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Malhavoc Press

Cry Havoc Chat Transcript Featuring Skip Williams

August 7, 2003 -- 5 p.m. PST

Illus. Todd LockwoodSkip Williams entertained fans in our very own chat room last week, answering your questions about the new PDF edition of Cry Havoc and more. Thanks to everyone who attended this chat, as well as room moderator Matt Locke for making it happen, as always, and for sharing this transcript* with us.

We had a little technical trouble with this one (Skip never managed to actually get connected to the chat room), but it all turned out great in the end, as you can see.

<Galhavoc> Well, until Skip gets here, I can make a few intro remarks about Cry Havoc. It's a little different than our previous event books. While it has the info on preparing for the event and integrating the event into your campaigns, plus Prestige Classes and adventure hooks, literally half the book is taken up by Skip's d20 mass combat system. While not a mass combat skilled player myself, I really like it because it works just like standard individual d20 combat, just scaled up for units of 10 characters or more. So I know how to make an attack or multiple attacks, my units can use feats just like my characters can, and so on. Skip can explain this more gracefully than I.

<Duloth> Does the mass combat system use principles like, with this many characters, it's impossible for -all- of them to miss, or -all- of them to hit, so it does a proportion?

<Monte> We should wait for Skip to get here to get into specific questions.

<Duloth> That's fine. Was just wondering as, the moment I saw that, it looked as if it would resemble my homebrew system.

<Galhavoc> What I am eager to do is play a couple units of wizards and try some scaled-up spellcasting. His new spells and unit spell rules are very cool.

<Carthain> If people want to start messaging me questions ("/msg carthain question"), I can start making a queue and we can bombard Skip when he gets here ^_^

<Duloth> Much more fun to wait, and then flood the person off the server with 5,000 questions at once, isn't it?

<Carthain> flood me? ^_^;;

<TGM_Stan> You've got a unique definition of "fun", Duloth ... ;^)

<Monte> Skip is having some problems connecting, apparently. So, how's everyone doing tonight/this morning?

<JediSoth> I'm doing well, thank you. Just waiting for dinner to finish cooking.

<Elsin> Good here. Almost over a weeklong cold ...

<TGM_Stan> I'm procrastinating, thank you very much.

<Tezrak> Tired. Early morn at the bookstore. Otherwise just fine, thanks. :)

<juanjose_> Pretty good, eager to read the Sage live.

<Galhavoc> Stan, Skip sez hi. He's on the phone [with us] now.

<TGM_Stan> I say hi right back to Skip (and on to Penny as well).

<Michielfl> This is my first meet with game designers :)

<Galhavoc> Skip is attempting login #3.

<JediSoth> Go Skip! Go Skip!

<TGM_Stan> *lol* ... this is like listening to the live feed from NASA

<Monte> It is?

<Galhavoc> I guess that makes me Mission Control.

<Coyotelies> Ground Control to Major Skip

<Galhavoc> Ohno! He crashed!

<TGM_Stan> "Skip is attempting login #3 .... *squawk* ... t-minus three seconds ... *squawk* ... we have dial tone!"

* Visceris bounces in anticipation.

<Galhavoc> Okay, I've got Skip on speakerphone since his system crashed. I will type for him [as he answers your questions.]

<Galhavoc> "I have never had a computer crash that badly," he said.

<Carthain> Sue: So you'll be Skip's voice?

<Galhavoc> Yes, I'm now Skip. (hee hee) Skip said he is glad to be here.

<Carthain> Welcome to a Malhavoc Press Chat! Today we are chatting with Monte Cook & Skip Williams. The topic of today is Cry Havoc. To ask a question, just message me with it. To send me a question, just type "/MSG carthain this is my question" (without the quotes).

<Galhavoc> Skip has a short intro statement.

