Monday, October 19, 2020

Building a machine from unused parts

was reading something about the "forgotten rules of rpgs today", the ones that are usually handwaved or something. It listed three: item weight, crafting rules and XP. I'm not going to tell if this is true or not, but it made me wonder "could a ruleset be made using ONLY those, as the mechanical parts?

Here is an attempt for the skeleton. There is no setting or context, only rules; but maybe the latter might suggest the former.

You can carry (4+level) weight, or +2 weight and be encumbered; with items having set weights in a list. Characters fill one weight slot from their inventory when they suffer a wound. Leveling makes your character either stronger (and thus being able to carry and withstand more) or experienced with packing stuff so they are easier to transport. For now it remains abstract.

Certain actions cannot be taken while encumbered, as climbing a rope. Certain monsters are fast enough to catch you encumbered, but not when you're not. 

Certain items can be crafted from mixing 2-3 other items during downtime (as always, the full list of items and permutations is the heavy part of the game, but yeah it can be done). Certain mixtures are trickier than others and might require a roll with a probability fixed on the formula (X in 6 is sufficient). Mixtures can also have level requirements as part of their recipe.

You also have a chance to get mixtures "done" during an adventure, by rolling 1/2 your level on a d6. If you achieve it, it represents that your character had the intuition to prepare the item during the last downtime (so, every level represents your character getting more and more wise and foreseer)

Your party gets 1 XP whenever you recover 1 treasure, but you can only split it between party members if you have enough XP for everyone to receive equal share. (If you have 5 XP in the pool, and you're three party members, during downtime you can give 1 XP to every member and leave 2 XP in the pool)

level 1: 0 XP - level 2: 1 XP- level 3: 2 XP - level 4: 4 XP - level 5: 8 XP, etc

Combat having no rules at all means that fights have predetermined outcomes: they are either automatically won if the players fight (though it might have unwanted effects, like atracting more enemies, etc) or automatically lost if engaged, unless certain items are used (like flaming oil vs a troll, silver vs a vampire or using a smoke bomb for the party to flee). Now I think about it, it sort of feels like a LucasArts graphic adventure resolution: find the right combination and maybe it works; but with added level advancement. 

Even as I feel that this could work (It even makes the game diceless if we push it) I also think that it requires much work from the GM to decide ad-hoc (or for me, the author to decide preventivelly) if a single item is either worthless in a determined situation or, for the contrary, if its as powerful to obliterate the encounter. In the end, it can be interesting if you have a "dungeon" in which you can control many of the possibilities the players might try (like, for example, in a LucasArts game), but harder to implement in a larger environment with lots of different types of encounters and items.

So there is another approach, starting from the simplest combat system I could devise: When two people get into a fight, they both roll 1d6 and the highest roller deals 1 wound to the opponent. Based on that, there are some sub-rules:

- Certain items can deal more damage, add a bonus to the roll or bypass combat entirelly. That's the only way to get some kind of combat bonuses, and that's what they're for; all the focus on inventory has to pay somehow.

- Certain items can be used when there is a tie: they can from offset the tie, to win the combat straight (like, maybe, a tie in combat can represent the perfect moment to show a mirror to the medusa)

- Certain monsters can also have abilities that trigger on a tie. Unless the monster ability says so, if the PC has a tie-triggered item, the item's ability is the one that triggers instead.

- Even if there are many monsters, they count as one. Monsters only roll once per turn, but get a bonus on their roll (+0 to +5) depending on their strenght, size or numbers. This also influences the wounds that the enemy can take. Certain monsters deal more than one wound. Armor (if exists) absorbs 1 - 3 wounds.

- If many PCs confront the same enemy, only one of their rolls is taken into account, they choose which one (the highest one normally, or maybe a roll that ties to use an effect). When a monster deals damage, the party can divide it amongst them as they decide. A character that is downed is still alive, but must be tended to walk by their partners, and counts as 3 weight.

