ATK/AC

Another problem with the d20 system is the attack-bonus vs AC spiralling out of control. DCC does this as well, but also points to other solutions:

– using a die rather than a fixed bonus, meaning there’s still a chance of failure
– larger crit range (i.e. you crit on a 19+, then on a 18+)

However, the above things only apply to the warrior and dwarf.

So here’s the idea: Every other level, you get no attack bonus. Instead, you get a damage bonus. This way rolling to hit will still be thrilling, ACs easier to balance and you can maintain the low-level grit feel for a longer time. Every third or fourth level instead of attack bonus or damage bonus your crit die increases, meaning you will deal more damage when scoring a crit.

Re-schooling it

Yesterday’s DCC session left me thinking. I like the game a lot, but as I’ve said before I also find it full of flaws. Now, these flaws might be the exact reason someone else digs it, but for me some of the design gets in the way of enjoyment.

First, there’s the skill inflation that i’ve grown to hate during long d20 campaigns. To me, any bonus that’s larger than say +5 or -5 bereaves the game of its random-induced fun. Also, large bonuses also pave the road to increasing DCs i.e. that the DC/AC/target number is set so high, in order to provide a challenge for the fighter/specialist, that none of the other characters stand a chance.

Second, there’s the charts. Now I love charts as much as the next guy, but to me some of them are just downright dumb whereas others aren’t fully thought through. Like the mercurial magic: you roll a d% and add Luck modifier times 10 (so, if you have a luck modifier of +1 you’d roll d%+10). This, you do for all your spells. Now the problem is that at first level you get like four spells, so you roll the chart four times, but the chart has “only” a hundred entries. Meaning, of course, that a wizard with a modifier of two or more will be very likely to roll 100 producing the bland outcome “roll again twice, but with 4d20+(luck*10)”. Which, just as much of course, will trend heavily around 40 – 60 producing the thought provocing “nothing special happens” in doubles.

I am also not a big fan of the disapproval chart. Don’t get me twisted, i love the idea of disapproval just as i love the idea of mercurial magic. But once again, there’re problems with the variation that makes the chart significantly less fun to use the third time on.

So, yea. Yesterday. What was I thinking?

Well, let me first say that I’m not in anyway from an OS-environment. Most swedes aren’t. So the ideas that seem neat to me, might be absurd to you. It’s the circle of life kind of stuff.

But what i really was thinking of was this: crits and magics.

As for crits, it occurred to me that the idea of the crit-chart is to provide graphic detail, damage and make the scene change. You knock someone prone, they get dizzy and ATK is halved. Stuff like that. Problem is, many of these results feel underwhelming or irrelevant. Your dolm pudding is beyond the concept of “prone”, the skeleton wouldn’t get dizzy. So you roll, get a result that’s no good, and have to wing it anyway.

Idea:

– The crit die is not a die you roll on a chart, it’s a die for extra damage. Adjust appropriately.
– Special effects (such as prone, blinded, whatever) are properties of the monster. Like a quick time-event in a videogame. This way, your monster could read something like this “Ratkan the Giantess. Atk +2 (1d8) AC 13/7 HP 43, Fort +2. crit: Tendon! Falls over, dealing d4 damage (ref saves).”
– So the logic would be this: the creature loses one of it’s advantages, temporarily or permanently, but something potentially bad happens. For the dolm pudding, it could become visible (a bonus) but it’s terrible appearance could force everyone to check for paralysis.
– OR, if the special effects-concept seem dumb, just let the player describe a deed of arms.

As for magic, I’m very much in favor of the whole “the effects may vary”-business. But, if you’re a magician, it’s also a bit absurd when you have no idea what your spell is gonna do.

Idea:

-Each spell has five degrees of success.
– For a normal spell, they would be like this.

21+ You fucking nailed it. You do it, and THEN SOME. Apart from the effect, you may narrate some other boon thats related to the spell, e.g. your fireball becomes a wall of fire.

16+ Good job. Your spell does what it as suppsed to do, no more, no less. Eg. your fireball does 1d6 damage.

11+ Ok, but wait a minute. You do it, but your spell has some unforseen adverse effect. The GM gets to narrate some ill or bizarre side effect. E.g. your fireball does 1d6 damage, but now your robe’s on fire.

10- Failure, lost. Some quirk may appear e.g. a fire bug instead of a fireball.

