a blog of short and medium length ttrpg thinking posts
Showing posts with label thinks. Show all posts
Showing posts with label thinks. Show all posts

Friday, September 13, 2024

whither 3e's skills?

As the title may suggest, this is a weird companion piece to my earlier examination of the origins of the skill system in D&D 2000. Instead of looking backwards, I am now looking forward from D&D 2000 to how three iterations on it would attempt to lump and categorize the let's say 50ish individual skills they inherit from it and what I can possibly learn from them.

Ready? Too bad.

the iconic characters from d20 modern

Saturday, January 6, 2024

3eish: what's a level

Theoryposting, maybe I'll get to the point of concrete details by the end of this post, maybe I won't.

Artist: Tennis Cramer

So, my goal of 3eish is to make something that feels like 3e to me, while also keeping it light enough to hold the whole thing in mind and play fast and easy. Can't get rid of levels without it starting to feel like something else entirely so it's worth asking: what's a level. In 3e there are a couple clear answers:

  • One HD.
  • 1, 3/4 or 1/2 a point of BAB
  • 8, 6, 4, 2 + Int skill points
  • 1/2 or 1/3 a point of each saving throw
  • 1/4 of an one-point improvement to an ability score (1/8 of a one-point improvement to its modifier)
  • 1/3 of a feat and some class features
  • various scaling on spells you cast

There are some rationalizations that suggest themselves, like making attack bonus or saving throws a part of the skill system, but I've been down most of those design roads at this point and most of them wind up reinventing RuneQuest. So instead I'm going to reinvent True20; a level is a feat and one HD and everything else falls out of that.

Let's nail that down somewhat:

  • As in the base rules, the benchmark for a boring feat is that it applies +2 on two different kinds of rolls. 
    • Boring feats (that only add bonuses to rolls) are now called skills and can be taken multiple times. This replace the skill list and save progressions; if a character does not have any skills that apply to a saving roll, they use 1/3 their level as a bonus.
    • Obviously not all feats are boring ones. The ones that grant more interesting abilities can generally only be taken once.
  • Each feat specifies an amount of HP (2, 3 or 4) gained when you take it. If you're proficient with it, add +1 to an attack roll for every 4HP you currently have. If you're not proficient, apply a -3 penalty.
    • Abilities for combat add 4HP.
    • Skills and miscellaneous abilities add 3HP.
    • Magic abilities adds 2HP.

You may notice there's no real purpose left for classes. That's probably for the best, let's lose them. Carve out their interesting bits into feats and leave the rest.

One-feat character creation is probably too bare to be fun. Instead we'll have two-feat character creation (truly, I have a dizzying intellect). There's a special set of feats called backgrounds, and you pick two of them to start. Your starting HP is 4 if both of them have experience with violence, 3 if one does and 2 otherwise.

The 3e PHB had 7 races and 11 classes, so for parity with its 77 combinations a pool of backgrounds would need...a pool of 14 backgrounds (14 choose 2 is 91, fourteen more combinations for a pool with three fewer elements). Now that's of course not the full range of customization of a 1st level 3e character but it's close enough for my purposes.

Tuesday, December 6, 2022

3eish draft - action sequences

My 3eish concept has been through a lot of drafts, but I recently arrived at the following rules for action sequences (combat) and I think they're quite close to what I'll use in the final thing. Who knows, maybe I'll even use the same words.

A group of peasants fight with hand tools against the theft of their crop.

rule

Encounters take place over rounds, representing a few seconds each.

Actions

Each character may act once per round. Characters act in order from highest initiative (aka adrenaline) to lowest and then from highest Wisdom to lowest. Changes to initiative affect the next round's sequence, not the current round.

A character may make only one reaction between one action and the next. They may only react a second time by forfeiting their next action.

Actions that take a few seconds require a character to commit to them; a committed character can't react until after their next action.

Movement

A character may move up to their Move score as part of their action; if they take no action, they may move twice that amount.

Careful movement---such as balancing or leaping---requires a check; a failed check occupies the character's action. A failure by 5 or more means they fall.

Contested movement---such as climbing, parting tangles or swimming---requires an action, at least one free hand and a check; a failed check takes a few seconds (committing the character). A failure by 5 or more means they fall, become entangled or sink. 