What kind of setting and adventures does this inspire? no attributes, no classes, no characters being stronger than others... Sort of a situation where all the PCs are mostly equal in capacities but with a crafting ("skill"?). If I think of items as magical compounds, I picture the titular Alchemists of this blog name. If I think of items as common items, I can see it being a game of gang kids getting in any kind of trouble armed with whatever they find available. Treasure can be anything that is relevant to the genre: from different pieces of Jewelry to the control of a neighbourhood block. And you, when you read them, what kind of game did you see in this rules? 


Wednesday, October 14, 2020

Dagger (a review)


I like to skim through obscure manuals a lot, and I though on making some reviews in order to remember what I like of each thing, and because it might help this people to visibilize their work. This is a review for Dagger, allegedly an OSR game for kids, and I was curious on how it was adapted from common retroclones. And I found a game with the nice simplicity I love in gaming rulesets (Curiously, I feel that kids are conversely capable of learning any kind of complex rules when they want to, if its by their own initiative. It is us, grown ups, who love simple things because we lack the patience and the sense of endless time we had as kids, but what the hell, this is not an entry for deep thoughts!) 

The game is free at drivethru, and the link gives you the revised and the original version. 

The game has no attributes, but uses just classes. Fighters get 2 attacks: that's their combat advantage (all characters start with the 15 hp, which seems like A LOT even for a kid-aimed game. I would stick to class based hp myself) and it makes them get double advantage for +1 swords (which add to damage instead of to hit)

All rolls are done with 2d6, magic and combat, and something I love is that all spells are resumed into four: 
Blast (choose the way it deals damage), 
Heal (all forms of healing, curses, etc) 
Protection (armor, but probably could work to protect against evil, etc) 
and Charm (charm, sleep and somehow manages to include Web).

I find very curious that 1 of the 6 pages is dedicated to combat fumbles, magic fumbles and fumbles in general (It tells a lot about the author's objective with the game XD) 

The most stealable thing I found was the nice way it handles monster Treasure Type: d6+monster HD VS this table:

1-3 no treasure
4-5 coin purse
6-7 sack of treasure
8-9 treasure chest
10+ treasure horde

With each treasure having a specific GP, Gems, Magic Items, etc. honestly I find this system much more attractive at first sight than the classic B/X one.

The monster list is very concise (one line description) and one thing that is inspiring is that surprise is never rolled: it happens if the GM sees it fit. And by this rules, bugbears ALWAYS surprise unless you do something about it.

Advancement increases HP only, all the rest happens diegetically (through items found, etc)

Saving Throws are fixed at 8 but dwarves, elves, etc have bonuses for certain situations. Interestingly enough every monster has their own saving throw rate listed, not based on anything. It is very simple but I like its adjusted with love by the author, not just calculated by their HD size.

This is all about the revised version, but, as the download also gives you the original version, I also read it, and found something cool too: the spell list.




The book states that it is a sample list and that you can use the TSR original, but I like to imagine that this was the "official, complete list" (which ties nicely into the game being that the top level is five). Four spells for level, and having Charm and Hold Monster and no Charm of Hold Person, which means that you have to be really high level to use that game-breaking charm spell. I would try to tie protection from evil into Cure Light Wounds and bless into an optional variation for Light.

This early game version uses d20, evolutionary Saving Throws and Monster to hit matrixes (which I think that were wisely removed in the final cut)

Finally, as a catch all, attempting uncovered risky situations as sneaking, jumping, etc is covered by 1d6 vs a TN fixed in the moment (hell yeah!) fast and fair, and very appropiate seeing that there are no attributes to use for that. That puts the weight on using inventory or alternate approaches to avoid doing that risky roll, or to increase the chances somehow.

It is a little odd, but what I find most lacking in this game is a reaction table (which is trivial to add, anyways), and double being a game for kids wich would benefit a lot in my opinion from monsters being talkative or neutral.