<Skip via Galhavoc> The basics of mass combat in Cry Havoc: It all works off averages. You make one attack roll for all 10 creatures attacking, and you treat it like a regular d20 attack roll. Add the attack bonus for the unit, and an additional modifier based on the average damage the unit can do. That will give you a number of hits. With each hit, a unit inflicts about 5 points of damage. (5 points of damage = 1 damage factor, so a unit of 10 20-hp creatures has a total of 200 hp or 40 damage factors.) We use damage factors to make things go smoother and faster than taking off each individual hit point. A unit will seldom all hit together, but it will do a lot of damage, or only a little damage, or a moderate amount of damage depending on how good the attack roll is. The basic exchange is assumed to be between units of 10 or more creatures. Once you know this general background, you know how to play. :)

<Galhavoc> (Skip grins) Any questions, or shall I go on?

<Carthain> I've got a couple questions lined up ^_^

<Skip via Galhavoc> Fire away!

<Carthain> From Duloth: "Does it use principles like.. with this many characters, it's impossible for -all- of them to miss, or -all- of them to hit, so it does a proportion?"

<Skip via Galhavoc> The answer is, it all works off averages. The basic assumption of the central combat table is that a unit of 10 creatures, if it rolls exactly what it needs to hit, will deal 5 damage factors. By every 2 points by which it exceeds what it needed to hit, it deals an additional damage factor. By every 2 points less than the number needed, the unit deals one less damage factor. So, if you need a 10 to hit, and roll a 10, you deal 5 damage factors (i.e. 25 hp), but if you roll a 12, you deal six factors, and if you roll an 8 you deal only four factors.

<Galhavoc> Skip says I should remind you that the level of abstraction is higher in unit combat than in individual combat. So a round takes a minute in unit combat. There's all kinds of other things going on during a 6-second period -- not all the members of the unit may be ready to attack every 6 seconds, so using a minute is an attempt to keep everything workable but familiar.

<Carthain> From JediSoth: "Am I correct in assuming that units are considered to be all the same level?"

<Skip via Galhavoc> No, you're not. ;) Several caveats go with this answer. First, things work better when units are made up of identical creatures. However, since everything works off an average, you can do a mixed unit, and just average all their combat modifiers and get the unit's stats that way. All the ones we've posted so far on Monte's site are units of identical creatures. The game itself, when it talks about mixed units (say, five bugbears and five ogres) -- this unit is tougher than a unit of 10 bugbears but not as tough as a unit of 10 ogres.

<Galhavoc> (I hope this is coherent...)

<Carthain> From Elsin: "How much work will it be to use Cry Havoc with Monte Cook's Arcana Unearthed?"

<Skip via Galhavoc> No more work than to use it with the Player's Handbook or any d20 campaign. There are two places where you might have some extra effort, potentially. First, Cry Havoc has no battlefield magic notes for any of the Arcana Unearthed spells.
However, once you get a feel for how it works with the PH spell notes in Chapter Four, it is not hard. The second area would be special racial abilities in Arcana Unearthed. Not all of these are dealt with -- Chapter Four of Cry Havoc has samples from the MM creatures. For instance, litorians would transfer pretty well. We might do a web article some time with some specifics.

<Carthain> From Tezrak: "Were there any previous 3rd Ed/d20 Mass Combat systems out there that Skip used as inspiration, or did he start entirely from scratch?"

<Skip via Galhavoc> I started almost entirely from scratch. My inspiration was the actual d20 individual combat system. I started there and extrapolated up. There are certain things you can infer about mass combat if you know how single combat works. For instance, the basic assumption that you'll get five hits if you roll just what you need -- that's elementary statistics applied to d20 mechanics. Beyond that, I used some common terminology that I was familiar with from my miniatures gaming experience. That shows up most strongly in the rules for terrain.

<Carthain> From Coyotelies: "My question is: Back in the days of Basic DnD, the old mass combat rules included tactics such as enveloping and encircling enemies. Does your new system include these as well?"

<Skip via Galhavoc> Two-part answer. The unit combat system models individual combat closely enough that your tactics depend entirely on what you do with your units. If you want to envelop someone, you can maneuver your units so that you envelop them. There is, on the other hand, an army combat system in the book. The army combat system actually works a lot like what was in basic D&D, though the specific items it emphasizes are slightly different. It really shows its roots in the unit combat system. In any case, the army combat system has a tactics matrix, in which the attacker picks a strategy and the defender picks a strategy. You cross index them, and that determines how the battle worked out.

