Dramatic Elements
(Verisimilitude apply as desired)
Scene lighting (Illumination)
Combat/Movement will be affected by available illumination under certain circumstances. Darkness can enhance dramatic effect. If it is too dark to read a player cannot use a scroll. In Doxies & Demons no player can see in the dark. If a character could see in the dark then they would be blind in the sun. Some monsters who never see sunlight might be allowed to see in the dark but be blind in the light, or only function in twilight type conditions or suffer brutal penalties in the sun. The important thing is that light will have impact on both Players and monsters as well as help set the mood and tone of a scene.
Movement is reduced to ¼ in pitch Dark.
Movement is reduced to ½ in vision of 15 hexes or less.
Sight Range assumes clear line of sight, which is seldom the case and under the control of the DN. Ranged and Magic strikes require clear line of sight. The numbers here are not real life. The ranges are theatrical to help with action and pacing in the confines of the staged scene. Visibility should and does affect movement. The range given is to detect movement, perhaps identify target, but it is always up to the DN to interpret sight lines and ranges. There are of course other factors which may decrease viability like fog, mist, dust which may be very useful to establish atmosphere and annoy the players. DN should tailor values to suit their table top stage environment.
Light Source Site Range Squares/Inches/Hexes
- Day Light 30 (Entire Stage)
- Twilight 16
- Full Moon 16
- ½ Moon 12
- Bioluminescence 12 (Special cave glow light)
- No moon 8 (Assumes no cloud cover otherwise might be much less.)
- Bonfire 6 (From light source)
- Camp fire 5 (From light source)
- Lens Lantern 4 (From light source)
- Torch/lamp 3 (From light source)
- Candle 2 (From light source)
- Total Darkness 0
Weights, Money & Wares
Carry Weight
Carry Weight is often thought important. Really it is only important if you depend on lugging around loot to make experience points or if a player wants to carry around their entire hoard of treasure and equipment. The streamlined method is to merely limit the number or Kits or Axillaries a player can carry and assume all movement is normal. Alternatively, one can use a simple weight system.
A simple rule of thumb can be used to determine encumbrance. One may need to carry a cast member out of danger. For the purposes of ease of use, it is assumed that any adventurer who carries a pack into an encounter uses a tactical size that does not impede movement, speed, or action (or drops the pack).
Body weight determines Carry Weight. Calculate 15 pounds body weight for each Might point. At Might 20 the player is about 300lbs. At Might 16 is in the 240lbs weight lifter range.
Body weight = Carry Weight. Tall and thin may carry the same as a short and thick player. However, not every player will have the same Body Weight so not every Player will have the same Carry Weight. Does that matter? Only if it is important to the story and action.
Equipment & Kit Weight
A good estimate for normal backpack is a quarter or less of one’s body weight (30-60lbs). If you are on a long march then you will use a pack animal or cart. The Kit chart is for fast and easy outfitting. It will rate the number of “kits” a player backpack can carry in addition to the standard survival needs.
Weight Food & Water |
Cordage / Light / Camp Kit | Kit slots | Shelter |
Tactical Pack: 30 lbs. 3 days |
50’ rope/10’ twine / Torch & 1 hour fuel Bedroll/Oil cloth |
6 Kit slots | None |
Survival Pack: 60 lbs. 6 days |
75’ rope/15’ twine / Torch & 2-hour fuel Bedroll & 1-man tent |
8 Kit slots | Normal |
Expedition: 80 lbs. 12 day |
100’ rope/20’ twine / Torch & 4-hour fuel Bedroll & 2-man tent |
12 Kit slots | Good |
Pack Mule | 4 Expedition packs |
Slots/Auxiliaries Items / Kits
A kit or an auxiliary item is the stuff the player chooses to carry around. Usually, it is an item to help with their role or unique skills. Example: Burglar Tools, Scroll Cases, First Aid Kid, Artifact, Fire Starter, Smoke bomb, Focused Lantern etc. The important thing is to control how much is carried and the Kit slot (tuned to DN taste) will provide that control. Part of developing the story is creating your props list (Kit that can be used on stage).
Any Player will have a base 6 quick access slots (on 4 on belt & 2 on the back for extra weapon or shield & pack). That may be increased within reason like with equipment such as a bandolero (2 slots). A back pack slots vary by the size of the pack but any pack that can be carried will have no more than 12 slots.