Monday, September 13, 2021

whence 3E's skills

The third edition Player's Handbook lists more than forty skills in which its adventurers can have ranks. Although prior editions of the game had skill systems (AD&D's Nonweapon Proficiencies and BECMI's General Skills), the 3rd edition skill system breaks with them in two ways:

  • It is no longer an optional part of the game, but instead arguably the most-used non-combat mechanic in 3E D&D.
  • The skill system does not use (modified-)ability-score-roll-under, as NWP and General Skills do, but a d20 + bonuses vs target number mechanic, similar to the newly-rationalized d20 + bonuses vs armor class mechanic used in combat.

I'm not going to spill any (digital) ink addressing those points. If you have strong opinions about them, good for you. Rather, I'm going to address the question: where did 3E's list of skills come from?

Wednesday, March 31, 2021

a linguistic anthropology of fantasy folk

The nice thing about fantasy races is that they give character creation choices with a good degree of granularity and comprehensibility and are a neat way to pull folkloric material into your game. The bad thing about them is that they mean that race science (that is, the false belief that races as understood by society correspond to biologically distinct types of human beings) is true in your fantasy world.

Honestly, the bad part is bad enough to completely sink the goodness of the good part.

This is another in my ongoing struggle to formulate different fantasy folk in a way that isn't race science, but emphasizing the ways that real people saw themselves and others, particularly before the race-scientific idea became prominent in the modern era.

The problem with making things nuanced is that also makes them complicated; race science is conceptually pretty straightforward, which makes it very game-able. Trying to embed fantasy folk in a realistically nuanced web of relationships with each other also buries the conceptual clarity of a player looking at the list of options and saying, "I'm going to play an elf, that means I live in the woods and don't particularly like dwarfs." One runs the risk of overloading the player with world-building, particularly if one chooses to foreground linguistic groups which are among the more salient in-universe distinctions between peoples.

I'm far from a solution to this, but my current idea is to use somewhat-transparent names for languages (or groups of languages) wherever possible, and doing as little "hard" worldbuilding as possible to keep things relatively setting-neutral, while still keeping things complex enough to stop collapsing into the fail state of race science. It's a tall order, let's see how I do.

When making a character, you must choose a people for them to belong to (or at least stem from). A people is defined by a language, a way of life and an alignment, all of which affect how they see themselves and the world.

To make this your own, you only have to identify the peoples in your setting, their languages, ways of life and alignments. You may choose to give every people a distinct ethnonym; I'm not doing this so as not to overload a player with unfamiliar names. Instead, I'm going to organize peoples by language family, grouping setting languages together into four groups (middling, rhuno-buggish, sylvene and foreigner), the first three of which correspond to actual language families. Each family contains a number of peoples with different ways of life and dramatically different outlooks on the world and their place in it.

Friday, March 12, 2021

some game economics for the ancient world

Before launching into a long post about economics of the ancient world, let's put the exciting part at the top, the random treasure hoard generator. These are going to be significantly smaller than typical fantasy adventure hoards, but I've tried to callibrate them to generate the kidns of hoards people actually find from the bronze and iron ages:

Now, for the less flashy stuff. Before we can really talk about economics, let's establish some units of measurement. These are going to be largely based on historical units of mesopotamia and the eastern mediterannean in antiquity. My sources are kind of all over the place on these so I'm not going to be citing much, but the system I'm giving here hews pretty close to the coins and measures used in Talmudic literature.

A talent (kikar, if you prefer) weighs sixty pounds (maneh), each of which is fifty weights (shekel) of about eight and a half grams; this makes a pound of about 425 grams rather than the 453.59 of the avoirdupois pound, but that's close enough to use the familiar word in my book. A wet measure or dry measure are both a unit of capacity approximately equal to 144 medium-sized eggs (about nine quarts).

goods and their prices

The basic unit of money is a weight of silver. Although actual prices vary by place and season, most people will say that a silverweight should buy:

Wednesday, February 10, 2021

a matrix of interconnected rooms

 In the essay "Figures, Doors and Passages," Robin Evans contrasts the Classical and Renaissance approach to dividing rooms into spaces with the Modern (post-19th century) ideas about the same. As the main example of the former, he discusses the Villa Madama: A floor plan and side view of the Villa Madama.

The first difference he points out from modern plans is that:

...the rooms have more than one door - some have two doors, many have three, others four - a feature which, since the early years of the nineteenth century, has been regarded as a fault in domestic buildings of whatever kind or size. Why? the answer was given at great length by Robert Kerr. In a characteristic warning he reminded readers of The Gentleman's House (1864) of the wretched inconvenience of thoroughfare rooms, which made domesticity and retirement unobtainable. The favored alternative was the terminal room, with only one strategically placed door into the rest of the house.

