Showing posts with label basics. Show all posts
Showing posts with label basics. Show all posts

Friday, March 20, 2020

Whence comes hitpoints?


What are hit points? I wanted to know because I was thinking about how they benefit from ability scores. DH Boggs has some things to say with quotes from Gary and Dave. Or we can compare texts. Here are a few:

These hit points represent how much damage (actual or potential) the character can withstand before being killed. A certain amount of these hit points represent the actual physical punishment which can be sustained. The remainder, a significant portion of hit points at higher levels, stands for skill, luck, and/or magical factors. {snip} Let us suppose that a 10th level fighter has 55 hit points, plus a bonus of 30 hit points for his constitution, for a total of 85 hit points. This is the equivalent of about 18 hit dice for creatures, about what it would take to kill four huge warhorses. It is ridiculous to assume that even a fantastic fighter can take that much punishment. The same holds true to a lesser extent for clerics, thieves, and the other classes. Thus, the majority of hit points are symbolic of combat skill, luck (bestowed by supernatural powers), and magical forces. (PHB p. 34)
Each hit scored upon the character does only a small amount of actual physical harm - the sword thrust that would have run a 1st level fighter through the heart merely grazes the character due to the fighter's exceptional skill, luck, and sixth sense ability which caused movement to avoid the attack at just the right moment. However, having sustained 40 or 50 hit points of damage, our lordly fighter will be covered with a number of nicks, scratches, cuts and bruises. It will require a long period of rest and recuperation to regain the physical and metaphysical peak of 95 hit points. (DMG p. 82)
Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile. (5E PHB p.196)

Literally healthier than a horse. StawickiArt.

Monday, November 11, 2019

Skill Checks for OSR Games

I can already feel my 7 or 8 readers cringing at the title. OSR style games tend to try to avoid the very idea of skills. From goals of simplicity to theories of gameplay, the concept has a very contentious history. I don't like skill systems in general.  They are cumbersome at best, troubling intrusive and game-breaking at worst. What I've done, instead, is sorta universalize something that was already going on in early D&D and made more explicit how to apply and adjudicate it in various situations. It'll be quick, I promise.

Shadowhaxz0r on Deviantart

Wednesday, July 31, 2019

Anticlericalism

I have a problem with Clerics.

At a purely game level, they don't add a problem-solving strategy to dungeon-crawling. While there are certainly approaches to game design that encourage a huge range of available classes (3rd Edition, Astonishing Swordsmen and Sorcerers of Hyperborea, and GLOG, for example), I contend that classes revolve more about generalized player strategy, with a secondary element of game-interaction preference. The more general the structure of classes in the game, the greater the amount of the game open to participation by all players: hyper-specialized niches leave players with naught to do much of the time. Given that, the classic trio of Wizard, Thief, Fighter provides a range of strategy and interaction:

Maximilien Robespierre
Famously not a fan of
clerics either.
  • Fighters provide a simple, brute-force approach to problems. They are best equipped to tackle situations with violence, in the sense of both dealing and resisting. Because of their greater toughness, they can take more risks than their companions. Their abilities are always "on".
  • Wizards are for lateral thinking approaches. Their toolbox of spells opens them up to possibilities beyond the purely mundane. While later editions (and, to be honest, their origin in Chainmail) situates them more as artillery, they ideally serve to create new opportunities for the adventuring party. Their powers have finite uses.
  • Thieves (which is a bad name, more on that later) are the finesse problem solver. They show up to the dungeon with a broader collection of skills than the fighter but less diverse than the wizard. In a sense they are a middle ground between two extremes, something made explicit in 1975's Tunnels and Trolls' Rogue class. More recent iterations have turned this archetype into an "Expert" with less attention granted to breaking-and-entering-type skills.

Thursday, July 11, 2019

Titles

The Mechanic

A character starts with two Titles: background and origin. One of these is probably race or species if that is relevant to your game. Each title has a name (class, race, specialty, background), one or more bonuses (probably a class ability, some hit points, and a save improvement), and a deed.

