Showing posts with label mechanisms. Show all posts
Showing posts with label mechanisms. Show all posts

Wednesday, 16 October 2019

Some Odd Experiences

Although my current RPG campaign is on hiatus I got two chances recently to introduce novices to roleplaying using Chris McDowall's Into the Odd. This is not a review so much as a breakdown of what works and what doesn't work for me.

WHAT WORKS

Character generation is simple and yields perfect shabby-Victorian protagonists for this weird industrial setting, more punk than steam. Starting equipment is derived super quickly, balancing out poor stat rolls with better stuff. All magic resides in things (arcana) and nobody is extra at anything. You are only as good as your starting rolls, your stuff, and later your levels which let you survive better.

The Oddpendium is a fabulous gaggle of percentile tables that let you quickly generate info about characters, places, and things. It conveys and embroiders the setting.

New players love the quirky characters and the quick dive into action. There are real Every-beings without super-powers or fancy tricks. The system forces low cunning and inventiveness to get by.

WHAT DIDN'T WORK

Behind the screen (well, the uptilted book) I was sweating a little. The system outright omits some features I am used to in judging adventurous events.

No skills, just saves vs. ability scores. I guess this makes a statement about the replaceability of characters and importance of possessions in an industrial world. I found it more fun and characterizing to roll a random former profession and give an extra roll, or "advantage" in 5e terms, on saves related to it. And "saves" can be proactive, covering any player action that is unsure to work. New players really need all the hooks for character they can grab.

Combat is simple and safe-till-it's-deadly; being in combat means you score a die roll's amount of damage which is taken first from hit points, which high level characters and monsters have more of, and then from Strength. Each wound to Strength requires a Strength save or you are incapacitated, and dead if not tended to. Advantage and disadvantage in combat means using a bigger or smaller die. Armor can only reduce 1 point of damage, or more for certain monsters.

I like the limited armor - that's in-setting - and randomly deadly wounds. But -- I find there's something you miss by not having a hit roll or the possibility of defense in melee. There's firearms, so taking a long shot seems particularly poor to model and not well covered by the disadvantage idea. You can try to flee when your hit points are zero, but they'll always be able to "hit" you as you run.

At a minimum I suggest: To get a shot in at long range with a ranged weapon, save Dex at disadvantage. Medium range, just save Dex. Automatic damage at close or point blank range.

In close melee, damage with fists (d4) or short bladed weapon (d6) or claws/teeth is automatic. With surprise, damage is also automatic. At swords' length, each attacker saves vs. Dex to hit, and each defender gets one Dex save against one attacker to parry or evade. To speed up a fight you can take Disadvantage on the attack to force the defender to do the same on the defense. If a successful hit is met with a successful parry, both sides roll damage and the difference is applied to the loser.

It's
Odd!






Thursday, 30 April 2015

Improving 52 Pages: Skills

The skill system in my 52 Pages house rules is based on d6 rolls, owing a debt to the d6 system in Lamentations which itself hearkens back to the original D&D of resolving "skill" determinations as chances out of 6. Recently I've been having thoughts about it and have come up with what I think is a definite improvement. Here is the system as it stands:



After over a year of play, I've found the high levels of skill, failing only on a 1 in d12 or d20, are easily reached by a rogue or a gnome within a few levels, because those classes gain two skill points a level instead of one. I'm not against this in itself - it's good at a certain point to be reliable at such everyday things as sneaking or climbing up a building. The problem comes with trying to scale these super-skills to more difficult tasks. Even if you interpret the -2 for a hard skill as applying to skill ranks and not the die roll, a rogue who started with 3 in a skill and concentrated on it through level 3, getting 7 marks and having a base d20, can meet a hard skill with only a 1/6 chance of failing.

I came up with this system which I think is not just more elegant, but could be the dead-simple engine for a whole game if applied to things like combat (although Paolo camped a stone's throw away a while ago, with something that eventually became 5MORE...).

Instead of using different dice at high ranks of skill, once past 5 marks, you start adding on Reroll marks that let you reroll a failure on that skill every time you use it. Importantly, this anchors the highest level of skill at 5 in 6, with hard tasks, at -2, having a natural maximum of 3 in 6. On the other side, rerolls can be gained by getting bonuses above 5 marks; for example, if you have two marks in Stealth, but you are sneaking around in your native (background) terrain and the thick terrain makes it easy to hide, the +2 for background and +2 for easy task give you six marks: 5/6 success and one reroll in case that fails.

A side bonus is that the same die is used for all skill rolls, eliminating the confusion of switching around to different dice that I've see new players thrown off by.

If you want to set some tasks as near-impossible, they would be at -4: 1 in 6 for a master-level skillsperson, and even someone with two rerolls would be not at all sure of getting it.

The other fix is that rogues get an extra skill box per level but they must split the two, allowing more even advancement.

I'm not even sure this is entirely necessary. The two groups I game with are unusual in that they each have 3 rogue or rogue-like gnome characters, so each one can specialize (and has) and it looks like they have the whole gamut covered even at level 4 or 5. Lone rogues in a party may instead find it more efficient to spread their skills out more.

