Let's Talk About Siege
Posted: Tue Jan 13, 2009 11:32 pm
While reading through "Notes From the Managing Editor" in Crusader #14 I came across a call for a Siege Engine explanation. While Mr. Ward is waiting for an unnamed product before putting together such an article I figured we could get started right here. I've been a big fan of the mechanic ever since I first got a taste of it during playtesting...so let's talk Siege!
At heart, the siege engine is very simple but once you start to play around with it you find it can be pretty flexible and even a bit confusing. I think some of this stems from the roll less design philosophy of C&C as overuse of the siege engine can wear it down a bit.
Older D&D-type rpgs called for attribute checks far more often than does C&C. Performing actions that were well within your ability to do by virtue of your attribute score was common while C&C only calls for a check if you try to do something above and beyond (like lifting more than your strength indicates you can or toppling a heavy statue that should be beyond your ability to move).
This gives incredible flexibility to the CK but calls for a great deal of responsibility as well. Not only must the CK, often times, assign an arbitrary challenge level for a task but he must also decide if a check is required or even allowed (can the non-prime str 6 wizard even attempt to break down the heavy wooden door).
The siege engine can also cause a bit of confusion since it allows for double dipping. By that I mean both challenge level and modifiers can be set/added for any given check. When making checks that require an arbitrary challenge level (not based on hit die or level) the PHB suggests the CK set the level based on circumstances. Jumping a wide gap (beyond what you could normally jump) while unarmored is simple enough and would be a challenge level 1 while jumping the same gap in armor might require a challenge level of 2.
However, in several places (rogue/assassin abilities and surprise rolls for example) the CK is encouraged to add modifiers to the attribute check. So what happens when a rogue wants to climb a wall wearing heavy armor (assuming the check is allowed)? Is the challenge level set high along with the negative modifiers to the character's check? What happens when a group of clumsy orcs are waiting in ambush for the party in the dark of night? Should the challenge level reflect these things or modifiers to the roll...or both?
The tricky part here is...it's left up to each CK to decide on his own. For the heck of it, here's what I do:
If the check is against a set challenge level (set by hit die or level) I don't adjust it but I will add modifiers to the roll. In the ambush example above I would base the challenge level on the orc's hit dice but give the party a bonus to the check due to the clumsy nature of the ambush. However, I might also apply a penalty for the lighting conditions.
If, on the other hand, the check requires me to come up with an arbitrary challenge level I don't use modifiers other than level and attribute. When attempting to jump a gap that would normally be beyond the character I set the challenge level based on the situation (room to run, weight carried, encumbrance, etc). In this case any modifiers (other than attribute and level) simply serve to make the challenge level higher or lower.
In the case of assassin/rogue skills I do make an exception. In such cases I always use their special armor penalty rules, even when checking against an arbitrary challenge class. For example, if an assassin is trying to make a difficult climb which required a check (and was wearing heavy armor) I would determine the challenge class based on the situation and apply the armor penalty to the roll. When making checks with difficulties based on hit die/level this doesn't require anything special as I use modifiers anyway. This encourages rogues and assassins to stay away from heavier armors as their training focuses so much on stealth and the ability to move both quickly and dexterously.
Having said all that, there are dozens of ways one could change what I do (to the point of doing something totally different). Modifiers could be removed altogether and challenge level could rule the day. Or the opposite. The CK could always use both in any given situation, etc. And this is just one facet of the siege engine.
Other aspects of the mechanic can (and have time and again) be easily changed (or even interpreted differently). The target numbers of 12/18 can be replaced with only 18 and a +6 to prime checks, a middle ground of 15 can be added to the mechanic, attribute checks can be called for more often than suggested, etc.
None of which is really an explanation of the mechanic but more a primer for what I hope will be an interesting discussion. The siege engine can be confusing since so much is left to the CK and, I personally believe, since it is designed to be used far less often than traditional rpg mechanics. But from this confusion and chaos is born one of the most flexible, creative and story friendly game mechanics I have ever seen.