To "level up" meaning gain a new Title, the character has to accomplish a deed matching to each of their Titles, checking them off one-by-one, at which point they write down a new Title and Deed and remove the check from all. Each deed has to be distinct and any particular situation can only apply to one Deed of the player's choice, with the DM having veto power.

DMs might cap the number of titles to control the "maximum level" of a campaign. They instead overwrite the old trait of their choice. The PC is replacing knowledge and tricks as the old bits fall away.

Update (7/15/2019): Lexi of A Blasted, Cratered Land has taken this and adapted it for her own rules hack Mimics and Miscreants. It hews closer to traditional class systems than shown here.

Luke and Obi-Wan in Episode 4.
From apprentice...

A Fictional Example

Obviously, I designed the deeds around what Luke actually did in the movie, but this can still help you understand the idea in practice.
Luke Skywalker has "Peasant (Tatooine moisture farmer): Travel beyond your frontiers," and "Hotshot Pilot: Engage in a dogfight," written on his character sheet, each with some bonuses and ability. Upon meeting Obi-Wan and becoming a PC, he writes down on his sheet "Jedi Apprentice: Use the Force to do something impossible," which he manages to accomplish very soon when he impossibly blocks the remote's zap with a lightsaber blind. Going off planet is far beyond his frontier and the tie fighter attack is a dogfight. So by Yavin IV he has leveled up and gained whatever bonuses that he worked as appropriate for Jedi Apprentices. Ding.

After Apprentice, he wrote down "Big Damn Hero: Do whatever it takes to save others." Which he accomplished on the Deathstar run, after achieving dogfight in the battle above the Deathstar and frontier upon arriving on a jungle planet. But since he applied "destroying the deathstar" to save others, the use of the Force to aim the proton torpedo can't be used for it too. However, he quickly snags it when he impossibly draws his lightsaber out of the snow to free himself and defeat the Wampa. Ding. He writes: "Jedi Knight: Fight a peer using your lightsaber."

Snowspeeder Battle suffices for a dogfight and heading to Yoda on Dagobah (or solo hyperspace travel) for a new frontier. He's already lifted things with his mind but manages to convince his DM that the (impossible) escalating series of Force feats he does under Yoda's tutelage qualify for Apprentice because they are different enough from the lightsaber pull earlier. He runs to his friends despite being entirely unprepared in hopes of saving them. Finally, he (lightsaber) duels with his father. Ding. He writes "Jedi Master" and it's deed on his sheet.

He heads to Jabba's palace to save his friends. Boba Fett is a peer and he uses his lightsaber. Speeder bikes are close enough to dogfight. Death Star was never marked for frontier before, which is nice because it gets marked now. Endless impossible force uses are demonstrated, but invading the mind of Jabba's majordomo qualifies. Finally, in the duel with his father, he achieves "Jedi Master: win without fighting." Ding.

By the end Luke is (and has a marked on his sheet): Peasant, Hotshot Pilot, Jedi Apprentice, Big Damn Hero, Jedi Knight, and Jedi Master.


Luke Skywalker in Episode 6.
...to master.

Friday, June 21, 2019

Adventuring Complications Condensed

A few people commented on my last post, and one of them, Skerples, mentioned that it could be condensed. And it's true, it totally could be condensed for ease of reference. But OSR is a niche within a niche so I'm going to try to explain my reasoning whenever I can in order to make my blog as approachable as possible.

That said, long paragraphs aren't convenient for reference purposes. For pure readability, I can take a cue from Sean McCoy from his work on Mothership. In a fascinating thread about the layout process, he laid it out like this:
The rule is: can this prose be bullet points? Can the bullet points be a table? Can the table be a diagram? Can the diagram be map? Can the map be an illustration?
Mothership is a great looking game and this is good advice. So I'll apply it to Adventuring Complications. One thing that probably bears mentioning about this whole mechanic is that this is strictly for situations where the DM doesn't deem the task impossible or trivial. It only applies when they have both a chance of success and a meaningful chance of failure.

For any risky (not impossible, not trivial) task for which being prepared can render a complication easy, rate it on scale from 1-3 (moderate, challenging, extraordinary?) and compare it to the resources the players can bring to bear. If they have sufficient kit, they pass unhindered. If they lack kit, assess consequences.