four or five that they have at Level 1.  So by Level 10, a brave magi has almost 30 anima at their disposal, rather than the nominal value of 15, which is their actual anima.

A curious person would ask, simply:

What is the point of blood anima?  Why not just double the amount available anima (or ramp up to the higher amount) and get rid of the blood anima?

Why indeed...

In combat warriors and their ilk 'spend' their HP to defeat enemies.  Blood anima introduces a risk/reward mechanic for magi classes.  The player of a magi character can choose to operate within the limitations of their normal anima or they can choose to use their blood anima to increase their round-to-round power at the risk of their character's safety.  The also combines with the Rally power, making that power all the more effective when used by a character whose anima and health are depleted, compared to a magi who has only used his (or her) anima and is otherwise on full HP.


Check out Heroes Against Darkness over at the downloads page: Heroes Against Darkness - Game Rules.

Wednesday, 20 June 2012

Remaking Magic: Avoid All Absolutes

Yet another of my self-imposed 'rules' for Heroes Against Darkness is to avoid the sorts of absolute effects of earlier (and future!) versions of D&D.  The history of D&D is littered with absolute effects, here are a few of the more egregious that come to mind:

•  Immunities (such as the Dwarven immunity to poison that has reappeared in the D&D Next playtest)
•  Weapon Requirements (creatures that are only vulnerable to +1 or better weapons?!?)
•  Massive Damage (creatures taking more than 50 HP damage in a single attack must save or die)
•  Sleep Immunity (Elves are immune to sleep effects)
•  Attacking Low-Level Enemies (Fighters can make multiple attacks against enemies of 1 HD)

Each of these examples has an absolute effect and has no regard for the magnitude or potency of the effect, nor the relative strength or weakness of the target and the attacker.  But these are mechanical examples, and we're here to discuss magic, so how about some examples of D&D spells that have absolute effects:

•  Magic Missile (always hits, even targets that have cover or high magic defense)
•  Sleep (affects 4 HD of creatures, or creatures with less than 10 HP each in the D&D Next playtest)
•  Knock (opens any old lock, no waiting)
•  Power Word Kill (target with up to 100 HP must make save or die)

In Heroes Against Darkness I've tried to kill the sacred cows, to remove the anomalies and exceptions and layers that are gumming up the works of D&D, and to get rid of the evidence of the biases and idiosyncrasies of the designers behind the systems.

•  Why does Magic Missile automatically hit?  Because someone decided to make an exception.
•  Why does Knock open any lock?  Because someone didn't have a rogue/thief with the party that day?
•  Why can't clerics use edged weapons?  Because someone misunderstands or misrepresents a piece of history.
•  Why can magic-users only use daggers or staffs?  Because someone likes it like that.
•  Why does sleep affect 4 HD of creatures and not 5 HD?
•  Why do fighters only get attacks against 1 HD creatures  What about 2 HD creatures?  Why are they so different?

Heroes Against Darkness avoids these sorts of absolutes by using inclusive design, rather than specific design (such as for equipment proficiencies), by using Defenses and Attacks to determine whether an attack hits or not, and by applying costs to spell components to ensure that the overall cost of a spell is proportional to its actual power.  The one area where I am most likely to have made arbitrary decisions in Heroes Against Darkness is in the assignment of martial powers to each level.  It's here where I've had to make judgements of the relative utility and required skill level for each of the powers, and it's here where I'm most likely to have erred.  So if you find evidence of my idiosyncrasies and biases, let me know so I can take them out the back and put them on the spit with the rest of the sacred cows!

For further reading, check out these articles by Sean Reynolds:

Fewer Absolute Effects (Variant Rule) - Part 1
Fewer Absolute Effects (Variant Rule) - Part 2


Check out Heroes Against Darkness over at the downloads page: Heroes Against Darkness - Game Rules.