Kits may need 1 or more slots to carry. Most specialized kits will require 2 or more slots. If an individual item is lantern/Bottle size or less it will require 1 slot. Belt carried weapons are in addition to slots. Slots are used for auxiliary items which are often expendable.
A quiver is not a quick slot. A quiver will hold 24 arrows, bolts. Additional quiver loads will take a slot in pack.
Special Kits (cost subject to DN determination)
- Skullduggery Kit Requires 4 slots total any combination of slots
- Huntsman Kit Requires 4 slots total any combination of slots
- Scholar Kit Requires 4 slots total any combination of slots
- Healer Kit Requires 4 slots total any combination of slots 4 field dressings
- Grenadier Kit 4 explosive projectiles (devil’s fist) / 4 slots
- Arsonist Kit 4 oil flask projectiles / 4 slots
- Healing Potion Kit 4 flasks/ 4 slots
- Poison Flask Kit 4 flasks / 4 slots
- MRE Kit 4 restorative meals / 4 slots increases LF recover per rest by 4.
- Armorer Field Kit Repair armor in the field /2 slots Add 2 points per hour.
Coinage and Costs
Coinage for everyday use is based on silver In Doxies & Demons. The costs of things really doesn’t matter that much because at the start of any game it is assumed the player has all the normal equipment which will include any equipment they collected as treasure that they didn’t convert to coin. However, for longer campaigns, personal preference and upgrading equipment, shopping might be important.
The DN can use any coinage/cost system the prefer. The following is in lieu of detailed pricing lists. It is assumed that armor and weapons can only be purchased in a town or city. A village or a hamlet will have no need to have an armorer or weapons smith.1
Coinage (or any system you like)
- 10 copper coins = 1 silver penny
- 20 silver penny = 1 gold penny
- 20 gold penny = 1 King’s Mark
Rule of thumb
- Armor cost 10 gold penny per DAR value
- Weapons cost 10 gold penny per weight class.
- 1 Pack Mule 20 gold
- 1 Riding Horse 100 gold
- 1 War Horse 200 gold
- Kits: 20 silver for an Learned Capability Kit.
- Magic Potion (Heal, Haste, Fire Breath, Stone Skin, etc.) Set by DN to suit environment.
- Expendable Item (oil flask, acid flask, poison flask) Set by DN to suit environment.
- Selling price is 1/2 the cost price for the player.
All other items are assumed to be well below 20 silver and might merely be shrugged off. Counting the cost of arrows is a waste of time. Assume such expendables are stocked up in the quiver before the adventure. Quiver holds 24 arrows, bolts.
The DN might lower cost early in the campaign then increase due to inflationary pressure of massive loot later in the game.
Hired Help
When the Cast Member needs a hand, (Often at the DN suggestion since they know the number and power of the cast needed to make a good show). The cast member may find a sell sword, an apprentice practitioner, or a hired burglar to help during the Act/Session. There is usually a cost, although that can be negotiated at DN discretion. The cost might be all gold up front, or if one has high leadership, it might be an advance and promise of a share. Once enlisted the NPC is now working for the player who hired them. It is that player whose Leadership will affect NPC morale. It is that player who must give some of their share to the hired hand.
There are almost as many systems for hiring NPC as there are TTRPG rule set. Doxies is very rules light but adds more onus on the DN. The DN creates a pool of potential mercenaries each with their own back story. A Mercenary is created just as any Cast Member. Armed and Armored appropriate to their specific job and level (Crossbowman, Spearman, Porter) they should be a lower level than the player.
Pay
The cost for contracting is dependent upon Leadership, NPC level, and the economy of the setting. If you like historical comparison, a soldier might earn only a 40 silver coin per month. Weekly pay for a Zero level mercenary is 10 silver per week. The pay rate can increase by 2 silver per level of the hireling. A contracted mercenary should get a share of the player’s loot calculated based on their level. A 0 level mercenary would get 2% share and that increases 2% for each level of the hireling.
The NPC functions the same as any other cast member except they may suffer morale checks in stressful situation (outnumbered, Unknown Monster, 50% LF loss). Each successful check earns them a Drama Token that can be applied to their profile sheet. They may be awarded DT for group successes if the DN allows. Once a hired Mercenary NPC has gained 12 DT under the leader they can be promoted a level and may be enlisted as a full companion.
How companions are handled is up to the DN but it is recommended that they function as a party member who is controlled by the leader, subject to their own goals and desires. In other words, they can become a fully vested member of the party. It is also a way to introduce a new casual player into the group by letting them take on a vested companion.
