Saturday, March 2, 2019

The G&G Splatbook

I've considered going through 2004's Hackmaster Goods & Gear, the Ultimate Adventurer's Guide, on several occasions over the years ... but somehow I always end out forgetting about it, losing track of the online copy.  Inevitably I stumble across it again, as I did a few days ago.  As splatbooks go, it isn't useless.  It's a great deal better than most, but commits a lot of the same sins.  The equipment lists include weights for everything, so that makes it a good resource for my own pricing table.  Hopefully, I can plug a few numbers into that table before I lose track of the book again.

Encouraged by how popular my deconstruction of the 5th Edition Players Handbook has been (which I'll come back to soon enough), I'll dig into this book a little.  The link above provides a full copy; it doesn't hurt to read through these things, even if you do feel some guilt getting something for free that the company obviously needed you to buy.

Getting past the introductions and the writers explaining how books work, we have to wade through a lot of fairly useless information defining important game concepts such as bartering, imaginary coins that are a complete rip-off of any numismatics text-book (which goes on for five pages), the notion that there's such a thing as good craftsmanship as opposed to bad, inflation, taxation, an overview of where trade happens and why, frauds, scams and swindles in the market place and merchant guilds.  All this reads like a "friendly" textbook for grade-sixers, saving the reader the trouble of reading sourcebooks for this material.  Of course, it also pads the 272 page book brilliantly while looking to 12-year-olds that the publishers "know what they're talking about."

On the whole, however, it is pretty hard to put most of this content in practice.  Readers will no doubt declare that it provides "inspiration," which I suppose reminding me that merchant guilds are "very active in politics and matters of state" will do.  But unless I'm old enough to understand politics and matters of state, and HOW merchant guilds do that, which a typical 12 y.o. won't know, it's not actually helpful.  We can dismiss everything thus far as having the same limitation.

It is impossible to make a splat book without repeating the same useless content about weapons and the G&G book does not disappoint.  Now we wade through a long list of hafted weapons, types of hilts, axes and picks, bows and blowguns, ammunition, clubs, daggers and knives, flails and whips, hammers and maces, miscellaneous weapons, polearms and poleaxes, spears and lances, swords ~ and even siege weapons.  All this takes 58 pages, a fifth of the book, to plough through; it's populated by images of weapons groups and long tables detailing the statistics of each weapon.

In 40 years, I have seen this list in books so often I can't begin to remember all the examples.  It was old and tiresome by the time it was added to the Unearthed Arcana back in 1983.  Every game version of D&D feels it needs to do this, pouring long, long lists of weapons onto the pages as though we could hear a truck dumping the weapons out in a bouncing, scattered pile which must be then separated and organized.  The numbers attached to the weapons lacks any real sense; if we were to switch the damage done by this over that, it would be just as meaningful.  Multiple weapons on every table have the same statistics: they all do the same damage, they all have the same weight, they're the same "type" ... but they look different and they have a different price.  I guess that means something.

The weapons list is followed by passages about materials that weapons can be made out of (and to their credit, modifiers for changing the materials that I could actually adapt), then weapon accessories, then a few more odd kinds of weapons, some "giant" weapons, giant ammo ... and then giant missile weapon ranges.  Can't have a splatbook without random rules having a vague, obscure connection to the book's agenda.

This is then followed by 11 pages of repeating all the weapon lists once again, only in a single compiled list this time.  And that accounts for 85 pages of the book - almost a third gone.

Followed by ~ sigh ~ armor.

Armor proceeds for 26 pages and I just don't care.  I just don't.  It's all parts and bits and fifteen ways to make a shield and fuck, it is so derivative I'd have to bang my head on the desk repeatedly just to get through it.  That's not good for an old man like me.

Page 113 starts with Clothing.  We're told what clothes are and why people wear them (this is important stuff), followed by an effort to get players to buy more expensive clothes by creating a rule called "style points."  These give a charisma modifier; every piece of clothing thereafter is assigned a style point, so that the player can add them together to get the maximum bonus, +2.  And while I might steal three or four items from the table on 114, have a careful look at it:


This is not photoshopped.  These are the tables as they appear in the book, side by side.  It must be one of the best examples of splatbook padding I've seen.  The Kenzer Hackmaster book felt compelled to provide a D&D version of their own equipment table, though with the style points and the Hackmaster "Regions" included ... and then the same SP points and weights are copied exactly on both tables.

I appreciate the urge to include "availability," but this metric doesn't work this simply.  If I'm in a part of the world that wears clogs, can you imagine that I would ever have trouble finding them?  Go to a store much only to discover there are no slippers?  Or that "climbing boots" have the same chance of being available everywhere, in a prairie town as likely as a mountain village?  Including numbers like these just means we'll have to ignore them later.