Yet exactly the opposite advice had been furnished by the Italian theorists who, following ancient precedent, thought that more doors in a room were preferable to fewer. Alberti, for instance, after drawing attention to the great variety and number of doors in Roman buildings, said, 'It is is also convenient to place the doors in such a Manner that they may lead to as many parts of the edifice as possible.' This was specifically recommended for public buildings, but applied also to domestic arrangements. It generally meant that there was a door wherever there was an adjoining room, making the house a matrix of discrete but thoroughly interconnected chambers. Raphael's plan [of the Villa Madama] exemplifies this, though it was in fact no more than ordinary practice at the time.

In modern design, enclosed spaces are distinguished between access spaces to be moved through but not occupied (elevators, passages, stairs) and those that are meant to be occupied but not moved through (rooms). However in earlier eras, even buildings large enough to be subdivided into many rooms (it is worth remembering that most buildings would contain few rooms; even a king might have no more than a hall, a private chamber for his family and a kitchen in his castle) would generally favor what Evans calls the "matrix of interconnected rooms."

This contrasts markedly with the kind of dungeon plan perhaps best exemplified by Castle Geryhawk, in which mostly-empty passages serve isolated terminal rooms to be stocked with various monsters or treasures:

A photograph of a hand-drawn map on grid paper. It is a maze of passages and rooms, but the doors almost entirely exist to link rooms with the passages that snake through the whole map, not rooms with one another.

The Greyhawk map is quite interesting because it demonstrates an extremely modern layout sensibility in an ostensibly medieval complex. The language Evans applies to William Morris's plan for the Red House at Bexley Heath applies perhaps more directly this dungeon than the house itself:

Yet his commitment to past practice only went so far. The morality of craft and beauty might transform the procedures of building and the appearance of the finished work, but medievalism did not percolat into the plan, which was categorically Victorian and utterly unlike anything built in the fourteenth or fifteenth centuries. Indeed the Red House illustrates the principles laid down by the bourgeois Robert Kerr better than Kerr's own plans: rooms never interconnect, never have more than one door and circulation is unified and distinct.

That may have been said to Morris's shame, but I don't mean it to shame the Castle or its designer. If anything, its plan is less typical of modern dungeons than the kind of dungeon plan perhaps best exemplified by (my beloved) Nethack, wherein corridors lead from specific rooms to specific other rooms, rather than forming a network of circulation for the whole level:

A screenshot of a Nethack dungeon level, showing a handful of rectangular rooms scattered about and connected by corridors.

However, I think embracing the matrix of interconnected rooms is a useful tool to keep in mind when designing dungeons or other structures because it naturally introduces a high degree of interconnectivity and makes chance encounters with the inhabitants of the dungeon likely throughout, not simply in their designated areas or when they take to wandering the halls. Here are a last few thoughts in the form of suggestions when drawing a dungeon plan:

  • When possible, place rooms that connect next to one another without an adjoining corridor.
  • Don't put an isolated room at the end of a corridor unless there's a particular reason for it to be separated from the others.
  • If many rooms lie on a single passage, consider making it a courtyard or loggia (above ground) or an atrium or other vertical space, perhaps with access to other levels (if below).

Monday, February 8, 2021

de modulii magicii

This is a thinky post and modest proposal about modularity in TTRPG design.

Since modularity can mean a lot of things to a lot of people, I'll be specific. I am not talking (at least not directly) about the role that discrete packages play in character customization; I am talking about the more general organizational principle of giving a unique name to a particular rule and referring to it at need elsewhere in the text.

When a rulebook describes a number of statuses that can affect a character's combat options: blinded, dazed, deafened, prone, surprised, stunned and so on, and then elsewhere gives players and enemies the option to blind, daze, deafen, knock prone, surprise and stun one another, that's an example of modularity. Modularity is a strategy for sacrificing some amount of clarity (the consequences of stunning a foe may not be explained in the same place in the text as the source of the condition) for to make the rules more consistent (all abilities that stun foes achieve the same effect) and concise (it is not necessary to quote a modular rule everywhere it is referenced). The cost in clarity can be offset by choosing descriptive names for the modular rules so that readers' expectations about what applies to stunned characters map well onto what the actual rules provide for those situations.

A place where modularity is particularly useful is in magical effects. By nature, magical affects are at least somewhat contrary to the readers' expectations and, if precise boundaries of the effect are needed, a lot of text may be the result. Delta has a whole series of posts analyzing the rules texts of spells from Chainmail through 3E; it's evident at a glance that spells have accumulated more and more text as time goes on and the attempt is made to nail down exactly what such and such a piece of magic can do.

