Showing posts with label into the odd. Show all posts
Showing posts with label into the odd. Show all posts

Sunday, April 9, 2023

Five VS three VS one: Saving throws

First we have the classic five:

Death/poison
Wands
Paralysis, petrification
Breath attacks
Spells, rods, staves

- They look like omens on your character sheet. They put you into the mood of what the game is about.

- The saves are disconnected from actual traits of your character in-game. Your fighter doesnt train really hard to be resistant to Spells, he just does it somehow, which is ultimately up to the GM to narrate.

- If you think about it, saves represent how likely is your character to get plot armor. The Death Ray is not supposed to fail a % of the time, it just fails when it strikes your character because it suits the plot. There you find that D&D has a narrative side under its naturalistic appearance. Which is OK.

- As a good plot armor device, they increase only with level. This means that the more you play a character (the more invested they have been in the story) the more protected they will be from unwanted disasters. Sometimes, of course, the save fails.

- Though they sound cool, some effects can be hard to adscribe to those categories. Here is a guide, in which it is described how they are ordered from easy to hard, based on how lethal and telegraphed the effects are (because Gygax cares for you). BUT in my opinion, there is a lot of work and text space dedicated to saves in the book, while the differentiation between the highest and lowest saves are not very meaningful (+4 in the greatest cases). There are whole matrixes dedicated to check which is the save of a certain class, at a certain level, for a certain danger; and at which levels should they ever change. This makes it seem like there is an intended and important order for this, while the impact on the actual game is relativelly low. One could think that this granularity is excessive, and, while is not hard to check a number on a chart, ponder if it pays off. 

- Sometimes attribute bonuses might modify certain rolls. Many people is against it, but I feel that its just a small bonus after all and it helps to establish game reality: it is just tangible that a character with good dexterity can use its bonus when the save is reflex-dependant. As an alternate view, I was using a certain retroclone recently (Aventuras en la Marca del Este) which gave the Wisdom modifier as a bonus to ALL saves. Not bad idea at all in my opinion: wisdom is often despised unless one is a cleric, and though the increase in saves might be small, the increase in character depiction is huge: Your character is not just a faceless level 1 stick figure: its a moderately wise guy which happens to be 5% better at saving: that makes you start the game like a 70s pimp


The three saves (Fortitude, Reflex and Willpower) came later.

- They are level-independant, relying on attributes. Into the Odd (using strength, dexterity and charisma) went as far as removing the levels completely. This makes them more naturalistic and easy to adscribe to effects.

- This, on the other hand, removes the concept of saves as plot armor. This is the greatest departure point, in my view. You don't have to come up for a reason to "why" or "how". You also can't, because the save does it for you. Its an upside and a downside at the same time. Into the Odd, again, solves this on a very clever way: Strength is about enduring physical stress, Dexterity about reacting fast and Charm encompasses plot armor, as being a measure, among other things, of how much blessed you are. So you can always fall back on that to factor plot armor back into your rules.

- They are usually mocked on the OSRsphere mainly because they put weight on the attributes and because they don't scale with level (edit: as pointed by JEL in the comments, in 3e the saves do scale with level. I don't know to which extent as all my 3e knowledge is second hand). It is true that I don't think that they can be used as "roll d20 under this to save". The numbers are just too high: Level 1 characters with normal stats would save most of the time. Would be a joke. Into the Odd, AGAIN, solves this on a clever way by introducing attribute damage: certain attacks decrease your attribute scores, and then force you to save under them. I like how Chris McDowall has taken its way into exploring the three saves into a very fruitful design, turning them into attributes themselves.

- As the "don't scale with level" thing: we'll, that is a bad idea if we see saves as plot armor. But if we see it as a naturalistic simulation, it's ok. In the end they work if you are conscious on what kind of story you are emulating. 



The Single Save is a number that increases with level. 

- The number can be universal or fixed by class. A good example of it is Swords and Wizardry (class based) among the retroclones, and Pits and Perils if you go a little beyond that (universal, though dwarves get a bonus).

- This is freeing enough that you can give or take small bonuses on an easy way. It is easier to write on your sheet a single number with "+2 vs magic", like S&W does with Magic Users, than five of them, and then decide which one apply everytime. You can give each class a bonus to a specific situation: +2 vs death to clerics is also on S&W. +2 to reflex rolls to thieves? sure, just say it so. The best of the single save is that you don't have to come up with categories of saves prior to play. You can specify as much or as little as you want: You can make an amulet of +2 vs Sleep, for example; or a cheap charm of +1 vs storms, and drop them on your treasure.

- On the "saves as plot armor structure", it works perfectly without having to separate plot armor by "categories vs classes" that might have sense for Gygax, but seem arbitrary to me.

- You can set saves at a middle point between death (low) and spells (high) and just give +2 to -2 bonuses on specifics, using the classic saves as reference or set by you.

- You can also add attribute modifiers to it (from dex, cha, etc) in the same range of modifiers without it altering too much the math, but in a meaningful way, that makes players feel that their dexterity or charisma actually work.