Friday, 21 November 2014

When Many Adventurers Do One Thing

Sometimes the efforts of many add neatly, as when many arms try to lift a gate.

Other times, they add imperfectly, as when many eyes try to sight or many ears to hear. It's a mix of varying factors: what's being sensed "out there" and the individual's attention. The individual can only contribute so much.

Other times, additional hands are useless, as when picking a lock, or downright counterproductive, as when many people try to hide or sneak.



In a game, very few skills add neatly except for the sheer application of brute force. Those that add uselessly should be obvious. Which leaves the imperfect and the counterproductive situations to deal with.

So when adding skills imperfectly (and why not, there are diminishing returns even when opening a door because only so many people can get good leverage):

One person = one check
2-3 people = 2 checks
4-7 people = 3 checks, made by the 3 best people
8-15 = 4 checks, made by the 4 best, and so on.

Each power of 2 adds another check.

And when skills interfere - as when a large group is trying to sneak:

One person =one check
2 people = 2 checks
Up to 4 people = 3 checks, made by the 3 worst people
Up to 8 = 4 checks, made by the 4 worst, and so on.
Up to 16 = 5 checks and so on.

Failure by any one means noise is made or they can be seen.

Sunday, 10 August 2014

Running 5th Edition

I wanted to introduce D&D to my other brother-in-law's kids (age, 9, 13, and 15 with the latter having played 4th edition before). The best thing for their gaming future was to give them the industry standard experience. So I bit the bullet and downloaded 5th edition Basic, figuring that what with all the conversion resources out there I could lead them to the familiar Citadel of Evil.

They never got there but they had a blast, over two sessions. Below are some of the pro and con features of my experience.

PRO: Character creation is long by old school standards, but the best parts are backgrounds and their associated roleplaying hooks. Backgrounds are great and the implicit idea that splatbooks will focus on them rather than mechanically new classes is genius. Choosing the non-optimal background from the starter set gave two characters some interesting "multiclass" dynamics as an ex-acolyte wizard and an ex-criminal fighter who in action operated more like a combat rogue. It is great to have the mechanical elements pull one way and the roleplaying elements pull another way.

The three starting characters came raring out of creation with reasons to adventure: take back the halfling folk-hero's village while ducking minions of the tyrant; defend the wizard's Zen-like faith against the more military offshoot of the same (literally, a case of Mumon vs. Musashi); find a lost heirloom stolen from the reforming highway robber.

Trinkets are a thing I have used before so they also provided nice hooks, in particular the coincidence of "defend a sacred text" with "diary with seven pages missing" would have been immediate plot fodder in a longer campaign.

Combat, when it came, was very simple and classic-feeling. I ported in some of my "good ideas" like morale rolls, and used Stan Shinn's monster conversion formula for a random stirge encounter and for the climactic battle with the hobgoblins and evil wizard occupying the halfling village. Using this system, 12 hobgoblins and their boss were a very even match for the 3 PCs and handful of halfling refugees, and that only because the kids showed excellent tactical sense, doing a thorough recon, and shooting from high up in trees, by preference at the hobgoblin bowmen. If I had used the 2d8+1 HP, AC 18, +2d6-damage-when-team-fighting ho-gos from the Dragon Queen monster list, the good guys would have been utterly crushed. As it was, two of the PCs and one NPC emerged successfully from the Land of Death Saves.

Knowing how tough monsters actually are in 5th edition, the leveling numbers make a little more sense. The 300 xp needed to get from 1st to 2nd is almost like a 0-level "funnel" now that classic cannon fodder like orcs are best matched to 2nd and 3rd level parties. From there things proceed pretty much as they do in 3rd edition and my own old school rules.

Inspiration I had doubts about, but for these starting roleplayers it was a good, limited and non-intrusive way to have them think about whether their actions in the game reflected their character concept at the end of a session.

Nine-year-old boys have a hard time playing Lawful Good.

CON: My biggest gripe with 5th was the lack of class role differentiation. Spells and special abilities themselves muddle the classes (fighters can self-heal and clerics get a sweet damage spell, for instance), but this doesn't bother me as much. It's more the decision to boil the mechanical class benefits for skills, weapons and equipment down to a proficiency bonus which starts at +2. This means that a rogue isn't much better at lockpicking than a fighter or wizard with a DEX bonus; and in our party, the melee combat beast was the lucky wizard who rolled high stats for STR and DEX as well as INT, meaning he did the best damage with the quarterstaff and, once buffed with Mage Armor, had the highest AC. The Santa-Claus-like handout of ability numbers, "highest of 4d6" plus race, subrace, class and background ability bonuses further tips the balance away from class and toward abilities, so that a +0 bonus was the new -1, and +2 and above was standard.

Being able to cast spells in the face of melee further de-differentiates the classes. We had a two wizard, one fighter party but there was definitely no feeling of "protect the squishy wizards!"