Whether you like detailed spells descriptions or vague ones, is not practical to quote the full text of a spell description every time it is referenced. As such, the rules are full of effects defined in reference to specific spells. An unscientific survey of a pretty orthodox old school magic item list had 10-40% (depending on category) of magic item listings specifically referencing a spell effect. Excluding scrolls (which are mostly spell scrolls), potions are next most likely to reference spell effects, followed by wands, miscellaneous items and finally rings. Monster abilities in early editions and their imitators seem much less likely to reference spell effects; however 3/3.5E can't get enough of monster abilities directly referencing spell effects, between traditional spellcasting, spell-like abilities and the very confusing situation of "supernatural" (and sometimes "extraordinary") abilities that duplicate spell effects without certain features of spells such as the possibility to be interrupted or dispelled.

Honestly, I think 3/3.5E is pushing in the right design direction there, even if they did it in the messiest possible way. Nevertheless, I'd wager few people have the system mastery to accurately tell you off hand the differences between a spell, spell-like ability, supernatural ability and an extraordinary ability. And even fewer would be able to accurately guess the effects of an unfamiliar spell from its name. In 4E, the designers pulled hard in the opposite direction by removing the modularity from spells (and prayers and maneuvers and psionic powers) entirely: all abilities got siloed to the class or monster type that granted them where they are described in full. In particular, this means that while the information is conveniently organized for the DM running the encounter, the economics of space and how many unique abilities a DM can actually keep in mind while running the encounter suddenly place pretty hard limits on how intricate monsters can be.

Rather than continue talking about the historical vicissitudes of spell modularity, I will instead make a modest proposal:

Modest Proposal

Keep magical causes and magical effects separate:

  • A magical effect (wonder) should be listed under a descriptive name and any limitations that are not obvious spelled out (for example, that the wonder of move earth can shift loose earth and its vegetation, but not stone).
  • A magical cause could be a spell that can be learned, a consumable preparation, an artifact or a natural ability of a magical creature. The description of a cause should name the wonder should spell out any important limitations on its use (costs, concentration, durations, number of targets, ranges, time to activate and so forth).

Different ways of working the same wonder can be made to feel very different if, for example, different costs are demanded from a holy person and a necromancer to bring about the same healing of a broken body. The details of the wonder equip a ref to rule on its applications and edge cases, while the details of the causes are able to be more diegetic and flavorful without sacrificing modularity for that.

A book of wonders could be used by a referee both as an at-the-table reference for whatever magic is in play but also as a source for describing new wizarding traditions (by selecting a set of wonders and describing that tradition's means of causing each), artifacts or creatures. If the rules texts were sufficiently concise, a deck of cards bearing wonder descriptions could be physically handed out to players when they become able to use them.

Monday, February 1, 2021

alignments and way of life

Characters have to come from peoples, and those peoples have ways of life. Where is home for your people, and how do they see themselves?

  • The boats or carts you travel from place to place, plying your trades and peddling your wares. Alignment: civil.
  • Grand cities rising from the plain or shore. Alignment: civil.
  • Ancient holds cut into the deep earth. Alignment: goodwright.
  • Rough warrens in the clefts of hillsides. Alignment: goodwright.
  • Sound houses of timber or stone. Alignment: civil.
  • Beneath the open sky. Alignment: free.
  • Under canopy of thick woods. Alignment: moonfolk.

Alignment describes how a people sees themselves and how they divide up the rest of the world. Some see themselves as worldly and do not share the alignment of their folk. Even those who share an alignment do not necessarily like each other or agree about where one another fit into the order of things.

Civil

A civilized fellow knows that without the nameless gods of heaven to teach mortals the arts of civilization, we would be naked heathens all. Elders who still name the gods of the earth may know no better, but the barbarian who call on demons from behind the sky and beneath the sea. A heaven-fearing fellow knows a 'worldly' one for what they really are: a scoffer not to be trusted.

Civil folk all see the peoples of cities and houses as civil (though they may war with one another just the same), woods-dwellers as elders and nomads under the open sky as barbarians. However, they differ on a few points:

  • Boat and cart-folk have a dread of the barbarians of the deep earth but call the herders and traders of the hillsides elders.
  • City people consider the half-settled lives of boats and carts or hillsides to be fit only for scoffers, but consider deep earth-delvers old-fashioned elders.
  • Dwellers in stout houses see travelers by boat and cart and miners in deep earth both as elders, and raiders from the hillsides as barbarians.