- Single save is the best and everybody knows

and tomorrow, I will (try to) write how I am doing saves now in D6D  A.K.A. Trow Fortress. Thanks for reading!

EDIT: there is still another way to make this: with ZERO saves.

Wednesday, March 17, 2021

One roll combat

 And when I say one roll combat, I mean to talk about when to hit and damage are resolved with a single roll. 

I am aware that making them a separate thing has its reasons, for example modelling fictionally different weapons or abilities. But as a game, one roll makes things smoother and easier, so I always implement that rule in one way or the other. But there are different ways to do it, and each way bends the combat math in a particular way.


tumblr:  shroomarts

Option A: There is the Into the Odd approach. 

Every turn you roll damage and you always hit; but armor soaks some damage. If we assume that the average damage per turn is equal to common DnD, this means that you will deal less damage every turn, but more constantly as there are lower peaks (1d6 damage can deal 6 damage if you hit; but if armor soaks 2 damage per turn, you will do damage 4/6 of the time, but can only deal 4 as a maximum). 

What does this mean? Well, this means that incresing the damage output of a weapon also increases it's capability to hit, and viceversa. This can be good or bad, depending on many factors. Also, it might seem like a minor nuisance, but it will take more pencil-writing time for GM and players as there are more and smaller "damage transactions" and displace the thrill of a big hit. Also, converting monsters and PCs to this numbers so the power levels are similar requires to ponder a lot of factors. Non- damaging attacks that require a to-hit roll can still be done by making an additional save vs effect.

Necropraxis "Degree of success as damage" and Blackrazor's "Auto-Hits" are two more essays on this approach.

Option B: Fixed damage. 

To make it a little generous we'll make it so each weapon's damage is rounded up from its classic damage die average: Fists do 2, Dagger does 3, Sword does 4 and polearms do 5 damage. Monster damage is also averaged and rounded up.

You can argue that this takes some randomness out of the game, and it is true, but that tends to soften  the more hits you need to take down an enemy. If you need 5 hits to take down a 18 hp troll with a 4 damage sword, on average it will still be very close to that number if you hit it with a d6 sword. The difference will accentuate the less hits you need to end a combat. For example, a 4 hp goblin will die on the first hit 50% of the time with a d6 sword and 25% with a d4 dagger. But with fixed damage it will Always die by the sword, and Never with the dagger, in the first round. Bear in mind that the randomness necessary so combat has still uncertainity is still on the to-hit roll (will it hit me or not?) but yeah, the numbers go wild at early levels. The pros are that this difference dissipates over time as levels go up, and that requires minimal conversion from classic rules.


Option C: Remove Hit Points. 

If HD is equal to 1d6 and so is the average weapon, they can both be removed for simplicity and make it so average attacks take out 1HD from the enemy, and proportionally increasing attacks that deal more damage. This is what I used when I made this OD&D port (still untested, fucking COVID). 

This is even more deterministic than fixed damage, as all weapons will drop your 1 HD character down in the first hit. This is not necessarily bad as there is still randomness on the "to-hit" roll: amongst two 1 HD combatants, the first that strikes through the opponent's armor wins. There is something I like a lot in that simplicity. How to increase your chances at that early levels? Get good armor and try to win initiative. 

At 0 HD, you can still rule various things to make PCs a little more durable:

- Roll in a Death and Dismember table. 

- Give them a Save VS Death.

- The famous rule of sacrificing the shield to prevent a hit, though I've never liked it much. 

- Just make fighters or other martial classes have extra HD at the start.

- Constitution bonuses give you 1 HD for each +1

- Make it so depending the viciousness of the monster, 0 HD means a different thing. A bandit might just drop you unconscious to sack your body, and a kung-fu user might just KO you to show you his superiority. A goblin might not be as merciful and you must save vs death, and an assassin will kill you straight if  he lands the last strike. Note that being KOed by a pack of wolves or similar and not having somebody to rescue you is pretty much equal to death.

- Increase a little the base AC to pay off the decreased chances of survival. This way a hit will take more to happen, but will be more decisive. Your character will die in about the same time, but in half the rolls. 

What I like most of 1 attack = 1 hd is that is simple enough that I can complicate it in different, newer ways: for example, instead of increasing damage or to-hit numbers, granting PCs ans Monsters extra attacks which can be rolled simultaneously; this way you get different damage possibilities depending on how many do hit.

The easiest way to implement it, however, is to differentiate weapons based on their chance to hit (daggers get penalties, because is harder to hit with a dagger. If you think about it makes even more sense than giving them damage penalties). 2 handed weapons however can take an extra HD if the wielder is strong (13+ strenght)

Homebrew Homunculus has written not one, nor two, but three posts building around this approach.


