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It’s been a long time… way too long.

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Y U NO WONDER!? (Forbidden Stars session)

During the Easter Holidays I had the chance to play this beautiful game once again. In it, you and up two three other people are trying to be the first to take control over four of your objectives through clever tactics, brutal cunning, cunning brutality, sheer force or some other way.

The game is a bit like a mix between Starcraft: the board game and Runewars but with a lot more Orks and 40k grim dark esthetic.



In this game I took the mantel of the noble Eldar with the goal of finding lost artifacts and crush all opposing forces by massive amounts of fire power. Whilst I was lurking in the corner of the map and slowly building me a army of improbable size, the three other factions was duking it out on the battlefields. The Space Marines player was tearing through the Orks, by employing superior combat tactics (AKA combat cards), even though the green waves were greatly more numerous. However, the Orks wasn’t only receiving large losses in manpower, they were also dishing out some on the Chaos player, and all while me, the Eldar, built more ships.

As the fighting continued amongst the others I only participated in some small skirmishes and instead built myself beautiful cities and improved my combat gear and tactics (AKA combat cards). But to my despair, it seemed all my massing of armies was about to be for naught when the Space Marines got a golden opportunity to win the game by claiming a unprotected objective. As their ships was about to send down troops for a sure victory, the Chaos player probably made a deal with Tzeentch and Warp-blocked the Space Marines. I do believe also heard the Chaos player whisper “just as planned” when this happened. This turn of events gave me more time, time I desperately needed if I was to have any chance of winning this game.

Which I instead spent on building more stuff.

So of course the Space Marine player won the game, but I won the resource and production race, and in my book that is worth more than any objectives. I ushered in the Eldar race in to a new golden age of peace and prosperity whilst the others were pettily sacrificing their people to the machinations of war.

Also, I think there should be a way to win by having more resources than the others, like being able to build a wonder a lá Age of Empires style (AKA me being sad over losing the game).



Sad Eldar is sad

Pics found: Here and here.

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Semi Random Blurt #04

It isn’t the size that matters, it’s the quality.

Now that I’ve gotten that out of my system let’s get serious. I’ve been thinking about the critique some games have gotten from the fact that their avarege play/completion time is short. Games that come to mind are “The Order 1886”, which was ridiculed for its 5 houres of play time. But I don’t really see the problem here. Why would should a game get a lower score just from being short? Well they don’t is the answere (I think at least (might be wrong)).

As I remember it, back in the middel of the 00s, many of the big action and FPS games that came out were often under 10 houres long. Most could be completed the same day you bought them. But as I also remember it, no one really seemed to point out this fact or care. So why did “everyone” go bananas when “The Order 1886” was only 5 hours? One of the reasons could be the price, that a game being sold for full price should at least be X hours long. But I don’t really think time has ever been the issue, it is rather the lack of enjoyment that is the problem. Had “The Order 1886″‘s 5 hours been mindblowingly good, no one would have cared, instead it would have been raised to the sky like Simba and been hailed as a beacon of light, that quality is always more important then quantity. However, we got neither and therfore everyone got pissed.


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Health in D&D

This is based on my experience with D&D 5e and knowledge of some of the earlier versions (4e and 3.5e). However, if HP works differently in some of the other versions of D&D than don’t listen to what I say/write. Also, I will just write D&D instead of D&D 5e, because I’m lazy in that aspect.


Health points or HP (also called Hit Points, but I like to be inconsequential), in short, all characters have a HP number that has to reach zero for them to die (disclaimer: death can be experienced even when HP is above zero). What does HP represent? Basically how tough and sturdy your character naturally is. When you create your character a few things will determine how much HP you will begin with and how much you will be able to gain through a campaign. Your Constitution score, it will modify how much HP you get each level, your race, it might affect your Constitution score or just give you extra HP and finally your class, which will determine what kind of die you use when rolling HP and HP gain.

Let’s deconstruct HP. What is HP actually? health points, so we have to words, health and points. So what is health? according to Wikipedia it is:

Health is the level of functional or metabolic efficiency of a living organism. In humans it is the ability of individuals or communities to adapt and self-manage when facing physical, mental or social challenges. Link

So it has to do with the well-being of people or groups, in this case “people” and mostly just the physical kind, arguments could probably be made that it also includes mental health, but I will treat it as just physical.

Now that we have the Health part down, what do points mean?

Points, depending on the context, often are some kind of numerical value thingy majing. In this case they are whole numbers, which can be both positive and negative. Pro tip: make sure not to get a negative whole number.

These two combined gives us a abstract way to tell how healthy our character is at the moment by looking at their number, if it is above zero, we are alive and if it is a very large number, we are tough sturdy people that can take a beating.

This way to represent health is a heritage from older versions of D&D, which in turn is a heritage from before D&D became D&D and was just a table top war game. HP is a simple way to represent the wellness, but it can be a bit too simple/gamey.

The reason it is “too simple” is that HP isn’t specific enough in what it is. Mechanically it determines if your character is still alive or not and how much “aliveness” you have before dying, but thematically, it gets a bit weird. 1 HP means you are still alive, no matter the severity of the injuries, but if you in the “narrative” got both arms ripped off and bleed a lot, you should probably be very dead, dead. So a problem arises with how you can describe the damage.

For example: A wizard with 15HP is attacked by an owlbear that deals 16 damage, this is a grievous injury, and it puts the wizard on the edge between life and death. A fitting way to describe it could be that the owlbear tears loose an arm and makes the wizard’s guts spill out. But if this attack was applied to a barbarian with 30hp, it wouldn’t be nearly as sever, since half of his HP is still left.