Free

Freedom is especially treasured by those who live under the open sky, viewing the labors of settled peoples as a kind of thralldom. They honor their beloved dead and all the spirits of the air and earth that touch their lives, chanting their names and deeds for later generations. The 'worldly' fellow who scorns these gods is a lonesome one, a tiny fellow adrift without ancestor to guide their feet or shelter them from the cruel winds.

Those of cities, the deep earth and houses are seen as thralls, while those who range in boats and carts, from the hillsides, or in the deep woods are seen as half-thralls. A free neck does not bend to the yoke of a thrall, and a warrior certainly does not fear one.

Goodwright

Goodwrights have learned the secrets of craft from the earth itself. They celebrate the good earth with the work of skilled hands. Though a goodwright will take spoil from war, they detest nothing as much as a thief. And what is a 'worldly' creature who pays no mind to their mother earth but a thief of her gifts?

All outsiders are seen with a measure of suspicion, but wrights of the deep earth and of the hillsides revile one another as thieves nearly without exception. Hillside wrights will treat with most other outsiders, but those of the deep earth consider the folk of boats and carts or the woods as thieves as bad as hated hill-wrights.

Moonfolk

The day is for the sun, the night for the stars, but the moon wanders through day and night in its turnings. Moonfolk chase the balance of the moon, honoring the earth in all its seasons. Moonfolk cultivate the woods around them with a gardener's care and live from the game and fruits thereof.

The enemies of the moonfolk are the nightfolk who harry them from the deep earth and open sky, while city and house dwellers are dayfolk and useful allies against the nightfolk when they can be roused to it. Those of boats and carts or hillsides or 'worldly' folks who think themselves wiser than everyone are smallfolk and not worth serious consideration.

Worldly

The worldly are not many, and they are called lonesome, scoffer, smallfolk, thief or worse where they go. Nevertheless, a worldly fellow hates to suffer fools and sees no reason to give up the better parts of life to distant gods. They can't abide the small-mindedness of boat and cart travelers, the cruelty and hypocrisy of the cities, the incurious provincialism of the deep earth, the baseless boasting of hillside folk, the credulous superstition of house holders and open sky nomads both or the sanctimonious mysticism of the woods.

Tuesday, September 15, 2020

factoring ad&d classes: a modest proposal

This post is an attempt to sketch out a different way that the base book classes of AD&D 2e, an edition of the game I never directly experienced, could have been developed in another edition.

Obviously, now we have the benefit of three additional editions of official D&D and numerous offshoots and hacks widely available, so this isn't to say, "this is what 3e/4e/5e should have been" as much as, "this is another direction that could be explored," now that we've taken some probing steps in various directions.

So: classes in 2e AD&D were derived from the four types:

Warrior Wizard Priest Rogue
Fighter Mage Cleric Thief
Ranger Illusionist Druid Bard
Paladin      

Let me single out a feature that i rather like: only the four core classes are always available to players. From the DM's chair, I find this very appealing; it's a much lighter demand of a setting that it have fighters, mages, clerics (though clerics present some problems) and thieves than that it also have barbarians, bards, druids, monks, paladins, rangers and sorcerers (to say nothing of warlocks) as well. Bards, druids and monk are particularly egregious in terms of the amount of baggage that their inclusion brings. Although 4e and 5e took the step of distinguishing common and uncommon "races," they do not do the same for classes (which, for my money, do a lot more heavy lifting in terms of providing implied setting).

Another interesting thing about this grid is the idea that we could make the rows meaningful as well as the columns. for example, the Ranger and Druid do seem to have something in common, as do the Bard and Illusionist, suggesting:

Warrior Wizard Priest Rogue  
Fighter Mage Cleric Thief  
Ranger   Druid   Wilderness
  Illusionist   Bard Trickery
Paladin        

...hey, this looks a lot like:

Defender Controller Leader Striker  
Fighter   Warlord Rogue, Ranger
Martial
  Wizard   Warlock Arcane
Paladin   Cleric   Divine

I'll freely admit that this is a part of 4e's design that i genuinely do like. I think you could potentially communicate a lot of setting using a matrix like this, especially if your sources of power corresponded to diagetic factions. even the gaps in the table (though later books, of course, fill them) serve a purpose. It says something about what these sources of power are about that there would be no martial controller, arcane defender or divine striker, for example.

