I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.
- William Blake
Friday, January 10, 2025
Dead-end mechanics
Sunday, January 05, 2025
Two uses for each ability score
Thursday, May 09, 2024
Ability scores generation: method X (B/X? S&S?)
Well, someone else did the math. Turns out that 3d6 in order gives you an average of 10.5, and Method I gives you 12.24. And ALL the other AD&D methods give you results that are HIGHER than 12.24.
But remember, B/X modifiers are bigger than AD&D. If you look at damage modifiers, for example Strength 13 in B/X is similar to 16 in AD&D (+1 damage), and a 16 in B/X means 18 in AD&D (+2 damage). A B/X PC with lots of 16s and 17s looks too powerful, adn a 18 should be extremely exceptional.
I like stats that look like the picture below: above average but not "epic". An average of 11-12, a couple of impressive abilities (14-17), and almost NO dismal abilities. I think someone just chose these abilities instead of rolling, but they feel about right for me.
[Notice that HP is also above average - maybe maximum HP at level 1?]
I feel that what is missing is a list of B/X methods, similar to AD&D: start with 3d6 in order and add several options that give you slightly higher results.
Anyway, I've heard one method I particularly liked: roll 3d6 in order, but re-roll 1s.
This gives you:
- Average 12.
- Minimum 6.
- Low ability are unlikely or impossible, but high ability scores are not so common either (less than 1% chance of getting a 18, which is lower than AD&D).
- A decent chance of getting a 15+ for one ability at least.
If you want the possibility of sub-par abilities, re-roll 1s ONCE, so you could STILL get a 3... But it is very rare.
The typical abilities would be something like 15, 14, 13, 12, 10, 8. Feels almost perfect!
I'm probably using that for my S&S book.
Thursday, April 11, 2024
Where AD&D is better than 3d6 in order
In comparison, the AD&D methods were not only more complex - involving more dice rolling, sometimes to ridiculous lengths - but also made starting PCs stronger than average humans (but they could still be knocked out and maybe dying from a 10-foot fall).
In addition, this added complexity, redundantly, often got you to the same modifiers you'd get in B/X.
- However, the bell curve in 4d6 is "higher" - averages (12, 13) are more likely and negative results are a lot rarer, which makes the game a bit faster since subtraction is uncommon (addition is quicker).
- Maybe PCs should be a bit stronger than the average human? And, specially, avoid PCs that are extremely weak in any area (e.g., PCs that can barely speak).
Thursday, October 05, 2023
Point-buy D&D (OSR)
Point-buy mechanics are not uncommon in D&D; even in OD&D (IIRC) you could reduce one ability score to improve another. Later on, you had proficiencies to choose.
The best thing about this is that you can customize your character however you like.
The main problem, of course, is analysis paralysis.
[Another downside is that all PCs of the same class become "optimal" and "samey" if you don't introduce some randomness].
Too much choice becomes burdensome. At the very least, you'd need a few examples or templates to help players out, unless they are familiar with the system (with that said, I played such systems for decades without much issue).
Anyway, I have often wondered if old school D&D could be easily reduced to a point buy system - probably after playing Lamentations of the Flame Princess, which uses a similar system for skills.
by James West. |
Ideally, we'd have a number of things to "buy" with a similar cost.
Let's start with 3 points per level (maybe 5 on level 1). You can assign them to (no more than one point per level to the same ability/skill/etc.):
- Attack bonus.
- Saves (bonus apply to all saves).
- Ability scores improvements
- Skills (1-in-6 otherwise).
- Spells (1 point per spell).
- Spell-casting.
- Turn undead.
- Feats/features.
Some entries deserve special consideration.
Spell-casting means your MU level. Spellcasting 3 means you cast as a 3rd level MU. You still have to learn the spells, and you probably need at least the same number as you spellcasting (e.g., at least 3 spells for spellcasting 3).
To Turn Undead you roll 1d6 and must beat the target's HD by 4 or more. TU 2 means you roll 1d6+2, etc. A margin of 8 or more means destruction.
Feats are various perks, including all existing features. Some of them could cost more than 1 point (e.g., multiple attacks) and they might be limited (e.g., one for every three levels) to reduce complexity. You can find many examples in Old School Feats - they'd cost 2 points each.
About Point-Based Characters. The idea of point-based RPG characters dates back to at least Melee (1977), the predecessor to The Fantasy Trip (1980). It was popularized by Champions (1981) and has since become a mainstay of the roleplaying industry.
However, even in 1995, the idea still hadn't been officially incorporated into AD&D, which instead focused on random rolls to generate characteristics, linked with rigid class and level structures that didn't give players any room for variance in their characters. The closest that AD&D came to point-based characters was in Unearthed Arcana (1985), which offered some alternative methods for rolling lots of characteristic dice to try and generate a specific character class that the player was seeking. AD&D second edition (1989) similarly provided some methods to let players add extra dice to certain characteristics during character generation.
Skills & Powers dramatically changed this by offering a point-buy system that let players not only purchase characteristic points and proficiencies, but also allowed them to choose which class abilities that they wanted to buy. It allowed considerable variation, and thus players could have characters with "out-of-class" weapons, or even a Conan-esque fighter who could both fight and move silently. Skills & Powers even included traits (advantages) and disadvantages - two notable elements of point-based character systems that help to add detail and depth to characters.
Saturday, August 07, 2021
Minimalist D&D XIV - Overlapping abilities (and Mental Defense)
Things have changed. In modern D&D, you will hardly make any check that does not include one ability score in some way. Saving throws, initiative, attacks, damage... all rely on your abilities to some extent. In old school D&D, class and level were more important. In 5e, it is about 50-50.