Of course, this is where the GM/DM is supposed to describe how the attack on the barbarian only was a flesh wound, since he was able to dodge most of the swipe. But how about attacks like a dragons flame? How do you explain that a barbarian, only clad in loin cloths is able to endure flambéing better than a master of the arcane arts?

Well we can’t really, and this is where the problems arise. In our first example, the one with the owlbear, we see what happens when a characters wellness, his vitality is divided into too many parts AKA his HP is high. Suddenly, HP starts creeping in on another mechanics territory: AC (Armor Class). AC represents how difficult it is to hit/wound a character, be it that they are wearing armor, using a shield or that they are nimble, it is all represented by AC. But when a character’s HP number grows bigger, that will result in their “narrative AC” growing higher. If we take the first example and tweak it a little bit and say the owlbear just does 10 damage. In the wizards case, that would mean losing 2/3 of his HP, so it would be a horrendous wound, maybe ribs would be showing and he would bleed profusely. In the barbarian’s case it would only be 1/3 of his HP, still a dangerous blow, but not nearly as fatal. Suddenly, we can’t describe the wound in the same way, cause if we did, than the barbarian would have needed to lose about the same percent of his HP. Therefore his “narrative AC” goes up. And if we did describe the wound received by the barbarian in the same way, then suddenly being mauled would be that bad. Say they barbarian had 50HP instead of 30, than only 1/5 would have been lost, and the severity of the attack just keeps diminishing and narratively it has to be milder. This can of course be explained when we are dealing with more normal kinds of attacks, but when supernatural attacks occur, how do you explain that in a logical way, when there isn’t really any logic to it.



He gon’ rip yah to pieces, or gently nibble on you depending on your HP

Here it becomes apparent that HP is a more gamey thing, since it can’t really be explained well in all situations, and since it is used to strengthen certain traits in some classes. Like how a barbarian should always engage in mêlée with the enemies whilst a wizard should stand in the back and throw fireballs.

Furthermore, another point that cements the fact that HP is more of a game mechanic than one to enhance the role-playing is the long rest. No matter what kind of wounds you’ve taken or how low your HP was it will always go back to full after just 8 hours of rest. A broken arm? Good as new after a nap. Almost bleed out? Just rest for 8 hours and you’ll be ready to donor some blood. Lost a leg? Sleep on it, it’ll grow back.  If only modern medicine was this effective.

Even though I think the HP system is a bit too gamey/loosely tied to the theme/narrative it is nothing a GM/DM can’t circumvent, and it is also a good system for when you want a lighter experience and don’t have to worry about your character becoming useless after a bad fight.

Pics found here and here.


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Nano once again!

So today Nanowrimo started (National Novell Writing Month) and I’ll be kind of busy with that, but I will still try to do some other posts.

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The Bullet Sponge

This post is kind of a continuation of the last one, so if you haven’t read it you can click this -> A lesson learned about mass combat (Almost shameful self-promotion). Today’s topic is:

DnD Hit points

Discussed from a D&D perspective.

A problem I had with the encounter I mentioned in my last post was that it was a bullet sponge. Hit points in D&D work by an “all-or-nothing” principle. If you have any hit points, even if you were burned to cinder or lost a limbs, than you are good to go and kick all the asses in the world (poor mules). On the other hand, as soon as your hit points go below 1, you can’t do anything, you become useless. Of course, you can house rule or as the GM say that the players injuries are to sever for them to kick ass, even though they have some hit points left, But as the rules are written (as I have comprehended them), you don’t really get affected by the loss of hit points till you go below 1. This is nice and good, since it allows your players to be heroic till they drop dead. It might also lessen the severity of being stabbed by a sword…

But the title of this post isn’t “Hit Points”, it’s “The Bullet Sponge”. The bullet sponge is the concept of having a character, friend or foe, which can take a ridiculous amount of damage without breaking a sweat. ‘Cause guess what? The players aren’t the only ones benefitting from the “all-or-nothing” hit points principle.

A bullet sponge can easily become boring, since they eat damage to the face like breakfast cereals. But it can also be a highlight of an encounter/adventure/campaign. To make a bullet sponge into a chore, make sure it isn’t a real threat to the players but at the same time it is mandatory to kill it. It will then become a waste of time, since it can’t really do anything to the players but it is still an obstacle which can only be beaten by the most uninteresting action, attacking. (Attacks can be interesting, but when only done to lower a number enough it isn’t cooler than simple deduction)

However, if the bullet sponge is a serious threat it can be fun. For example, your group of adventurers is being hunted by a giant and very strong bullet sponge, which creates tension. The players can’t just stop and fight, they would be killed if they did, but if they slowly wear it down or are able to lure in to a trap for massive damage it could become a memorable encounter. Another way to do it is if you introduced a bullet sponge early in a campaign, a sponge which they can’t possibly beat, but they face again later in the campaign, when they are strong enough to beat it. It could serve as proof of how much the players have grown in power. Or you could just have a bullet sponge as the final encounter of a campaign, which “forces” the players to use everything they’ve learned and acquired during their adventures to best it in combat.

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The New Deal!

So when I started this blog it was as a test. A test to see if I can actually produce a piece of mostly coherent words each week…

Which I could! (Yay me :)) But I didn’t bother to make sure the posts had a good language i.e. not filled to the brim with spelling errors and grammatical faults.

Now I will try to start a new chapter of this blog, I want to put out something at least once a week, again, and I want to have good quality on my stuff. ‘Cause it is actually very fun to do this, it brings joy to my heart when I see that people have visited my site. I am especially proud of the LoL post about Ekko. It is true that I don’t know if people actually like it, but I think I did something right since it is the post with the most views.

I hope some, if not all, of you wish me luck on this new endeavor.

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