_________________
Baron Greymoor
Troll Lord Games
Castles & Crusades Society
At heart, the siege engine is very simple but once you start to play around with it you find it can be pretty flexible and even a bit confusing. I think some of this stems from the roll less design philosophy of C&C as overuse of the siege engine can wear it down a bit.
Older D&D-type rpgs called for attribute checks far more often than does C&C. Performing actions that were well within your ability to do by virtue of your attribute score was common while C&C only calls for a check if you try to do something above and beyond (like lifting more than your strength indicates you can or toppling a heavy statue that should be beyond your ability to move).
This gives incredible flexibility to the CK but calls for a great deal of responsibility as well. Not only must the CK, often times, assign an arbitrary challenge level for a task but he must also decide if a check is required or even allowed (can the non-prime str 6 wizard even attempt to break down the heavy wooden door).
The siege engine can also cause a bit of confusion since it allows for double dipping. By that I mean both challenge level and modifiers can be set/added for any given check. When making checks that require an arbitrary challenge level (not based on hit die or level) the PHB suggests the CK set the level based on circumstances. Jumping a wide gap (beyond what you could normally jump) while unarmored is simple enough and would be a challenge level 1 while jumping the same gap in armor might require a challenge level of 2.
However, in several places (rogue/assassin abilities and surprise rolls for example) the CK is encouraged to add modifiers to the attribute check. So what happens when a rogue wants to climb a wall wearing heavy armor (assuming the check is allowed)? Is the challenge level set high along with the negative modifiers to the character's check? What happens when a group of clumsy orcs are waiting in ambush for the party in the dark of night? Should the challenge level reflect these things or modifiers to the roll...or both?
The tricky part here is...it's left up to each CK to decide on his own. For the heck of it, here's what I do:
If the check is against a set challenge level (set by hit die or level) I don't adjust it but I will add modifiers to the roll. In the ambush example above I would base the challenge level on the orc's hit dice but give the party a bonus to the check due to the clumsy nature of the ambush. However, I might also apply a penalty for the lighting conditions.
If, on the other hand, the check requires me to come up with an arbitrary challenge level I don't use modifiers other than level and attribute. When attempting to jump a gap that would normally be beyond the character I set the challenge level based on the situation (room to run, weight carried, encumbrance, etc). In this case any modifiers (other than attribute and level) simply serve to make the challenge level higher or lower.
In the case of assassin/rogue skills I do make an exception. In such cases I always use their special armor penalty rules, even when checking against an arbitrary challenge class. For example, if an assassin is trying to make a difficult climb which required a check (and was wearing heavy armor) I would determine the challenge class based on the situation and apply the armor penalty to the roll. When making checks with difficulties based on hit die/level this doesn't require anything special as I use modifiers anyway. This encourages rogues and assassins to stay away from heavier armors as their training focuses so much on stealth and the ability to move both quickly and dexterously.
Having said all that, there are dozens of ways one could change what I do (to the point of doing something totally different). Modifiers could be removed altogether and challenge level could rule the day. Or the opposite. The CK could always use both in any given situation, etc. And this is just one facet of the siege engine.
Other aspects of the mechanic can (and have time and again) be easily changed (or even interpreted differently). The target numbers of 12/18 can be replaced with only 18 and a +6 to prime checks, a middle ground of 15 can be added to the mechanic, attribute checks can be called for more often than suggested, etc.
None of which is really an explanation of the mechanic but more a primer for what I hope will be an interesting discussion. The siege engine can be confusing since so much is left to the CK and, I personally believe, since it is designed to be used far less often than traditional rpg mechanics. But from this confusion and chaos is born one of the most flexible, creative and story friendly game mechanics I have ever seen.
_________________
Baron Greymoor
Troll Lord Games
Castles & Crusades Society