Thursday, April 29, 2021

An Analysis of the "Defensive Properties" of Creatures in Delta Green

WARNING: This post sort of contains spoilers for some creatures and mechanics in the Handler's guide. If you wish to remain unspoilt as an Agent, read no further.

Delta Green is filled with various critters, some unnatural, and some completely mundane. However, all of them usually have what the Handler's Guide calls a "Defensive Property." This blogpost exists to expand upon the "Creating Your Own Unnatural Threats" chapter. I think it's a good resource, but it glosses over the finer details of DPs, plus I have my own bones to pick with a few of them.

Wednesday, March 17, 2021

Top Hat's Home Delta Green Campaign: Sessions Thirteen and Fourteen

With Matiopia busy doing things with her family and Winkdeath busy doing...something, I was left with only one player, Blue. Fortunately, when I suggested a solo session she jumped at the chance. I deliberated between running mellonbread's Rehab or ChiefMcClane's Now You See Me with some additions from one of my other friends. I'd run both scenarios before and both as solo ops (as the latter was initially playtested with three players) but opted to go for the latter, as Agent Leonard's skills were better suited to finding its clues.

Tuesday, March 9, 2021

Stealth and Surprise in Begone, FOE!

 So one of my internet friends wrote up a system because he was tired of adding house rules to B/X but still wanted something that could run "old school content." I've played in it a whole bunch and I think it's pretty neat. In fact, right now, I'm working on some stuff I intend to run in the system.

This is the Surprise Table, as of revision eight, at least.

Roll

Result

1-4

Monsters alerted to players’ presence, players unaware

5-10

Monsters and players fail to detect each other and “surprise” each other

11-16

Monsters and players both detect each other at the same time

17-20

Players alerted to monsters’ presence, monsters unaware

Monday, March 1, 2021

Top Hat's Home Delta Green Campaign: Session Twelve

After an annoyingly long hiatus, my friends and I were finally able to coordinate our schedules for another game night. We briefly covered the new errata while catching up on each other's lives and jumped right back in. They remembered a surprising amount of the situation and quickly put together a plan. Sadie would lie in wait beside the building, Ren would hide in the car, shotgun at the ready, while Hopps would actually confront Rupert. After exchanging a few pleasantries, Hopps asked if Rupert would mind stepping outside, as she had some "sensitive information to discuss."

She started off by telling him that despite his claims, Gita had been seen around his diner. In fact, she had a witness who said they thought they saw Gita killed behind the building. Rupert feigned concern as Hopps continued to push, getting closer and closer to an accusation.

    "I know you know something about this. What happened to her?"

    "Why, my darling, the same thing that's going to happen to you..."

Monday, February 22, 2021

Top Hat's Home Delta Green Campaign: Sessions Ten and Eleven (probably)

SESSION TEN

After leaving The Diner, the group headed towards The Church. As they opened the doors, they were greeted by the pulsing sound of EDM and vapor pooling at their feet. Confused but intrigued, they stepped inside. The group immediately split up, Ren on the hunt of a mysterious movement he saw up in the rafters, Sadie wanting to surveil the patrons, while Hopps wanted to check out the bar.

Hopps met the bartender, Frast, who explained that he and his wife, Fia, ran the establishment. Hopps noted that his long limbs and digits bore signs of Marfan Syndrome, but that his torso was too short for that to make any sense. Ren tried to sneak upstairs, but was stopped by one of Fia's children. He found a back entrance and a spare uniform which he used to disguise himself and check out the basement. There he found the mysterious portal. After shedding his disguise, he met up with the other Agents at the bar and took them to the back entrance. As soon as Hopps heard about a magical portal, she rushed on in. Ren told Sadie to make a distraction on the dance floor and ran in after Hopps.

Sunday, January 10, 2021

Top Hat's Home Delta Green Campaign: Session Nine (probably)

Despite the OSR-styled name, I guess this is more of a Delta Green blog, though I do have some D&D-adjacent things planned. This post is an account of the most recent session of the DG campaign I've been running. The players are two of my friends from High School and one of their brothers, who I guess is my friend too, now. I'm writing this mostly to keep track of what happens but also in case anyone is interested.

 The group consists of three Agents, all FBI employees.

  • Sadie, a federal agent who specialized in crime scene analysis. (blue98)
  • Ren, part of the FBI's counterintelligence division, an intelligence case officer with a psych degree. (Winkdeath)
  • Hopps, former Intel & Ops Support Section, now graduated to fieldwork, also the group's senior Agent and designated "wizard character." (Matiopia)

Friday, January 1, 2021

Analyzing Delta Green's Monsters via Average Damage Output (and other things)

This post will be a little outside my usual repertoire. For those of you who don’t know, my other RPG of choice besides a mishmash of OSR titles (and whatever home-brew I happen to be toting around at the time) is Delta Green. The Handler’s Guide has a monster manual of sorts and in the interest of laying bare the mechanical underpinnings of games, I now tackle the average damage outputs.

But before I get to the actual “math,” I need to decide how I’m going to deal with the Lethality mechanic. It’s a common feature among unnatural beasties but the trick is that it doesn’t deal HP damage like everything else. It just reduces your HP to zero, ignoring armor, basically killing you. Even the one spell in the game that might complicate this with magical armor doesn’t. If you have a single point of Armor from Exaltation of the Flesh, you’re immune to successful Lethality rolls, taking normal HP damage. However, there is a handy part of the rule: successful Lethality rolls ignore Armor. So rather than treating it as infinite damage, I can instead treat it as 18 damage, enough to kill even the toughest Agent from full health. A quick glance at the back of the Handler’s Guide also shows that this still roughly works for all mundane creatures that still interact with this part of the Lethality mechanic. The others that have significantly more than 18 HP take flat damage to the Lethality rating, thus sidestepping the problem. 

