Quantum Dungeons Preview 1.5

Posted: 2025-07-06
Last Modified: 2025-07-21
Word Count: 3527
Tags: playtest quantum quantum-dungeons rpg

Table of Contents

Questions linger about how easily Ragnar’s Crew conquered eight orcs in less than two rounds with six characters in an encounter known to be deadly.

Omar Golan-Joel saw the last post and decided to “nerf” first-level characters by giving them only one Talent. If he implements that rule change, Ragnar’s Crew might look like this:

Name Lvl Skills Talents (Species)
Aelfred 1 Combat 2, Stealth 1 Marksman
Berthold 1 Combat 2, Physical 1 Two-Fisted
Duri 2 Combat 1, Craft 2. Social 1 Dwarf
Giles 2 Combat 1, Physical 1, Stealth 2 Sneak Attack
Mithrius 2 Combat 1, Lore 3 Sorcerer
Ragnar 3 Combat 3, Physical 1 Armor Training, Heavy Hitter

Mithrius’s Spells: Respite, Sleep

Name AC Stamina Parry Weapons
Aelfred 8 3 2 Bow (1d6), Sword (1d6)
Berthold 9 7 2 Warhammer × 2 (1d6)
Duri 9 7 2 Axe (1d6), Shield
Giles 8 12 1 Machete (1d6), Knife × 3 (1d6D)
Mithrius 8 6 0 Staff (1d6), Knife (1d6D)
Ragnar 10 12 4 Axe (1d6), Warhammer (1d6), Knife (1d6D), Shield

Aelfred loses the Awareness talent that gives him an advantage to avoid being Surprised in combat, which gives the attacker a free round of attacks. More importantly, Berthold loses the Ambidextrous talent which prevents his second attack from incurring Disadvantage. Duri loses Blind Fighter, which didn’t come up last time. Giles loses Ghost, which lets him be extra stealthy but also didn’t come up. Mithrius is no longer a Healer, and Ragnar no longer has Endurance.

We’ll pick up the battle right at Initiative.

Initiative

The party is beset by eight Orc Guards:

Orc Guard

AC: 8, Stamina: 4, ATK: Spear (close) +1 (1d6) or Spear (near) +1 (1d6) Parry Dice: 1, Skills: Combat 1, Physical 1, Stealth 1, HD: 1

The PCs make their Initiative rolls: Aelfred 12, Berthold 13, Duri 10, Giles 4, Mithrius 11, Ragnar 10. All the orc guards roll one initiative, 8.

So the initiative order is:

  1. Berthold
  2. Aelfred
  3. Mithrius
  4. Ragnar (Combat 3)
  5. Duri (Combat 1)
  6. the orcs
  7. Giles

“Hold the line!” Ragnar shouts, before battle begins.

Round 1

Round 2

Stamina Aelfred Berthold Duri Giles Mithrius Ragnar Orc #5
current 0 + W 7 7 11 6 8 3
maximum 3 7 7 12 6 12 4

Round 3

Stamina Aelfred Berthold Duri Giles Mithrius Ragnar Orc #7
current 3 + W 1 7 11 6 8 2
maximum 3 7 7 12 6 12 4

By this time the other twelve orcs can join their compatriots.

Orc Tribesman

AC: 8, Stamina: 3, ATK: Spear (close) +1 (1d6) or Spear (near) +1 (1d6) Parry Dice: 1, Skills: Combat 1, Physical 1, HD: 1

Being the ones front-most, Berthold, Giles, and Ragnar curse at the same time.

Round 4

Stamina Aelfred Berthold Duri Giles Mithrius Ragnar Orc #9
current 0 + 2W 1 0 + w 5 1 8 3
maximum 3 7 7 12 6 12 4

Round 5

Stamina Aelfred Berthold Duri Giles Mithrius Ragnar Orc #9
current 0 + 2W 2 0 + W 5 1 5 2
maximum 3 7 7 12 6 12 3

Round 6

Stamina Aelfred Berthold Duri Giles Mithrius Ragnar Orc #11
current 0 + 2W 7 0 + W 0 + W 1 5 3
maximum 3 7 7 12 6 12 3

Round 7

Stamina Aelfred Berthold Duri Giles Mithrius Ragnar Orc #13
current 0 + 2W 7 0 + W 8 + W 0 + W 5 1
maximum 3 7 7 12 6 12 3

Round 8

Stamina Aelfred Berthold Duri Giles Mithrius Ragnar Orc #16
current 0 + 2W 7 0 + W 4 + W 0 + W 5 3
maximum 3 7 7 12 6 12 3

… and at this point, a mountain of an orc comes upon this scene. This is the Orc Leader, who rushes into the fray.