Morale
Henchmen/NPC/Monster Morale (optional)
While morale is not needed for the cast member, it can play an important role in how the Player plans and carries out encounters. Most living beings will run away if they are losing (undead tend to fight to the end) . Combat is risky business and if you can get the foe to run sooner rather than later, that limits the amount of risk one is exposed to. However, the player may well encounter them again if they do run away.
A failed morale check will mean the NPC/Monster will run away from battle in a panic unless acted upon by some force like a spell or being rallied. The default is that a failed roll will mean blind panic and the NPC/Monster will run until they exit the stage or are rallied by a successful leadership check.
Base morale is 8 for a 0 level NPC or monster and increments 1 for each level The short table below show the values for NPC/Monster by level. (Level and Hit Dice) are the same.
Roll Morale or less on a 20d. D
- Morale 8 / 0 level (Low)
- Morale 9 / 1 level (Low)
- Morale 10 / 2 level (Low)
- Morale 11 /3 level (Medium)
- Morale 12/ 4th level (Medium)
- Morale 13 / 5th level (Medium)
Roll is individual and in any round one or more may have to check morale. Morale is checked at the end of each Strike Phase as needed.
A hoard or group boss should have at least 2 levels of morale above the general group. 0 level Goblins with morale 8 should be led by a Goblin Boss with Morale/Leadership 10. Boss is 2 levels above the troops commanded in morale and leadership.
A boss/leader has a chance to rally panicked troops. A monster boss will have a leadership value the same as the Morale Value or a value set by the DN. (In orc war party the troops will often be more afraid of their leader than of the party.)
DN decides what Leadership a Monster Boss has and may give higher leadership to lower-level monsters for dramatic effect. For example, the cornered rat concept where running is not a good option. Rally attempt is limited to the 6th Moment phase.
A morale check is made when one or more of the following events happen.
NPC takes 50% LF damage in one strike.
50% or more of Friendly units have been killed.
If 3 or more friendly units within sight fail a morale check and panic.
Advanced Morale Check Table (optional)
- Flee in Blind Panic, no chance to rally
- Flee from nearest foe for 2-12 moments, leader may attempt rally, +2 to rally roll
- Flee from nearest foe for 2-12 moments, leader may attempt rally, +1 to rally roll
- Flee from nearest foe for 2-12 moments, leader may attempt rally
- Flee from nearest foe for 1-6 moments, leader may attempt rally,
- Frozen in Panic. No movement for 1-6 moments, leader may attempt to rally.
Reputation
Reputation is a sliding scale and may be good or bad. Either end of that scale may offer advantages and disadvantages depending upon the dramatic situation. Simple scale is minus 20 to plus 20 with minus being bad reputation, and plus being good reputation.
This is a tool for the DN to structure stories and encounters. Bad reputation is gained by doing obviously bad things like murder, stealing, or even causing harm by doing nothing. Good reputation is gained by doing obviously good things like saving lives, killing bad people or monster and the like.
Reputation affects encounter dialogue effects and may even limit options open to the player. Reputation of 8 or more (plus or minus) is local renown and will be general knowledge to most people encountered (perhaps even some monsters). If reputation is known and is equal to or greater than morale value of an NPC/Monster there might be a chance the NPC or Monster will run away or accept an unfavorable deal.
Prices may be affected by reputation, but mostly it impacts dramatic discourse and options.
AD&D 2nd Monster Conversions rule of thumb
While the DN is final arbiter in any conversions, the simple guide below may be of help. However, remember strike dice might be modified by player action so the Auto hit of a high level monster can be mitigated.
Monster rated in Hit Dice convert to Melee/Missile strike value by adding 8.
(Hit Dice) + 10 = Melee Strike Value. Value or less to roll on 20d.
- A 0 hit dice monster Strike Value of 10 (50% chance)
- A 1 hit dice monster Strike Value of 11 (55% chance)
- A 5 hit dice monster Strike Value of 15 (75% chance)
- 10 hit dice monster Strike of 20 (100% chance)
The DN can increase or decrease the strike value at their whim to make monsters more or less dangerous for any given scene.
Monsters can also have an intrinsic Damage Reduction like player armor.
Monster Armor Class for Level/Damage Reduction
- AC 10 = DAR 0
- AC 5 = DAR 5
- AC 0 = DAR 10
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