Monday, October 5, 2020

average damage comparison, on the way to single roll combat

 I leave this here for me to consult thereafter

They are tables that compare the average damage of a strike VS ascending ACs, assuming d6 damage, d6+1 or d8 damage and d6+2 or d10 damage. 


Below is the same table if we assume a 2d6 to hit roll, with the roll excess over AC being the damage done. This rends that the most accurate ACs to convert would be base 5 to plate 8; or using instead 2 types of armor (light and heavy) and make it base 6, light armor 7, heavy armor 8. Shields would either be straight up better than in d20 or can be used as "shields shall be splintered" only (though I really dislike that approach)



Same table, but using ACs from 0 to 6, with attack rolls being made with d6, d8, d10 and d4. Again, excess over AC is the damage dealt. 


I'm uncertain on this one. The most obvious port would be to use d6 as common weapon damage, then 1 as base ac, light armor as 2 and heavy as 3, with 4 being the additional shield. Then using increments in damage die size as the equivalent of character bonuses-to-hit on level ups. According to this sophisticated charts, just using a d8 would increment as much average damage as a +6 to hit in d20 (which is a level 10 fighter in S&W). D10 and d12 would be reserved for monsters.

There is also option 2, to use d8 as the common martial weapon damage, and then make it so Base AC is 2, +1 leather. +2 plate, +1 shield. 

This method, however, only deals with averages, but the theory says that this will make combats have less "miss" results, but hits will normally deal less damage than with separate rolls for hit and damage (even if in the end the monster takes the same amount of turns to drop). 


Saturday, September 19, 2020

Minimalistic D&D part V: Hirelings and Morale without Charisma

First and foremost, I've retooled the 2d6 morale roll to a 1d6 roll (roll equal or lower to stay in the fight). The real reason is that all the other mechanics I'm writing use 1d6 too, so it makes the rules prettier overall, but its hard to admit this vain part of me. The reason I tell myself is that it allows me to change the 2-12 range of morale in monsters to one with less granularity and that makes it easier for me to adscribe a rating to a monster based on their description.
morale 11-12 becomes 6 (mindless undead, never flees) 
morale 9-10 become 5 (really brave or mad warriors, dire animals, uruk hai or dragons)
morale 8 becomes 4 (monsters with martial training, annoyed predators, etc)
morale 7 becomes 3 (annoyed peoples, common predators when not overhungry, 50% chance to flee)
morale 5-6 becomes 2 (if a monster is sort of coward-ish, herbivore animals, etc)
morale 4 becomes 1 (mostly not combatants, rust monsters, etc)



Then we get to the next part: This rules I'm writing in this rule series have no attribute scores for characters, so I don't have charisma to determine number or loyalty for hirelings. 

For the number, I don't yet know what to do. Maybe base the cap on gold alone: if you can pay them, you can buy them. There is something I like about independizing charisma from hirelings, which is that I can treat hirelings as belonging/following to the whole party instead of a single PC individual, which makes more sense to me. This and reaction rolls I feel that could work better if adressed by the group as a whole.

The downside is that being "communal" and independent from charisma, PCs might lose some agency over the behavior of their henchmen. The upside is that when you die and must roll a new character, you can pick any of your common hirelings instead of your personal ones. Is like a common pool for second characeters.

For the loyalty: Whenever you find a tavern/inn/town in which 1dX hirelings are available, you roll for their morales secretly: 3d6 keep lowest. Sum the other 2 dice: that's the price he reclaims per month/adventure/whatever. The idea is that it gives you an idea of his morale without really telling you.


Morale 1 or 2 for torchbearers or sages, 3 and 4 for bandits or men at arms. Morale 5 is for this mysterious strangers smoking on the dark table by the bottom room. Maybe I could make a table of hirelings or something, with one special trait for each, like "+2 morale when tainted with jewels" "will steal from you" "morale drops to 1 in presence of spiders" etc.

When confronted with danger, they roll morale, not loyalty or anything. Their morale increases overtime somehow, with 5 being the maximum. 

