So, having multiple kinds of Lume (Bio, Chem,
Oil etc) is bullshit. Its like having people keep track of different kinds of
currency. No-one is going to do that in D&D.
Keeping with my pattern of forcing complexity
off the roll and onto the system, I will be making all
Lumes transferrable into each other, no-matter what kind of lamp they power.
My ‘logic’ for this is that people will swap
lumes back and forth depending on what they need, will keep a stash of
different kinds and that any merchant or non-hostile NPC will be so used to exchanging
one kind of lume for another that the process passes without comment.
Now this is bullshit, but it’s a better kind of
bullshit than having like four or five kinds of different light on your sheet
and they do not interact.
Now Lumes power Lamps.
Your lamp is particular to you, they all have
different qualities and are a bit special in different ways. Its one thing you
have to remember and its yours. Like a weapon. Lumes just power the lamp. (Look
out for Lamp table next issue.)
Other kinds of light-producing thing are hived
off as particular items.
And lamps, or lights, are initiative.
If someone does not have a light they must be
with someone who does, not alone. A PC is either carrying a light, or states
they are ‘with’ someone who is. They are assumed to be within the radius of
that light when they perform their actions.
This makes sense because if you are exploring an
underground area with no light you will need to stay near people who have it.
You don’t have much of a choice about that.
During normal exploration all you need to stay
aware of is who you are with. If Tom and Joe are holding the lamps then
you say ‘I am with Tom’ or ‘I am with Joe’. You are assumed to be within their radius
during exploration.
Then a fight breaks out. Roll initiative.
Group Initiative
Whoever has the brightest light is ‘caller’ for
that side. They roll the initiative die.
During that sides turn, the person with the
brightest lamp decides who in their group will go in what order. They cannot
control what the PC does only when they act. Obviously groups can and
should negotiate this and talk about it.
In our example Tom has the brighter whale-oil
lamp. The players win initiative. Tom has Lisa and Jerry in his group. He
decides Lisa goes first, then Him, then Jerry.
Then Joe, who has a less-bright candle lamp, has
steve and bob. Joe decides who goes fourth fifth and sixth. They take their actions.
Individual Initiative
Only people with lights roll initiative. If the
group are facing some Drow with one low-light lamp then the Drow, Tom and Joe
all roll. No-one else does. Tom wins, then Drow is second, Joe is third.
Tom decides who out of his group will act in
what order. Then the Drow act, then Joe decides his groups order and they act.
‘Dark’ Players
If someone wants to go off on their own into the
dark, they can. They act after every lit person. So if there was a seventh
player in out example above, they would act after everyone else.
One Side Dark
Some underground creatures use no lights.
In this case, if the PC’s have lights then they
always move first. Light is a bitch to carry around but it does have some
advantages, it transmits sensory information faster than anything else so a lit
group will always be a fraction of a second faster than something which does
not see.
These animals can still get in a surprise round
to begin with though.
All you have to remember is who you are with.
If you have a lamp its qualities will be written
right there on your sheet. (I will put it under the right of the stat-encumbrance
system.)
You have to fight as a team but you should be
doing that already.
Lifting a lamp up will almost always take one
hand. So you lose the use of that hand, but you gain a superior strategic
awareness and a lot of responsibility. You are the caller for your little
mini-group.
Yes you can hold your action if you absolutely
insist. But only within your group.
You can go last of your lamp-group if you must seize control not only of what
you do, but also when you do it. Of course
you could just talk to your lamp holder about that. Or get your own lamp.
Or join Joes group and explore with him for a while. The lamp-holder decides
but they don’t decide alone, they just have final responsibility.
I think I'd be satisfied with a light-casting item initiative bonus, with some effective radius notes. Balances the cost of a fine lantern...
ReplyDeleteWon't be doing that. I hate 'bonus' items and calculating things. I also hate putting numbers on things.
DeleteWizard with light magic and low DEX agrees. Thief-Archer votes for overland adventuring...
ReplyDelete