Sunday, 6 October 2024

Dungeon Defence Conditions & Initiative Revised




































So, I've used doom tracks and various countdowns in some adventures. Time constraints are an obvious reason to count time, but drawing out some boxes with a token on them has good dramatic potential. Like some good ideas, it could be overused or done badly. I still pull out an hourglass when players slow and say nothing and ppl get a bit worried its magic.  This can serve a sandbox well as players can react when they see the track move. They might want to know why and even learn what terrible plot is afoot in the world slowly rather be led by the nose.

My original dungeon Defcon system can also fit into this. I am writing a total d12 based initiative-reactions-mirale-encounter system  I will have all these on a single sheet for my dm screen.

Dungeon monsters might be peacefully at home shrinking some heads and having quality family and treasure time when players first raid them. After a second raid they will be yellow. After a third raid its a state of war. When monsters are broken and know their days are doomed go to white.

In a city different districts might have different Defcon ratings
night might be worse
poorest crime district might be worse 

Some areas may for locals operate as a lower level of danger than strangers

Gated apartment courtyards of rich districts might be blue but there might be serious elite guards more like red condition

Colour - encounters frequency and morale
State of readiness
Feeling 
How ready for violence
Encounters locals expect
Reactions to strangers 
Current defence
Current action 

-----------------

Blue -1in12 per day -1 Morale
Lowest state of readiness
Feeling calm
Locals going about business with some armed
Mostly peaceful social encounters
Peaceful communities open to strangers and trade
Part-time locals act as the law
Operate militia, bailiff, sheriff or local watch

Green
- 1in12 per hour
Alert for threats
Feeling secure
Locals going about business with a majority armed
Mostly social, animal or criminal encounters
Friendly but realistic about strangers 
Regular watch and occasional patrols
Dedicated defence force

Yellow
- 2in12 per hour
Wary that threats are near 
Feeling anxious or wary
Enemies frequently raid or hostile
Mostly enemy scouts and patrol encounters
Expect conflict from strangers is likely
Lock main doors and extra guards and patrols
A war leader is chosen to manage the crisis 

Red
- 2in12 per 10min turn +1 Morale
A state of war or martial law
Feeling hostile or paranoid
Enemies may attack at any time
Strangers may be allied to enemies or spies
Expect an attack or siege
Send away the non-combatants, call allies, barricade everything
War leaders will increase their power and influence

White - 2in12 per 10min turn +2 Morale
Mutual assured destruction in progress 
Feeling doomed facing a last battle
Enemies ready to wipe us out its us or them
Strangers are just enemies you haven't met yet
Expect a final glorious death soon
Gather all forces for a glorious final battle

I tend to roll d12 for common encounters with supplemental d100 tables

4d12 Encounter System
I am currently rolling 4d12s for encounters
Green monster die for what creature on the local d12 table appears
Red morale die to check current willingness for violence
-fail will be more likely to flee or watch or hide
-success more likely to talk, attack or ambush
-also a measure of discipline vs taunts or if distracted by loot or booze
Blue for reactions to party appearance and willingness to talk (Defcons affect this)
-roll on the reaction table for the Defcon condition 
Yellow for 
initiative ties but usually who  sees who first wins and other factors
-usually who detects who first gets to initiate action  
-spells first or roll d12+ mods initiative which the caster goes first
-missiles or roll d12+ mods initiative which shooter goes first
-melee with longer weapons win the first round or roll  d12+ mods initiative
-there are various skills that affect this
-some actions like an ambush or backstab happen in a "round zero" before initiative
-only roll initiative when there is actually a tie 

d12    Blue            Green            Yellow             Red             White
1        Suspicious   Hostile           Attack              Attack           
Attack
2        
Suspicious   Hostile           Attack              Attack           Attack
3        
Indifferent    Suspicious     Hostile             Attack           Attack
4        
Indifferent    Suspicious     Hostile             Attack           Attack
5        
Indifferent    Suspicious    Suspicious        Hostile         Attack
6
        Indifferent    Indifferent      Suspicious        Hostile         Attack
7
        Indifferent    Indifferent      Suspicious        Hostile         Attack
8
        Indifferent    Indifferent      Suspicious        Hostile         Hostile
9        
Friendly       Indifferent      Indifferent         Suspicious    Hostile
10      Friendly       
Indifferent      Indifferent         Suspicious    Hostile
11      
Friendly       Friendly          Indifferent         Suspicious    Hostile
12      Friendly       Friendly          Friendly            Indifferent      Suspicious

Friendly - open to taking d4 1=hello 2=small talk 3=compliement 4=gossip
Indifferent - mind own business unless bothered
Suspicious - wary might d4 1=hide 2=observe 3=question 4=complain
Hostile - will start trouble d4 1=yell insults 2=warning shots 3=yell warnings 4=make demands
Attack - will engage in combat d4 1=missiles 2=charge 3=prepare ambush 4=march forwards methodically to attack

1 comment:

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