When you give them an order that is not obviously dangerous they probably accept, mostly if it falls within their expected job. 

Loyalty takes two shapes: +1 to any morale roll derived from your orders if they have survived an adventure with you and +1 if you have some relevant special feat that allows you to be more charismatic than common people.

This rules can apply to Searchers of the Unknown or Here is some Fucking D&D, which I tried to scourge for hireling rules being both of them attribute-less. Just to find they hadn't any.

Alternativelly, there is another approach: to ditch all this post entirelly and to have monsters roll for reaction again at 50% hp left.

On the next chapter I'll probably steal something to abstract distances and get rid of counting feet altogether for this game.

Monday, September 7, 2020

High on grid // "allweaponsdod6damage but..."

 I'm running a game for friends who want to play D&D because they saw it on Stranger Things. They are in for the minis and they want to play with them because they use them on the show, no negociations. At first I tried to tell them that miniatures are optional, that I never used them. But they passed it on me in the end: I thought "what the fuck why not" and now I'm searching for cheap second hand warhammer Rohan warriors. 

Though I started playing rpgs with grids by drawing little combats in a squared notebook, I've trained myself to use abstract combat afterwards. But now that I'm bound to use it, I'm trying to devise ways in which to use it to its greater potential. I don't want to change things that are not broken (not re-defining combat or anything). But there are nebulous things that could be improved.

As in Basic D&D all weapons do d6 damage, the distinction between weapons could be how do they behave on a grid (ranged weapons already work that way with the "short-medium-long" ranges)

Spears, for example, could use their long shaft to strike in all directions, including diagonals (red and yellow arrows) while shortswords can only strike in the cardinal directions (yellow arrows). This makes swords and spears equally functional on 1 square wide corridors (which makes a lot of sense). You can make spears so they can also attack things 1 square away in the cardinal directions. Maybe is too unrealistic but if it follows game logic its OK for me.


Two handed swords and greataxes can affect all guys on an L shaped area around the wielder (because an L looks to me shaped like a slash), like in this picture, highlighted in green. This can work with systems with variable weapon damage by having the sword doing d8 damage to one target OR d6 to all in that area. Or maybe straight d8 in area.



Certain magic swords can also strike on cone or square area (a sword capable of summoning whirlwinds or sending flame waves, maybe) and certain magic items could improve your movement rate by some squares per turn (all the humanoid monsters/pcs have similar movement rates: 2 or 4 feet in combat, though I abstract it in 2 or 4 squares because I'm european and I dont want to learn what a feet or a yard are). Having a +1 square per turn is the edge to outrun that monster that moves just at your same rate.

Every other problem that arises with the game, I'll try to solve it or balance it by making up shit with the grid. Let's see what happens. 

Monday, August 17, 2020

Minimalistic D&D-like, part 4: Surprise, reaction, treasure rolls




Reaction and Surprise rolls, when apply, are made once for the whole party involved. Certain monsters have bonuses or penalties to this rolls integrated on them.

Reaction rolls:

1, 2, 3- Monster is immediately hostile
4, 5 - Monster is neutral for now. Maybe its studying you or maybe just minding its own business. Dont disturb it! You might also try to befriend it.
6 - Monster is friendly. Some monsters might make offers when this happens.

Possible mods: disadvantage if you've hurt similar monsters recently, if it hates the light of your torch, if you're armed, etc. Advantage if you give a sign of respect or share an alignment, etc. (like in 5e: roll an extra die and choose the most advantageous/disadvantageous)

Each monster entry in the guide might have specifics guidelines on their behaviors for each reaction type. An hostile bandit might try to rob the players by force, a neutral one might try to lure them by feigning partnership, but a friendly one might honestly try to sell them loot, or honestly propose the party to join him in a dishonest job.

Note for myself: It can also be done by not having a reaction table at all, but having each monster to have a random list of dispositions on their descriptions. 

