Showing posts with label attack bonus. Show all posts
Showing posts with label attack bonus. Show all posts

Monday, September 7, 2020

Playing without Attribute Scores

What if we took another step towards minimizing rules, but in an entirely different direction than my previous post. What if we removed attribute scores altogether?

First, let's consider what we typically use these scores for during a pen-and-paper RPG. 

  • Ability checks
  • Attack rolls
  • Damage bonus
  • Armor bonus
  • Initiative rolls
  • NPC reactions and loyalty
  • HP bonus
While that's a significant list, think about a monster's stat block, especially in OD&D and its retroclones. As a GM, you didn't require attribute scores to run them in combat. So, let's assume that we could get by without attribute scores for the combat-adjacent entries above.

Essentially, that leaves ability checks and NPC reactions and loyalty. Let's focus on the more important of those two, the ability check.

Ability checks provide the GM with a tool to model most situations. Can you lift that rock? Make a Strength check. Can you find the path after getting lost? Make a Wisdom check.

However, if you start adding different skills into the mix, and adding skill modifiers or proficiency bonuses alongside ability modifiers ... then the system becomes less of an abstract tool to model different situations and more of a burden on your memory and cognitive load during play.

If you clearly define the scope of your adventure beforehand, you can forego attribute scores altogether and only define a handful of skill scores. And, your skills can change from one campaign to the next if you move from a dungeon-crawl to an urban point-crawl.

A forlorn adventurer contemplating the loss of attribute scores

Let's take a hypothetical adventure where the party goes from a town, through the woods to the adventure site, delves the dungeon, and then travels back again. What skills might they need?
  • Bushcraft
  • Climb & Jump (Acrobatics)
  • Lift & Open (Athletics)
  • Search
  • Stealth
  • Tinker (Pick Locks)
From here, I will use the concept of Specialist skills from Lamentations of the Flame Princess as the foundation for my entire skill system. Everyone starts with a 1-in-6 chance to do anything that requires a roll. Scale a wall without rope? 1-in-6. Bash open a stuck door on the first try? 1-in-6.

But, as a PC levels up, they can spend points to increase those skills chances from 1 to 2, 3, up to a 6-in-6 chance. In Lamentations, only the Specialist can increase skill. I suggest letting all characters do so, and expanding the skill list to also include other aspects of your character that you could increase your ranks in:
  • Melee Attack Bonus
  • Ranged Attack Bonus
  • Initiative
  • Luck
  • Dodge (add to AC)
  • Hit Die (increase die ranks)
  • Hit Points (increase number of hit die)
Why stop there? The final piece of the puzzle is to use this system for your saving throws as well. You could choose to go with the classic Paralysis - Poison - Breath - Device - Magic or maybe just Fortitude - Reflex - Will. Regardless, these start at 1-in-6 as well. The dragon breathes fire upon you? You have a 1-in-6 chance to dodge it unless you start increasing your save ranks.

To sum things up:
  • Every common character trait from pen-and-paper RPGs is an ability with 6 ranks
  • PCs usually start with 1 rank (meaning, a 1-in-6 chance to do the thing, or a +1 attack bonus, or 1 hit die)
  • PCs can spend points to increase ranks when they level up

Thursday, June 18, 2020

Unifying Level-Based Bonuses

I've put a lot more thought into the topic of my previous post on setting difficulty. I'm not so sure that the best answer for my table is to lower the starting difficulty.

Instead, I should keep the difficulty higher, but make it increasingly easier to accomplish tasks and feats in which you're trained. The great game Knave accomplishes this by allowing three ability score increases every level, but this approach rubs me the wrong way:
  • You roll to increase your scores. This randomness makes the score increases feel detached from the fictional experience that drove the increase.
  • You increase your attributes. You can go from the least nimble human adventurer to the most nimble just by gaining experience. Again, it creates a disconnect when I try to envision the fictional character. How did my innate attributes change so much?
  • You tend to pick which ability scores to roll based on mechanical benefits. For instance, increasing your Constitution is a priority because it increases how much you can carry (very important in a classless, inventory-driven system!).
Here, 5th Edition might offer a possible solution: a proficiency bonus. Keep your initial attribute scores the same, but grant an increasing bonus for any action in which you're proficient: swinging a sword for a fighter, casting a spell for a mage, picking a pocket for a thief.

An adventurer with proficient feet (art from AD&D rulebook)

Set your proficiency bonus at half of your character level, rounded up. This keeps you roughly in line with old school attack bonuses and saving throws.

At least until 9th Level. After that I stopped mathing because I don't need to waste effort on something that'll never get used!