This is enough for now.  The chief benefit of the book is that it is sooooo fastidious about inclusiveness.  It isn't really the "ultimate" book, but it is certainly comprehensive.  And redundant.  Very redundant.

17 comments:

  1. I dig through this thing from time to time, and come to basically the same conclusion you've got here.

    A handful of halfway good ideas, a lot of garbage.

    The style rules are a kernel I genuinely like. I've always felt that the game could be much improved by incentivising more immersive actions such as dressing oneself to suit the situation or cleaning/grooming (in the Hackmaster depicted here this was a proficiency that granted a +1 to Charisma at the cost of 25gp per month).

    The Sims is a wildly popular game series. There is a genuine pleasure to be gained in managing the ordinary needs of a fictional person, and I think a "downtime" mini-game within D&D could be really cool. Applying one's off-hours with money and opportunity to gain benefits for the next day's adventure.

    I'm imagining a big list of activities at various places, each with potential bonuses and their own encounter table with more opportunities.

    If the book had been filled with THAT, then it'd be worth the 250 pages.

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  2. This makes me wonder about the utility of the D&D mini-game. Like, I'm all for more detail in the game, but we have to recognize that there are some limits. Will the players use these rules? What happens if they don't? Is it worth the effort to backtrack and dig into them, when no one was tracking them in the first place? Then again . . . if we have a tool for quickly looking up and tracking the information for us . . .

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  3. Pandred,

    Reminds me of Kingdom Come: Deliverance, which forces you to eat, sleep and drink while giving you bonuses (and penalties) based on what you wore and how clean you were. It wasn't perfect, but it was a lot of fun.

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  4. Off the cuff I'd think of it as a mental equivalent to food rules.

    At a certain point the availability of food/water to a party becomes trivial, and it can be tempting to forego those rules altogether for a generic "lifestyle" cost that's been suggested so many times in so many games.

    By discarding them we miss out on the potential avenues of play that exist when that access is threatened or removed.

    The only difference is that we didn't already have rules for rest/recreation, but the principle is the same.

    Deep in the Dungeon we get hungry and may not have food. We also might be growing steadily more irritable and agitated because we lost our lucky dice down a pit somewhere and we've had to sleep in this dank, hostile hole in the ground.

    The Bard would feel less like a joke class if we knew that their storytelling ability could prevent the Fighter from strangling the Thief over the last iron rations!

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  5. Some general thoughts.

    It is always dangerous to suggest game rules that dictate character emotional states. There are far too many opportunities for DMs to exploit those rules towards agency violation.

    No part of D&D, mini-game or not, should be compulsory. Dungeon-delving and wealth acquisition isn't compulsory; going out and having a good time shouldn't be either.

    I'm sternly opposed to characters BUYING higher charisma with clothes. I concede very expensive hit points on sale in tiny amounts; and I have no problem with buying more armor class, to a point. But I draw the line at increasing stat points with money.

    If anything, I'd argue that your charisma should be reduced if you're not "looking your best," which is usually the way we identify people achieving their potential. A 17 charisma is that character's potential; that means slacking, looking like a clod, not attending to hygeine and such should reduce that charisma. HOWEVER, in truth, I do not care for any such rule and would not implement it into my game.

    That said ...

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  6. You'll remember once I took a deep dive into an interactive mechanic in an attempt to improve the effects of interpersonal conversation. Players used it to demand material benefits and total access to other persons lives like a pack of sociopaths. The system did not significantly punish "acting like an entitled prick."

    But suppose we take up Pandred's suggestion of the Sims and see interaction in terms of multiple MICRO-events that pile up over time to create relationships, while giving time-limited bonuses for achievements, buying new things, having a good meal or a good sleep, gussying up and so on. What would those things bonus, exactly? Obviously, not combat ability (though I did have my bard give a bonus of like kind that increases experience gained from combat).

    Let's look at improving our wardrobe. Most immediately assume this is a means of influencing others (thus, charisma bonuses), but if I pull out my Dickens and other literature, the poor may toady up to fellows in rich dress, but the rich don't! And the poor ONLY toady; they don't respect the rich fellow, or like him, but rather see him as a ponce and a threat, as he can call the police while the poor can't. Can he call the police because he looks great? NO. He can call the police because the latter exist to protect wealth and he looks wealthy. The logic of rich clothes = influence is fairly bunk, a fiction created in the 20th century by ad campaigns.