Surprise:

1 - Monsters get the drop on you: Only monsters act the first round
2 - Monsters get the first turn
3 - Monsters get the first turn
4 - You get the first turn
5 - You get the first tutn
6 - You get to surprise the monsters: Only PCs act in this round

This roll can be made w.ith advantage or disadvantage on certain situations: for example, hobgoblins always force a disadvantage, while sneaking on distracted guards gives you advantage.

After one side plays a turn, the other side plays one, until all characters have acted their turns. Each side decides who goes from among their members


Treasure

Instead of having treasure types, having each monster have a treasure rate that represents the overall richness/status of the monster. Then you roll for treasure once or more times, depending on the time the monster has spent looting. 

For example, having a crew of patrolling goblins have 1d6-2 treasure hidden somewhere. A dragon rolls 2d6, and you roll three to five times depending on its age.

Then there should be a table like this:


1 - No treasure/personal items.
2 - Personal tools
3 - 10 GP
4 - 50 GP
5 - 100 GP
6 - Magic item
7 - 500 GP
8 - 500 GP (in jewelry)
9 - 500 GP (in masterwork)
10 - Scroll or Magical consumable
11 - Special (prisoner, secrets, notes, information)
12 - 1000 GP



Tuesday, August 4, 2020

Minimalistic D&D-like, part 3: Saves

Part of a series building a game without levels, hit dice, ability scores or classes. The main resolution is 1d6 for everything.

As a quick recap, numerically and chemically speaking, characters have:

#Hit Points, and some power ups derivated from their amount (+ac and +attacks per round)
#Spell Points per day, and some power ups derivated from their amount (+magic resistance and power) and a list of spells known
#Specials (like being strong, an animal companion, or whatever that is a significative trait but is not a spell)

So, without any level-related characteristic to increment the saving throws, how can we deal with such things when they arise? I'll run over the most common "Save Or" states to see what can be done. 

"Partake of the fruit!!"


Poison: 

* "You drank poison... you died". This can actually work if the poison was telegraphed well enough. I think its even on an actual Raggi's module. Still, you can give the poison 2d6 turns to take effect, in which healing actions can be attempted. Sucking out the venom in the case of snakes, or applying an antidote, for example.  Shifting more agency to the equipment is another of my goals, so, in that line, buying antidotes for different venoms can be something interesting for adventurers to invest in. 

* The person who poisoned you might know or even carry the antidote.

* If it's deadly over time, roll 1d6 and keep that number. For every night or every strenous action you take, decrease the number by 1. Getting rests or treatment lets you re-roll, and maybe heal on a 6. 

* For creatures that can poison you, make it so they need to hit you. Maybe even apply a certain amount of damage (for example, if they score exactly 1 damage) and skip the save altogether. In the end the randomization is the same. If it seems unfair, its because the monster makes the roll, not the victim. But in the end it's the same.

* Poison doesn't have to be deadly: it can be paralizating or narcotic. For example, make it so the effect lasts (1d6-1) turns/hours/whatever.

* Let's not forget the magical solutions: Neutralize Poison is a cleric spell. 

Dragon breath: 

* This is just a dragon attacking, it just covers a big area, but its the same nonetheless. Just take the damage from the hit points, which are already a measure of how likely you are to survive an attack. I happen to have had a good idea for dragon breath and I leave it here for posterity (keep in mind that damage is scaled to an hypotetic game):
"Everyone in range of attack gets 1d6 damage, rolled separately. Then the smallest dice rolled deals damage again to ALL victims"
This way, the more people is attacked, the smallest the extra die will be. Using the same attack, the dragon will do statistically more damage to a single target (average 7, good chance of 12 hp) than to a group of targets (average drops towards 4'5, chances of more than 7+ hp decrease drastically with every new target). This models nicely the concentration of fire of the dragon and can be played around using decoys or even hirelings. But you will never do that, would you?

* The use of shields or any other blockage can shelter you from a little damage versus dragon breath. Of course, magical shields vs dragonbreath are even better, and should be one of the most ubiquitous magic items on any fantasy game that behaves realistically.