Sunday, March 14, 2021

Musing on Trigun as an RPG


The earth is greatly fucked up or something, so a myriad of spaceships are sent into the universe towards a new place to live. They hold a mysterious technology called "Plants", which are capable of a quite potent terraformation. Due to a sabotage, most of them are destroyed and only a few manage to land safely on a desertic planet, which they will call Gunsmoke. 130 years have passed since then, and the societies built in the new planet are reminiscent of western movies but with mutants, cyborg parts and some advanced technology.

The game practically asks for hexcrawls: There are seven major cities in the planet; all of them built around the remains of a spaceship. The plants that those spaceships carried can provide limited water, food and energy in the desertic environment. All around them, however, is an unexplored wasteland illuminated by two suns and five moons. 

(Roll 2d6 to paint hexes)

2 - Major city (has got a plant)
3 - Small Town (2 in 6 chance of being abandoned)
4 - Mountain Cave
5 - Canyon 
6 - Desert
7 - Mountain or canyon if there is one adjacent. Else, desert
8 - Desert
9 - Mountain or Butte
10 - Small outpost (1-water farm, 2-well 3-Shelter 4- Radio tower 5-6: roll again, but its unhabited)
11 - Scraps (fallen city or remains of spaceship)
12 - Full Crashed Spaceship (Map as dungeon)

2d6 to see what is lurking here, if there are encounters

2 - Sand worms
3 - Robot Guardians
4 - Bounty Hunters (2 in 6 chance that their pray is also on the area)
5 - Caravan (special rules to determine size and composition)
6 - Common bandits 
7 - Sandstorm, 1d4 turns
8 - Merchant/Wanderers (1d6). Criminals might mask as those.
9 - Already known NPC
10 - Tough bandits (gung-ho guns or trained cultists)
11 - Telepathic Insects
12 - Alien Abomination (1-sleeping eldritch type, 2-lion ant type 3- radscorpion type 4-almost human type)

deviantart: jasperk stoneking


XP for gold was invented for this kind of setting: as the world is pretty much lawless beyond city sheriffs, crime is dealt with basically by bountyhunting and every known criminal has a prize in doubledollars (Gunsmoke's currency) The game is easily to focus around hunting bandits meanwhile a bigger plot appears. 

The classic Trigun foes (tough bandits on above table) are a step or two above human capabilities: they have increased size and strenght, superhuman reflexes, psychic powers, implanted sensors or weapons or the like. If you haven't see the series, think that any foe from Metal Gear Solid could be swapped for one, and viceversa. Another way to create them is to pick names and skills from D&D monsters: John the Displacer always appears to be 2 meters from where he is, which is an awesome trick when you duel 1v1. Paul the Blink, however, can disappear and reappear anywhere nearby.

armor: +3

Though I haven't ever played Into The Odd, I think that it can fit perfectly with some changes (the free edition can be found here. I think I like it better than the follow up Electric Bastionland

You start with 2 randomized gifts from a list (pending) of gears and weird abilities. There must be some big guns, some mutations, some psychic abilities like telekinesis and mind manipulation (will saves allowing) naturally enhanced abilities (super-hearing, tracking water, etc) and biological/mechanical implants.

You roll 1d6 for hp.

HP 1: choose 2 extra objects  
HP 2: choose 1 extra psychic ability 
HP 3: choose 1 extra object
HP 4: you start with a free handgun (d8 damage) or katana (d8 damage). Yeah there are samurais on it.
HP 5: you start with any cybernetic implant 
HP 6: you are a plant. You can summon angel arm (d10 damage in area, blast). Make will save to avoid a mishap.


You roll 3d6 for stats (STR, DEX, WILL). One thing that I don't understand in Into the Odd is that stats don't ever grant you any active bonuses or widen your possibilities of approaching problems, they function mostly as passive saves. So I want to add this:

If STR is higher than 14, you deal +1 die size damage with melee weapons, and can attempt to break sturdy doors.

If  DEX is higher than 14, you get +1 armor when you're unrestrained. Dex contests are also used to shoot first in duels!!!

If WIL is higher than 14, you can re-roll any roll once per rest

It is important to know about the mysterious nature of the Plants. They are actually sentient, womanlike beings who live inside the lightbulb-shaped things. They are providers of life, just like if they were in a sense "fertility goddesses". Vash and Knives (protagonist and antagonist) are the counterpart: male plants who can walk the earth, but have a great capacity of destruction, more in tune with Ares. Their body can mutate into angel guns able to destroy cities, even make a crater on the moon. 

If there was any scientific record regarding the creation or the metabolism of plants, that information is not known today. Plants look exactly like normal humans, though they are always blonde. They are still alive and look around late 20s or 30 something even though more than a century has passed from the landing. How much time can they last is a question blowing in the wind.

two plants meet each other


Though this setting can look like Fallout or Mad max at first sight, the tones are kind of different: on them, the plots often revolve around "the world before the war", and all the cities and denizens are permeated of a certain cynicism and hopelesness. In Trigun, the world is harsh and dangerous, but it feels healed. As Vash says, "the future is a blank paper"; and the world around them reflects this view.