I can see the logic of combat and, as others have said and I found out, it makes for tough experiences. At the same time, the challenge is definitely oriented toward individual fights rather than resource management over a longer haul, due to the healing and spell recovery effects from short and long rests.

But the point is, we had a good time and I feel like I know what I need in order to run this game in a fluid way. I will definitely be getting the Starter Set as a present for the kids ... if I can find a game store that has any in stock, that is ...

Monday, 31 March 2014

Treachery and Inebriation

Betraying your players is difficult. Nevertheless, I thought the most reasonable course for a band of pirates the players had been allying with for the last several game sessions was to set up a send-off that would put our heroes at a disadvantage and rob them of all that fancy loot. After all, the players did charm the captain's wife and put to sleep most of the pirate away party when they thought the captain might be possessed by a giant iron head, and despite their reasons for doing so, the wife is a wizard, a proud one.

All the same, I thought it wasn't fair to completely blindside them. I dropped some hints, a few details that got them suspicious and investigating further. But by that time, the revel on the pirate ship was under way. I brought the miniatures out on the pretext of having a number of carnival-like entertainments the characters could take part in - a dice game, a rope walk, knife throwing and storytelling contests (the latter along the lines of Baron Munchhausen), a dance area. And I gave everyone this drunkenness chart, and sent the drinks round generally, and as forfeits in the contests.


Long story short, half the party wound up "legless" and, without resisting, they were rounded up to be "honored" by the system of Doctor Webb and Professor Spell. A few alert ones who had feigned wooziness and dodged the drinks managed to escape the sticky strands and leap overboard, while others used various magical means to break the webs and get to a place where they could free themselves. A duel commenced, but the captain's wife was soon taken hostage by a leaping dwarf. The dark heart of Captain van der Masque faltered, and a truce arranged whereby the remaining adventurers would depart for the nearby land on a ship's boat.

The drinking system worked all right for these purposes. A normal person has about 1/3 chance of making a Body save in my system, these adventurers closer to 1/2 and more in the case of a dwarf. Experienced drinkers with low levels of adventuring should nonetheless be given some bonuses. 

Monday, 28 May 2012

D&D Next: (Dis)advantage

I thought I would share my ambivalent slaloming reactions to the D&D Next playtest documents now inexorably crawling across the net. Here's the first; it's a positive zig.

Plus or minus 3.325. On average.

That's the statistical impact of D&D Next's all-purpose mechanic to replace circumstance bonuses on d20 rolls: advantage (roll 2d20 and take the higher) and disadvantage (take the lower). But the impact across all possible chances is where this mechanic really shines.

The chart below plots out the effective bonus given by "advantage" across all possible chances to succeed against a given DC with a given bonus, from 1 in 20 to 19 in 20. I compare it against the flatter bonus given by the impossible but statistically equal +3.325.

Check out that stegosaurus spine - that's a fat effective +5 bonus when you're at even odds (your 50% chance becomes 75%), and an average of +4 in the midrange.

At the same time, the advantage system doesn't favor long odds like the bonus system does, over on the left. And it makes it nearly impossible to fail when high skill and advantage coincide, with a final chance approaching 20 once added up, on the right.

It's styling, but most importantly, it's simple. One bonus fits all, is some good Old School mentality.

Saturday, 16 April 2011

Building on Locks and Traps

Arkhein asks the question that has been on everyone's mind since the Quick Primer on Old School gaming dropped - how do you get all descriptive and Old Schooly with mechanical devices when you're neither an engineer nor a locksmith? How do you solve in-game mechanisms without game mechanics?

So, Telecanter comes up with this neat, simple flowchart thingy for dealing with locks and mechanisms.

Zak adds his own take on the system.

I have but three things to add. One is an observation that with a lock, you succeed by getting it to work and fail by jamming it. With a trap, you succeed by jamming it and fail by getting it to work. So, you can use the same procedures for the two, but with different desirable outcomes.

Two is a variation. Roll on the list of 36 text-adventure-style action words from the "black die 1" column of Table D in my Endless Bag of Tricks pdf. Do this once for each of the action words you're using to solve the mechanism. It's then on you to come up with a trap/trick/lock description that uses them all. I just rolled up "Move," "Turn," "Sit on," and "Push" which suggests a nasty-looking rotating door with a built-in seat.

Three: could you use an actual puzzle in-game? Having played a fair number of the Big Fish hidden object computer games, I am excruciatingly familiar with the kind of old mansion whose exploration requires completing Towers of Hanoi, 15/16 slider puzzles, pipelaying games, and the like. I am pleased to say that the recent Mansions of Madness board game from Fantasy Flight includes this kind of mini-puzzle in a way that doesn't feel overly forced or corny. At least after one play. So perhaps that can be useful, every once in a while.

Another inspiration for a "get the sequence right" puzzle designer, by the way, is the GROW series of flash puzzles (strip of square icons to left in that link), the perfect blend of clue-giving, trial and error, and sheer surrealism.

Oh yeah, and speaking of mechanisms, this, if you ever wondered what a DC 35 lock looked like.