Petrification: 

* If players are savvy enough, they will activelly look away from the gaze of the basilisk. If they accept the (-1) penalty to attack rolls, they wont be turned into stone. Unless, you know, they roll a 1 or under. I'm against botch rolls in games, but they can be used in special situations like that. If they botch a roll attacking or running from the basilisk, they are turned to stone.

* You can make it less deadly: you don't turn into rock in a snap: instead you are paralyzed and you have 1d6-1 turns until you become solid rock. Anyone breaking line of sight between the basilisk and you will have you released in 1 turn (be it by covering you with a blanket, shooting an arrow into the basilisk eye, turning off the light, etc). Same for gorgons.

* On the "inventory" side, you can find:
- amulets against petrification (they break when you would otherwise be petrified)
- antidotes against petrification (like a "soft" from FFVII). You can make them cheap (and only works on those that are half-petrified), expensive af (can undo a recent petrification) or mythic (will turn any stone statue to flesh)
- a flash grenade that impedes vision. Same with a darkness spell or provoking a great smoke into the room,
- buying or asking an artificer for sunglasses made of mirrors. 
- installing mirrors at the medusa's halls, then making her follow you so she run into herself at the turn of a corner

* Make it so the gaze must be sustained for a turn (so it will only work on immobilized or tricked PCs)

* Hit points are abstracted enough so they can represent avoiding harms different from physical damage. You can make it so the basilisk gaze deals 1d6 doom damage that ignores armor. Once you are at 0 hp, you are turned into stone.

* The Stone to flesh spell is a thing. There is no reason that you can even make up more spells that ward against more ailings if in need.

* If nothing convinces you, just deal with a death save (see below)

Spells: 

* Make the spells require a mistake from the players to be committed in order to take effect. For example, eating strange fruits from weird silent ladies in the middle of a dungeon. Or make them require intimacy, or touch range. If you approach a weeping, encroached figure in a ghastly place, you can first weigh your chances and then take an action.

* As in poison, giving the spell a chance to work instead of working automatically accomplishes the same stastical function, though shifting the roll from the affected to the caster.

* Polymorph spells are not totally unfair if the target retains the agency in its new shape. Maybe you can play as a frog for a while, maybe even retain your hp and abilities. If you do polymorph, consider giving the players shapes that can still be played. 

* Again, certain inventory can be found or bought to protect from spells. This, paired with giving the spells a time to act (1d6 turns or 1d6 days) will also give players the chance to revert or minimize the damage. If you feel you've been hit by a sleep spell, you can try to eat coffee grains. If you are hearing a charming song, you can try to cover your ears (this makes you unable to hold or use weapons). Put on a walkman if you have one. Invent your share of magical antidotes, but also allow creative approaches. If some vines are coming out of the earth to grab you, dont bother with paralyzation rolls: you can try to cut them in time: give them an AC and start slashing. You can even try to scare or attack the wizard away in that 1d6 time. Who knows! 

* Spells that do damage, work as damage. Or even as dragon breath. Spells would otherwise paralyze can just hinder you slightly (penalties to rolls: you're feeling too cold to properly move, -1 to anything that requires finesse) or hard (penalties that are cumulative each turn: each turn, roll 1d6: on a 1, the chill gets worse: additional -1 and you will freeze completely when you get -3)

Death:

* When you suffer a grievous death, roll 1d6. On a 6, you get better. Fate favours you, something happens, whatever, but you are still OK. This roll can be modified by special things in game, such as having received the blessing of a princess before you had parted to your last quest (roll a second die, keep highest!) or by a healing spell by one of your comrades. EDIT: This also pairs nicely with another rule I made for monks and mummies: Get 1 free success for answering a question.

* Depending on the tone you want for your game, you can make it so this roll is only enabled after that certain things have happened, instead of being enhanced. Anyways, GM will describe something as absurd as the Naruto's resurrections if he must, but you won't die. 



polymorphed, no save.