So that’s four. The fifth is the disaster, misfire & corruption. But it has to do with the raise.
– The raise is how much your wizard is willing to risk. You must always raise at least one to cast a spell. You add your raise to the die roll, so if you’d raise 1 you’d roll a d20+1. If you raise 15, you’d roll a d20+15.
– The disaster happens if your unmodified die roll is less than, or equal to, your raise. So if your raise is 1, disaster strikes on a natural 1. If you raise 15, you suffer disasterous side effects on a natural 1 through 15.

Now, remember i wrote that for a normal spell the thresholds would be 11/16/21. You may subtract your personality mod from those target numbers. So with a personality of +2, your thresholds would instead be 9/14/19. Calculate the numbers and write them down on your sheet for further reference.

Outlines of a game

Since part of the context for this post is in English and part of it is in Swedish, I’ll go with English – pretending that we might have international visitors. The idea behind this game is to make a game adhering to the lumpley principle pass as an ordinary game, instantly recognizable to most people.

There are two key difference between ordinary TP and this version. First, the categories are different and the question is always “what do you do?”. Second, there’s a die roll used in determining the consequences of a player’s response to the question.

Trivial Pursuit, the horror game

What you need: A Trivial Pursuit or similar game. Some friends.

What you do: You navigate the game board, trying to overcome the six different horrors and trying to collect a “pip” of each color. To do so, you must make stuff up and refer to things your friends have said. The player who first manages to collect all six pips is declared the winner.

What are the horrors: There are six different horrors in the game. Every turn, you’ll be exposed to one or more of these horrors. Successfully dealing with the horror means you can take an additional turn.

When setting up the game, green player decides what the green horror is about, blue decides blue and so on. If you are less than six players, come up with the “missing colors” together or choose from the list below

Zombies, A mad scientist, Vampires, An alien creature, Demons, An evil organization

The White re-roll squares are not horrors, there you simply reroll the die.

How you do it:

1. Roll a die
2. Move your piece
3. The player to your left presents you with a challenge, according to the color of the square you landed in
4. You respond to the challenge, possibly refering to other players’ responses
5. Roll a die and determine outcome

On your turn, roll a die and move your pice accordingly in any direction. If the die shows 3, you move three squares.

When your piece lands in a square, the player to your left offers you a challenge. The player is free to make up anything, as long as it has something to do with the horror corresponding with the color of the square.

Now, you must respond to the challenge. You are free to make up anything, as long as it has something to do with the challenge you were presented with.

Both you and the player to your left roll the die. Whoever scored highest is the winner of the challenge and briefly describes the outcome. If you won, you immediately get to make another turn. In addition, you get a pip of the corresponding color if you were at one of the “headquarters”.

How do you refer: When making stuff up, whether it’s as a challenge or as a means of overcoming the challenge, you may refer to something another player has made up. If the other players agree that this referens would work to your advantage, you get +1 on your die roll. You may refer to muliple players, but only once to each.

Example: You land on a pink square and pink being zombies, the player to your left says “your totally getting attacked by zombies! They want your brain.” So, to refer you could say “Ok. but since they just got whacked in the head by Rebecka, they’re a bit slow so I’ll outrun them.” Rebecka nods cause, yeah – she did whack’em, and you get +1 to your roll. Also, you could add “And Simon, he’s been running away from them alot so I guess I’ll just follow his example and head for the woods”. Now you get to roll with +2.

Optional rules:
If you land in a square that’s already occupied by another player, you may fight him/her for a pip. Tell the player how you do it, referring to any or all of the bad things that has previously happened to your fellow player. Then, s/he tells you how s/he wards you off, referring to any or all of the bad things that has happened to you.

You may, if you wish, use your pip as a weapon. To do so, just say you do and what pip you’re using. This allows you to re-roll your die when overcoming a challenge or warding off a fellow player attacking you. however, if you roll 1 when rerolling, you lose your pip and must return it.

Come play w/us

We are currently playing The One Ring, and I’m gamemastering a three-episode tale that spins around Rhosgobel. Every week that we play an adventure, I’ll post it here. This way, you can experience the same adventure that we do. And hell, if you’re quick, the outcome of our sessions might even be affacted by the outcome of yours.

Here’s the first one. It was played yesterday, and took about four hours – two (optional) battles included. The adventure begins and Turnday, and the festivites to celebrate the coming of the Sun and the new year.

Download it here: A fateful Gift

Happy trails.