Okumarts pig-faced orc

Okumarts Stock Art © David Okum / Okumarts Games

Orc Leader

AC: 9, Stamina: 14, ATK: Mace (close) +2 (1d6A) Parry Dice: 4, Skills: Combat 2, Physical 2, HD: 4

Round 9

Stamina Aelfred Berthold Duri Giles Mithrius Ragnar Orc Leader
current 0 + 2W 7 0 + W 4 + W 0 + W 3 14
maximum 3 7 7 12 6 12 14

Round 10

Stamina Aelfred Berthold Duri Giles Mithrius Ragnar Orc Leader
current 0 + 2W 7 0 + W 4 + W 0 + W 3 14
maximum 3 7 7 12 6 12 14

Round 11

Wounded and Down: Aelfred (x2), Duri, Mithrius.

Stamina Berthold Giles Ragnar Orc Leader
current 7 4 + W 3 14
maximum 7 12 12 14

At this point the combat turns into a slog. Ragnar’s Crew have four attacks, three of them actually damaging, but the Orc Leader can parry twice. Meanwhile the Orc Leader can only attack once, but Berthold and especially Ragnar can parry. Giles cannot parry effectively, because he only has one Parry Die that can’t even exceed his AC.

Round 12

Wounded and Down: Aelfred (x2), Duri, Giles (x2), Mithrius.

Stamina Berthold Ragnar Orc Leader
current 7 3 7
maximum 7 12 14

Round 13

Wounded and Down: Aelfred (x2), Duri, Giles (x2), Mithrius.

Stamina Berthold Ragnar Orc Leader
current 7 3 6
maximum 7 12 14

Round 14

Wounded and Down: Aelfred (x2), Duri, Giles (x2), Mithrius.

Stamina Berthold Ragnar Orc Leader
current 7 3 1
maximum 7 12 14

Triage

First, Berthold and Ragnar tend to their wounded.

Aelfred: Since he has two wounds, he rolls at disadvantage. He ends up with a 6, which means he suffered a critical injury. Rolling again, it seems he lost his leg.

Duri: Duri also rolls a 6. He loses only an ear.

Giles: Giles rolls at disadvantage and ends up with a 5. He loses 3 fingers.

Mithrius: Mithrius rolls a 7. He will need three weeks in a healer’s care, and end up with an impressive scar.

Of the 20 orcs, one was merely asleep, one suffered only a flesh wound, six suffered moderate injuries requiring days of bed rest, seven suffered serious injuries requiring weeks of bed rest, one suffered a critical injury (lost an ear) requiring six weeks of bed rest, and four are dead. The orc leader lost an eye and will require nine weeks of bed rest.

This all assumes at least one of the orc women is a healer, or that orcs are a hardier breed than humans. If not, we’re looking at nine deaths, seven critical injuries, only two serious injuries, only two moderate injuries, and no flesh wounds.

Women will have to assume guard duty until enough menfolk recover. (What would Mr. Gygax say to that?)

Next, Berthold and Ragnar loot the bodies of the fallen, netting 29 electrum pieces1, 82 silver pieces2, and 31 gold. The orcs’ leather armor stinks, the Orc Leader is too large to roll for his chainmail armor, and he has a death-grip on his shield. They consider slitting the orcs throats – maybe their heads can adorn a wall – but they hear movement from further in. Hastily they rig up some sort of contraption out of rope and 3-meter poles to carry their four wounded and escape the way they came.

It’s a long, slow trek back to the Keep on the Borderlands …

Experience

The group conquered twenty ordinary orcs at 25 XP apiece, plus the monstrous Orc Leader who is worth at least another 250. Add 53.7 gold of loot and we end up with 804 XP (rounding up). Divided six ways, that’s 134 XP apiece. Just fourteen more battles like that, and Berthold and Aelfred can reach Level 2. (Well, maybe not Aelfred …)

Analysis

Did losing a Talent “nerf” the characters?

Certainly Berthold did less damage, which meant twelve more orcs could join the battle before the group could make a clean getaway. But I think the other characters rolled less well than last time. Even with the advantage of the orcs going later in the round, Berthold’s lack of damage-dealing ability wasn’t necessarily the deciding factor.

More important, I think, is the use of Hero Points. Berthold used two (one ineffectively), Ragnar two, Aelfred one. If the adventurers had spent their Hero Points more freely they might have done better, e.g. Giles’s multiple whiffs and several other low rolls.

The adventurers also did not use the FRENZY rule, which states:

If a character “Drops” an enemy in melee combat (i.e., the enemy is “out of combat”), they may move up to Close range and attack another foe. They may do so a number of times equal to their Combat skill per combat round.

Had I remembered it, the combat would also have been over a little sooner, and the adventurers in better shape to deal with the Orc Leader.

If the goal is to make 1st through 3rd level characters as weak as they were in Classic D&D, curbing Hero Points at lover levels, removing the FRENZY rule, or restricting Level N characters to a maximum of N in all their skills (notably Combat) may be a better strategy. I’m not convinced, however, that that’s a worthy goal.

As yet I have yet to run a Shadowdark or OSE adventure, so maybe those more modern adventures will yield different patterns of play. They may even argue for keeping low-level characters where they are.


  1. equivalent to 14½ gold pieces. ↩︎

  2. equivalent to 8.2 gold pieces. ↩︎