<Carthain> From Bynw: "i have a question for Skip ... What's the smallest size unit and what is the largest sized unit?"

<Skip via Galhavoc> Unit combat assumes units of 10 creatures. You can use units of 20 or 50 creatures if you want. The rules suggest that you try to keep the total number of figures to 20 on a side (a figure being either 10, 20, or 50 creatures). Any fewer than 10, and you can just use standard combat, you don't need mass combat.

<Carthain> From Elsin: "How do protective spells or spells like haste play into mass combat?"

<Skip via Galhavoc> It depends on how many creatures in the unit are receiving the spell. If you have a unit of spellcasters that can cast the spell on another whole unit, it works just like it does in individual combat. If the spell doesn't affect at least the majority of the members of a unit, you can safely ignore the effects of the spell. If you're a stickler for accuracy, however, you can just use the rules for mixed units and recalculate the stats for the unit based on who's got what spell running when. In the same way that you can have a unit of 5 bugbears and 5 ogres, you can take a unit and say that four of the members have mage armor, then recalculate the unit's AC based on those four creatures having the spell on them.

<Carthain> From juanjose_: "That sounds pretty good. I read the system handles it very well when the PCs are 'unit leaders' and 'units of PCs'. Could you elaborate a bit?"

<Skip via Galhavoc> So you're asking two questions, there. Characters certainly can function as leaders, and they have a lot of fun things they can do ordering their units around the battlefield. They can do anything from giving their units orders to maneuver in intricate fashions, to hide behind their shields, or to attack more efficiently. A commander can also share his or her feats with a whole unit -- you can have the whole unit use the feat along with you. To my mind, that's the most satisfying way to be a PC on the battlefield. That's the coolest option to me. Sure, you can have a unit of PCs, too. Use the rules for mixed units. The unit's likely to be undersized, but this is a case where that'd be okay, or just pad it out with scrubs. You're really better off, however, to spread your PCs from unit to unit.

<Skip via Galhavoc> Let me explain. Everything in the game in unit combat is magnified by a factor of 10. You have a one-minute combat round, you have a square that's 50 feet across, and a figure represents at least 10 creatures. Individual PCs have the ability, then, to mingle with allied units and be effectively invisible. Your four PCs could join a unit of 10 dwarven veterans and the PCs are just extras. One may be commanding the unit, while the wizard's casting spells from the safety of the dwarven ranks. As extras, they're protected from nasty disasters like 500 orcs targeting them and all shooting arrows at them. It's almost like being a quarterback on a football team. The front line is the 10 figures, and the quarterback's in there, protected. As long as that unit stays intact, they pretty much have their run of the battlefield.

<Carthain> From juanjose_: "I know using miniatures would be ideal for mass combat, but does it offer a more abstract alternative for non-miniature-based battles?"

<Skip via Galhavoc> If you're using the unit combat system, you need some kind of token to keep track of the units. At Gen Con, we used counters from Fiery Dragon. Just like in d20, however, you can use any kind of token you want -- corks, bottlecaps, and so on. You can try to do a unit battle with just paper and pencil, just like you can try to do a D&D game combat with paper and pencil. And things will work about as well. :<

<Carthain> From Elsin: "So, what's next for you and Malhavoc?"

<Galhavoc> (Quick confab takes place over the phone.)

<Skip via Galhavoc> We have something big brewing for 2004. How'd you like that for cryptic?

<Carthain> Cryptic, and yet enticing ^_^

<Galhavoc> Skip laughs evilly.

<Carthain> Well, that was the last question that I have.

<Galhavoc> I will mention that the Cry Havoc system is open content, and it's already been picked up for use in an expansion to the Warcraft RPG. Green Ronin is [using it] as well, for a book Skip's working on with them.

<Carthain> From Dethand: "This is my question. Can you target say a pesky spellcaster in a unit, or target the general?"