    Clothes DO make you feel better about yourself (which is why the ad campaigns worked, playing off the notion that if you feel better about yourself, others must too). So that's a logical bonus to your self-esteem, which should be a good enough reason to wear good clothes. But again, what is that bonus?

    What do we get if we feel self-esteem? If were not a sociopath bent on using our self-esteem to belittle others and act like megalomaniacs, where we're the only worthy persons in the room, then I should hope a better relationship with others. Clothes, arguably, leads to eating better, sleeping in better places, being with more esoteric and well-read people, being more concerned about our appearance and hygeine for the sake of other people, thereby becoming more considerate and more empathic, less inclined to getting dirty over small things ~ and ultimately seeking OTHER ways to improve ourselves.

    None of which means anything in a GAME if we don't have hard numbers to support any of it. I have no hard numbers, nor conception of what those hard numbers could measure any of the previous paragraph. Ideas?

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  7. Might I suggest a new mechanic?

    The TL;DR is this: we have several categories that we call "comforts." If a character obtains a comfort, such as a fine meal or a good set of clothes, he gets a comfort die. This is a free "advantage" die, ala 5e, that the player can spend to roll twice on a single roll. (Limited to d20 rolls, though perhaps some comforts allow for other rolls.) A single comfort die only lasts for so many days before it disappears. You can only have one comfort die per category (such as food, clothing, lodging, music, etc).

    Just a concept, of course; I can see issues with how the players might "game" the system. And I'm not certain it makes diagetic sense, either; looking for feedback.

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  8. Let's just start with me withholding five minutes of explicative deleted statements about advantage dice in 5e.

    I embrace the idea of a new mechanic for "comforts." I think that is a damn marvelous name for the mechanic! I want to write a post so I can call it "Comforts." But comforts MUST NOT, CANNOT be a mechanic that affects a person's survival and effectiveness in combat. There is not a shred of evidence that eating well and wearing well protects worth a damn against death or violence. So let's drown that kitten in a puddle right now with both fucking hands.

    Good. Now what game principle CAN comforts affect?

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  9. Pandred,

    Ozymandias and I have been talking. I think we have actually figured out a mechanic. So I owe you a bit apology for my post today, don't I?

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  10. It sounds like you're working on something of your own, so apologies if this isn't really of much use - though I figured it was relevant as I do use a system that could accurately be described as "comforts" in my game. These consist of resting in more comfortable rooms, eating/drinking better food and alcohol, smoking, bathing.

    Adding better/more comfortable clothing would be a very easy fit on top of this list.

    Though the details of the mechanic itself might not be of too much use to you (as I run WFRP rather than D&D), essentially, they enhance resting. As characters travel or exert themselves over days/weeks they accumulate levels of Fatigue, and days of rest allow them to recover this gradually. Comforts accelerate this process, allowing a Toughness roll (WFRP's Constitution analogue), with bonuses for additional comforts paid for, to recover an additional daily level of fatigue.

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    Replies
    1. Hello Dusk,
      I'm currently using a system close to WFRP. Would you mind giving me the details of your system ?

      And I'm very interested into looking at Alexis' and Ozymandias' solution too.

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  11. Dusk,

    That is, essentially, our plan.

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  12. Hi Vlad,

    The full details of my system are available here in my WFRP House Rules document, shown here on my google drive.

    The relevant section is Fatigue, under III - Travel & Survival.

    Some details that are core to the WFRP equipment rules and maybe not explicit in my file are the quality levels available to all goods (and most services), with approximate price adjustments of: poor (1/2 price), average (list price), good (3x price) and best (10x price). You can find WFRP 2nd edition books here if you need further reference.

    I've been using the travel/fatigue rules for almost all of my current campaign (~50 sessions over the last couple of years) and they've been working excellently. Some of my other house rules (notably the Subsistence - i.e. starvation/dehydration) are untested.

    Feel free to email me (dmdusk @ gmail.com) if you've got any specific queries!

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    Replies
    1. Thank you, the document is interesting and the books mentioned therein give me adequate directions of research for some lacks in my tools. That's nice.

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  13. If there are working links in your comment, Dusk, I don't see them.

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  14. Hm, strange - the embedded HTML links seem to work in the pop-out comments window, but not on the blog post's own page.

    The links without the HTML tags are:
    My WFRP House Rules - https://drive.google.com/open?id=1CnaifTooo0lHWb45Mz42VmxUMOgW28tR

    A free source for WFRP 2nd edition - http://khorne.ru/2nd/

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  15. Thank you, Dusk. This is helping spark some ideas. I'm working through some research and taking notes, hoping to have something written in the next few days about this topic.

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