The fact that successful Lethality rolls ignore body armor can be represented by thinking that these average damage values have a Lethality% chance to ignore body armor. Or on the scale of averages, only (100-Lethality)% of your body armor actually applies.

However, Lethality doesn’t always ignore Armor. If you have Cover, which also gives you Armor, the Lethality roll automatically fails and deals normal HP damage. So wherever it’s appropriate, I’ll be splitting the average damage of Lethality attacks into “against Cover” and “not against Cover.” Other relevant considerations like Armor Piercing and whether or not the attack should be able to used to Fight Back will also be notated. I’ll also be including Lethality ratings to put perspective on things.

Agents read no further I guess?

Friday, January 24, 2020

Unifying B/X's XP Tables

NOTE: This post is filled with a lot of digital ink spilled over the design of early D&D. If you want the unified XP tables and don't care about any of the theory, just skip the opening paragraphs.

Coming from the perspective of modern D&D, B/X has some immediately noticeable divergences, most notably: the variable XP tables, race-as-class, and those wacky five saving throw categories. There's more differences, but you have to dig a bit deeper to find them.

As I understand the history of D&D, variable XP tables were ditched during the transition from AD&D to third edition in order to facilitate multiclassing. There were rules for it before, but like everything in AD&D it's a giant complicated mess that even my autistic brain doesn't want anything to do with.

While not exactly the most precise, there are design principles in early D&D. These principles are the reason we have the variable XP requirements in the first place. They're there for "balance," as weird as that may sound. A lot of people associate that term with modern D&D with its preoccupation (and oftentimes failure) with making sure no one class or ability overpowers another and that encounters are scaled to match an adventuring party's capability. This too exists in early D&D.

Dwarves are like Fighters but with some added benefits (better saving throws and chances to detect dungeon tricks) so it costs more XP to level up. Halflings don't have access to the wide variety of weapons that Fighters do, nor do they have the tough eight-sided hit die, but they have a variety of sneaky tricks at their disposal. So overall, it's a net zero effect and they level up at the same rate as Fighters. An Elf is basically a Fighter and a Magic-User (a holdover from OD&D and a better implementation in my opinion) so they cost an insane amount of XP to level up, 4,000 experience points to reach level 2. The Thief has a paltry d4 hit die and their only draw is their "Thief Skills." So to compensate, they level up faster than everyone else. And the Cleric levels up faster than the Fighter for some reason.

I don't mind the variable XP requirements and the last time I ran an osr (a hack of LotFP), the Thief player was delighted to hear that they'd be leveling up much faster than everyone else in the party. However, I like math and the balancing that results from variable XP is...kind of artificial so I'm happy to try my hand at unifying the XP tables while not rewriting the system from scratch.

"But Top Hat," I hear you say, "didn't some osr bloggerman write up a unified theory of XP progressions for B/X? Why not use that instead?" To that, I have two responses.

  1. As much as I love it, B/X isn't a perfectly tuned machine. You can fudge the numbers. 
  2. I might be using that post to "double check" my math in a followup post.
Based on some back-of-the-envelope math I did in a TextEdit document (don't ask), Clerics and Thieves are roughly half a level ahead of Fighters, Magic-Users are about half a level behind, Dwarves are slightly less than a third of a level behind, and Elves are basically a full level behind. And as an additional note, I didn't come up with all of this myself. I was helped in part by some kind grognards on the internet, you know who you are.

THE CLERIC

The way this holy warrior class advances faster than the normal warrior never made sense to me. You can bump them up to a Fighter XP progression and no one will notice, it's not until 13th level that they're a full level ahead of their secular counterparts. If you want to make yourself feel better, get rid of their weapon restrictions. Tie it to their specific religion and let the cleric atone if they break the taboo.

THE DWARF

Bump them down to the Cleric's attack progression. Boom. Done.

THE ELF

This one is trickier. You can bump them down to Cleric attacks, but that still leaves their spellcasting abilities to deal with. However, because the fey spellswords are, on average, a level behind, you can just delay their spell progressions by one level. After all, we plan on shifting Magic-Users down to a Fighter's XP progression next. They'll start off knowing zero spells (maybe a few cantrips if you give those to Magic-Users anyway). They can earn their keep at level 1 with their reduced surprise chances, secret door finding abilities, immunity to ghoul paralysis, "darkvision," and ability to use scrolls and wands. If that seems too overpowered, you can just chop off whichever one of their abilities you're least fond of (I'd go after darkvision).

THE MAGIC-USER

In my opinion, the spellcasting ability afforded to Magic-Users isn't too powerful. Their spells and spell list is very limited and it's not until 11th level that they're lagging a full level behind Fighters. However, we can't just handwave it, after all, Magic-Users do get pretty powerful at later levels. This is in part due to how they start gaining multiple new spell slots per level starting at 7th level. So an easy fix is to not let this happen and leave all the lower level spell slots at a maximum of 2. 

Disclaimer: not mine, entirely too neat and professional looking
Or you can give them a spell progression as shown above. This gives lower level Magic-Users a bit of a boost but heavily clamps down on higher level casting power.

THE THIEF

These sneaky bastards are also tricky. You can bump up their hit die to a d6 and maybe boost the chances of their Thief Skills by a little. You could also take a cue from AD&D 2e and allow the player to choose where they allocate their skills or steal the Specialist from LotFP. The last suggestion is so clever I wish I'd thought of it myself but alas I did not. Thieves now attack and save as one level higher. Basically, your THAC0 improves from 19 to 17 at level 4 rather than level 5 and so on. It's a small but meaningful boost that reflects their speedy advancement under the original rules.