However, this tableau is of basically no use for restricting available classes, which was one of the things that the 2e one does so well. Furthermore, little enough is directly shared between classes of the same source of power that they feel, to me, a lot more like palette swaps on the same game math than genuinely distinct types of character. This is exacerbated by the insistence on filling in gaps in the source/class matrix

Returning to our spread of classes in 2e AD&D, let's use a different axis to split things. Instead of source of power, let's use (3 position) alignment:

Warrior Wizard Priest Rogue  
Ranger, Paladin   Cleric   Lawful
Fighter Mage Druid Bard, Thief Neutral
*Berserk     *Assassin Chaotic

Italicized classes are ones that we'd expect DM veto power on. I'm adding in a couple of thematic Chaotic classes, nothing to see here. there's a couple of things that i don't love about this. First, as in 4e there's no clear way to use this table to restrict available classes; the neutral classes don't correspond to the core classes (druids in particular probably should not be the core priest class). Second, i don't like the idea of the core classes being restricted to neutral alignment. i'd prefer something like this:

My proposal is to distinguish the alignment of druids and bards from 'neutrality' (probably replacing that with a better term). I'm merging paladins into rangers (as we don't necessarily need two distinct Lawful classes about defending the innocent), and making clerics no longer a core class but instead a Lawful-only specialty.

Warrior Wizard Priest Rogue  
Fighter Mage   Thief any
Ranger   Cleric   Lawful
    Druid Bard Old Believer
Berserk     Assassin Chaotic

This setup involves four alignments:

  • Worldly - occupied with the here and now, uninterested in bigger questions or grand conflicts. most scoundrels.
  • Lawful - follower of the nameless craft gods of the Heavens. most people, to some extent are Lawful.
  • Old Believer - keeps the old ways in the secret names of the old gods of the Earth. back-country folk, to some extent, are Old Believers.
  • Chaotic - traffics with the uncanny forces out of Deep Sea and Far Sky. most Chaotic characters will disguise their rites; wizards are always under great suspicion of being Chaos cultists.

This is better, in my book, but it can be further refined. Notice that there is no longer a core Priest class, and take the obvious step of collapsing that column with Wizard:

Warrior Wizard Rogue  
Fighter Mage Burglar any
  Druid Bard Old Believer
Ranger Cleric   Lawful
Berserk
Assassin Chaotic

This is approaching what I'd really like to see. We understand fighter, mage and thief to always be on offer. The specialty classes are all bound up with a diagetic alignment (in this case a mostly religious meaning). Any type is available to any alignment, but that doesn't mean that every alignment has a specialty in every type. Indeed, in the first draft of this post I had a Necromancer Chaotic wizard specialty rather than Berserk. While that could work, it seemed better to me to place all wizards under the suspicion of being Chaos magicians by associating wizardry and Chaos.

Available talents ("nonweapon proficiencies" need rebranded) would be chosen by combining the Warrior, Wizard or Rogue list with the appropriate alignment list. Other distinctions (say, what a cleric can do that a lawful mage cannot) would be as noted in the specialty class.

If one wished to customize the array of classes offered to a given setting, identifying alignments and their associated specialties seems like a natural way to do this; for example, someone could remove the Old Faith and add in something home-brewed.

In my dream vision of this, the core classes each get a spread to themselves. Each aligned pair of specialty classes could then be presented in a single spread, one on each facing page. Nine classes in twelve pages.

Friday, April 24, 2020

3d6 down the lifepath

the system presented here builds on this statline

rule

A background is something you could be raised to, while a career is a way to seek your fortune. Backgrounds have longer skill lists and careers have short ones. There is also a skill list for unfortunate wretches. All adventurers start with some basic adventuring skills (2 body, 2 verbal).
  1. Roll two distinct d6 three times. 
  2. One die increases your Condition and the other increases your Presence.
  3. Take verbal skills based on the CO die and body skills based on the PR one.
    Roll12,34,56
    Skills4321
  4. Until you roll doubles, take skills from the first background you rolled. After that, take skills from either the career matching that roll or from the wretched list.
Your Training is equal to your total number of body skills (2 + those you chose) and your Learning is equal to your total number of verbal skills (2 + those you chose).

build

To support this character creation system, one obviously has to provide setting-appropriate backgrounds and careers. How exactly a roll of two dice indicates one or the other is not specified. Here are some possibilities, given that indicate the fact that only non-doubles can be keyed to backgrounds.:
  • Difference: 5 backgrounds of descending probability or 6 careers of varying probabilities (0: 1/6, 1: 5/18, 2: 2/9, 3: 1/6, 4: 1/9, 5: 1/18).
  • Sum: 9 backgrounds or 11 careers with a curve:
    1. 1/36 career
    2. 1/15 background, 1/18 career
    3. 1/15 background, 1/12 career
    4. 2/15 background, 1/9 career
    5. 2/15 background, 5/36 career
    6. 1/5 background, 1/6 career
    7. 2/15 background, 5/36 career
    8. 2/15 background, 1/9 career
    9. 1/15 background, 1/12 career
    10. 1/15 background, 1/12 career
    11. 1/36 career
  • Combination: 15 equiprobable backgrounds, or 15 careers of 1/18 probability and 6 of 1/36.
  • Ordered pair: 30 equiprobable backgrounds or 36 equiprobable careers.
Regardless of how one orders the transitions, be aware that there's a 125/216 ~ 57.87% chance that a character will come through with no career. Of those that have a career, all of them will have rolled doubles for their first career, so doubles should be assigned to the sorts of careers that are commonly "open to all comers."