<Skip via Galhavoc> Dethand, you can't target someone who's actually joined a unit -- see previous dwarven veteran example. There is something called a Hero Challenge, though, which is under the DM's control. When that happens, the DM can "zoom in" to a particular area and put out all the other PC-type characters that are out there e and fight a regular d20 type combat for that challenge. Of course, you can always drop an area spell like a fireball on a unit, and that's a good way of getting someone who's joined a unit. If you catch the commander on his own outside a unit, he's fair game. If you manage to eliminate the entire unit, of course, the commander will be left there with his armor around his ankles.

<Galhavoc> Skip then goes on to say that this happened to me in the playtest, but I'm sure I have no memory of such a gaffe. ;)

<Carthain> Elsin wants to know if the (cryptic) project for next year is a big project, i.e., bigger than Arcana Unearthed or not... if you know, that is ^_^

<Galhavoc> No, not a bigger book than Arcana Unearthed, just something we haven't exactly done before.

<Carthain> Michielfl: "Can a PC become more experienced in commanding his unit? For example, gain feats or some sort of skill?"

<Skip via Galhavoc> Absolutely! There's a new skill called Profession (military commander), which is what you use to get better at commanding units. If you get really good at this skill, there are several spectacular things you can do. For instance, your normal, everyday PC can issue one command to a unit per combat round. You can issue additional commands as move actions. If you get enough ranks in Profession (military commander), you can issue additional commands as free actions. So if you have a lot of ranks, you could have a unit run around a weak neighboring unit and maneuver to attack another unit, and then issue a command to improve the unit's attack or share a feat with that unit. You can do all of those things at once, so your unit suddenly becomes sort of superpowered. Or else there are feats that let you do special things on a battlefield. And there's also a prestige class you can take to really help your command abilities -- it's the knight commander. He's really all about leading in unit combat.

<Carthain> From Elsin: "What is Skip's favorite Arcana Unearthed class and race? Why?"

<Skip via Galhavoc> The lion guys are pretty cool -- the litorians. I grew up when Beauty and the Beast was on TV, so I think lion men are cool. I haven't quite gotten familiar with all the classes yet.

<Carthain> ... I'm out of questions now ^_^

<Galhavoc> Skip said you can open up the room to general chat.

<Carthain> Okay ^_^

<JediSoth> So I can gush about Arcana Unearthed now?

<Monte> Sure. :)

* JediSoth gushes

<Carthain> Okay people -- the channel is open -- you can ask your own questions -- to Monte, Sue, Skip, whoever. ^_^

<Nightfall> I'm not sure I'd gush, Monte... but thanks to you, I think I got two old ex-friends to start gaming together again. :)

<TGM_Stan> Good job, Sue! Thank you for transcribing!

<JediSoth> I hadn't intended to buy Arcana Unearthed when I walked into GenCon, for some reason, it didn't appeal to me when I read about it. Boy, I'm glad I obeyed that impulse to buy it when I walked by the booth.

<Galhavoc> Skip said thanks to all of you for coming. He said he monitors the Cry Havoc threads in our message boards and he tries to comment on all of them.

<JediSoth> Thanks for all the good info, Skip

<Carthain> Thanks for trying to join us here Skip ^_~

<Michielfl> Thanks for the info, Skip.

<Galhavoc> Skip said he was happy to be here -- perhaps one level more removed than usual in chats like this! Skip is on long distance, so he's got to say good night now!

<TGM_Stan> Goodnight, Skip!
<Andy_Hock> Good night, Skip.
<Tezrak> G'night Skip.
<Carthain> Bye, Skip!
<Michielfl> Good night, Skip.
<Elsin> Bye
<JediSoth> Good night

<TGM_Stan> Thank you, Skip .... and thank you Monte & Sue

<Monte> Thanks to everyone for coming. Special thanks to moderator extraordinaire, Carthain!

<Bynw> night Monte

<JediSoth> Take care! See you around the message boards.

* Transcript edited for style and clarity.

 
 
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