why?

I wanted something that was somewhat close to both 3d6 down the line and a lifepath system. This deviates from 3d6 down the line by having much more centrally-normalized TR and LE in the 5-14 range, but CO and PR are pure 3d6. The main thing I don't like about it is that it is fixed length. Ideally, I'd want a lifepath system that's purely random except for your choice to stay on for another round or get off. Well, one must compromise I suppose.

Wednesday, April 22, 2020

a statline

rule

There are four stats. Condition is to Training what Presence is to Learning. You can have:
  • no more things than your Condition
  • no more bodily skills than your Training.
  • no more bonds than your Presence 
  • no more verbal skills than your Learning.
Skills have a ceiling of 1, 2, or 3, which is the maximum number of that skill one may have. All throws are d20 + Condition/Presence + Skills. A 20 or better passes, but if d20 + Skills is 15 or less there may be some complication.

When you run out of Nerve (Not-Getting-Hit-Points), physical damage reduces your Condition and forces a saving throw to keep going. Emotional damage past your Nerve reduces your Presence forces a throw not to break down.

why?

The Fantasy Trip is my favorite game I've never played. Maybe I still will someday. But it emerged from Melee and Wizard, two tactical skirmish games. Melee introduced the Strength/Dexterity split, which is handled quite differently than in the grand Arneson-Gygax tradition. Strength is how tough a character is (how many hits they can take and, in Wizard, how many spells they can cast), while Dexterity governs how likely they are to hit in combat or pull off other maneuvers. The Fantasy Trip used Intelligence (introduced in Wizard) to govern how many skills a character could have, Dexterity to govern how good they were at pulling them off, and Strength how long they can last.

Perhaps I'm a fool for monkeying with such a delicate balance, though Steve Jackson did in GURPS. He split the endurance element out of Strength to make it Health and making Strength responsible for the outcomes (damage, jumping distance, lifting amount) of physical feats. It strikes me to monkey with it in the opposite direction: keep the endurance element of Strength but throw the chance-of-success element of Dexterity in with it and separate physical success and skill (Condition and Training) from psychosocial success and skill (Presence and Learning).

Additionally, this has the feature where every stat corresponds directly to a limit on your character record sheet, which I think is delightfully straightforward.

The damage and saving throw mechanic is straight out of Into the Odd, you can substitute that out with little difficulty and keep the statline mostly the same. I also like the trauma depriving you of the benefits of your relationships angle, but that's going to need to be meshed into a game where those relationships are significant.


Sunday, April 19, 2020

orthogonal checks

being a way to overload x-in-6 chances.

rule


At regular intervals (night or turn) roll a check with a canny die and an uncanny die (of different colors):
  • Keyed but uncertain events (a guard hearing noises, a trap being sprung, a creature being in its lair) occur if their number appears on the uncanny die.
  • Adventurers have a base 1-in-6 chance to succeed in something chancey (climbing, forcing doors, swimming, etc), to which bonuses can be added from their type or because of their stats. They succeed if the canny die shows that chance or lower.
  • In the underworld, a random encounter occurs if the dice show doubles. In the over-world, this occurs if the doubles shown are less than or equal to the area's encounter rate. 

why?

Suppose there's an elf blissfully unaware that they share a room with a hidden trap and a secret passage. There's a:
  • 2-in-6 chance they notice the passage
  • 2-in-6 chance they spring the trap
  • 1-in-6 chance that they encounter a wandering monster
 One could overload this chance on a single d6 in the following way:
  1. Trap sprung
  2. Trap sprung
  3. Passage noticed
  4. Passage noticed
  5. Wandering monster
  6. Nothing happens
There's nothing wrong with this. But it gets strange if the elf starts actively searching. Their chance to find the passage goes up to 4-in-6, and suddenly there's no more room on your d6.

You could at this point roll twice, once for the search and once for the trap/wandering monster. But that changes the behavior. Now it's possible to find the passage and have the trap sprung where previously those were separate outcomes.

Why should the trap and the wandering monster be linked, or the trap and the searching? Why not have three independent checks? That gives us eight possible outcomes rather than the four we had with single d6 overloading.

One reason not to is that rolling more dice potentially gives away the information that there's something to find. That's probably fine in some methods of play. But it also adds complexity to the checks that need to happen.

My preference is to always make the same roll for checks: 2d6 of different colors. Conveniently, the odds of rolling doubles are 1-in-6, the odds of wandering monsters in the dungeon. Although evidently odds were greater in cities and some wilderness environs in early editions, my inclination is that wilderness encounters should be less frequent on the whole than underworld ones. (Hence the encounter rate modification.)

A last consideration should be mentioned:
  • If the canny die triggers on a low roll and the uncanny one on a high roll (or vise versa), then the two can occur together but not together with random encounters.
  • If the canny and uncanny dice trigger both on low or both on high, then a random encounter will usually coincide with one if it also coincides with the other.
Of these, the first seems better to my mind. A random encounter can coincide with an unexpected twist or with a bit of progress, but not all three together, unless one is more likely than not.

Friday, April 3, 2020

thinking about checks vs throws

I'm thinking about ways in which I want checks to be distinct from throws. Both are meant to add uncertainty into the adventuring in ways the referee cannot prepare for.
  • Checks happen and regular points in the procedure, and can introduce complications.
  • Throws are one-off, prompted by the fiction, and yes-no. Do you hit? Do you save?
Checks correspond, more or less, to d6 rolls and throws, more or less to d20 rolls in od&d. In fact, a person could probably play a very satisfactory retroclone using only this method of play for checks and target 20 for throws and not need any additional rules references.

But if I could leave well enough alone like that, I probably would not be writing this blog in the first place. These are some specific posts that I'm thinking about in particular with regard to checks:
  • On dungeon crawling structure. This is honestly the root of the idea that checks are procedural while throws are prompted by the fiction.
  • On d6 uses in od&d and simplifications of them.
  • The overloaded encounter die (or, in its advanced form, the hazard system) the things I love about this are its simplicity and the way it neatly maps onto the different time scales. The things I do not like about it are that it is resists the chances being altered by situation and that all the outcomes are mutually exclusive.
  • On the wilderness encounter chance, which points out that the x-in-6 chance to become lost is rolled separately from the y-in-6 chance to have an encounter. Either, both, or neither can all occur.
  • Encounter stew, which is delightful, but too focused on the specific question of dungeon encounters for me to immediately jump from there to a general procedure for a check.
I'm also thinking of the dice mechanic of Swords Without Master, where (for those unfamiliar) two visually distinct d6 are rolled, one for the Glum mood and one for the Jovial mood. If one is greater than the other, that mood prevails. If they are equal, the acting player will be stymied in whatever they're trying to do (the chance of doubles on two dice, of course, being 1-in-6).

Tuesday, March 24, 2020

ranks and tiers

rule

You advance first with ranks, then with tiers. Ranks improve a skill or add a new one or small stuff like that. Tiers give you big stuff: templates, dice, etc.

To gain the next rank, earn [x] experience points. (Alternatively, everyone gains a rank every session that they make it through. Or accomplish something meaningful in.) Your tier depends on your rank:

Ranks Tiers
0 1
1-2 2
3-6 3
7+ 4

why?

Standard character advancement has a logarithmic pace (which sometimes tapers off or sometimes gets smoothed out, but let's stick with the logarithmic part); the amount of experience needed to reach the next level is as much as you needed to get where you are over again. That means that your level is essentially a logarithm of how much experience you've had so far.

There are some very good things about this. It means that a character who joins later will probably catch up to your level minus one by the time you gain another level. That's neat.

What's less neat is that if amounts of experience don't inflate, you need to put exponentially more time into a game in order to get the new stuff. Everyone likes the new stuff (that's why we have advancement mechanics at all).

The idea here is that you gain dice (big chunky numerical advancements like hit dice) and templates (new game-changing abilities) at a logarithmic pace. Don't inflate experience rewards (or use one of the real-time based awards). Instead, you parcel out little things. Improvements to the skills you've been using. Maybe a new spell. Maybe you learn how to use that weird new weapon you found. Nothing game-changing but something to keep you coming back.

Why does this level off after 7? It doesn't have to, but four tiers should be enough to take you out of that basic starting-out mode of play. You could have advancement level out there, or open up new options, but I'd have the mode of advancement change significantly.