And the overlap has increased, too. Now you can cast spells with Intelligence, Wisdom and even Charisma. You can use your Strength to boost your AC with heavy armor, or you Dexterity with light armor. Some classes get to add Wisdom or Constitution to AC when not wearing armor (maybe Charisma too; I don't recall, but it would be fitting). Some weapons allow you choose between Strength and Dexterity for attack rolls AND damage. When escaping from a grapple, you can choose between Strength (athletics) and Dexterity (acrobatics), making both abilities AND skills overlap.
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Art by Rick Troula - source. |
Monday, August 02, 2021
Minimalist D&D XIII - skill use, proficiency all the time, or no proficiency at all
One thing I dislike is how some skills are practically useless while others are ubiquitous. The user Merudo has compiled a couple of lists that illustrate this point:
I've searched through the adventure Waterdeep: Dragon Heist and counted the number of times that a given skill is used in an ability check.
Here are my results:
- Athletics: 48
- Acrobatics: 6
- Sleight of Hand: 3
- Stealth: 9
- Arcana: 6
- Investigation: 15
- History: 3
- Nature: 3
- Religion: 4
- Animal Handling: 3
- Insight: 10
- Medicine: 0
- Perception: 56
- Survival: 3
- Deception: 9
- Intimidation: 16
- Performance: 1
- Persuasion: 22
So the main skills are Perception (56), Athletics (48), Persuasion (22), Intimidation (16), and Investigation (15).
Note that some of these skills will actually show up more often than listed in the book, simply because the checks are a result of player actions. That's especially the case for social skills, Stealth, and Sleigh of Hand.
I've searched through the adventure Tomb of Annihilation and counted the number of times that a given skill is used in an ability check.
Here are my results:
- Athletics: 51
- Acrobatics: 14
- Sleight of Hand: 1
- Stealth: 10, plus extra opportunities if moving at slow pace
- Arcana: 5
- Investigation: 10
- History: 4
- Nature: 2 + recognize 8 plants/animals
- Religion: 6
- Animal Handling: 4 + dinosaur race
- Insight: 2
- Medicine: 4
- Perception: 96
- Survival: 13 + navigation checks
- Deception: 8
- Intimidation: 3
- Performance: 1
- Persuasion: 11
That level 20th fighter? Yes, he DOES know a thing or two about arcana. He cannot cast spells, but he has seem plenty of sorcerers, spells, monsters and magic weapons.
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Robson Michel - source. |
Monday, May 31, 2021
Fortitude/Reflex/Will in D&D 5e: another quick fix
Sunday, February 28, 2021
Minimalist D&D VIII - Stripping the Fighter (and barbarian)
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Fighters don't need much... (art by Angus McBride). |
Hit Dice: 1d10 per fighter levelArmor: All armor, shieldsWeapons: Simple weapons, martial weaponsTools: NoneSaving Throws: Strength, ConstitutionSkills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Level | Proficiency Bonus | Bonus Features |
---|---|---|
1st | +2 | Fighting Style, Second Wind |
2nd | +2 | Action Surge (one use) |
3rd | +2 | Improved Critical |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Ability Score Improvement |
7th | +3 | Remarkable Athlete |
8th | +3 | Ability Score Improvement |
9th | +4 | Indomitable (one use) |
10th | +4 | Additional Fighting Style |
11th | +4 | Extra Attack (2) |
12th | +4 | Ability Score Improvement |
13th | +5 | Indomitable (two uses) |
14th | +5 | Ability Score Improvement |
15th | +5 | Superior Critical |
16th | +5 | Ability Score Improvement |
17th | +6 | Action Surge (two uses), Indomitable (three uses) |
18th | +6 | Survivor |
19th | +6 | Ability Score Improvement |
20th | +6 | Extra Attack (3) |
Thursday, January 07, 2021
Minimalist D&D VII - Six skill sets
Sunday, December 20, 2020
Bows are nearly useless (unless you're an expert)
Monday, August 31, 2020
Minimalist D&D IV - How many skills do we NEED?
As I write my "Dark Fantasy Hack" - a somewhat minimalist (or at least elegant) version of the game - I'm considering cutting skills entirely... but less make a small exercise first.
Here is what we've got int he original game:
Strength
* Athletics
Dexterity
* Acrobatics
* Sleight of Hand
* Stealth
Intelligence
* Arcana
* History
* Investigation
* Nature
* Religion
Wisdom
* Animal Handling
* Insight
* Medicine
* Perception
* Survival
Charisma
* Deception
* Intimidation
* Performance
* Persuasion
How many skills can we cut without significant loss?
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art by Rick Troula. |
* Athletics - this skill in redundant with Strength. This means that characters with low Strength and high athleticism are rare; you'll have a hard time finding them in movies, literature, etc., when comparing those that are good (or bad) at both things. You can safely ditch this skill by using the optional rules in the DMg or doubling the Strength modifier.
Notice I'm using "adventurers" or "protagonists" as a rule. Of course you can have some kind of professional athlete (or other specialist) that is only good in one sport. But this is not a common character concept in D&D and adjacent fiction.... at most, a great athlete that cannot fight would be a NPC.
How do we measure that? Well, ONE way is to see how many classes in 5e have athletics as a skill and ALSO Strength as a "suggested" ability. I'm not looking at this one a case by case basis, but, to give you an idea of what I'm talking about, you can see that the classes who rely most on Strength (Barbarians, Fighters, Paladins) have athletics on their skill lists.
* Acrobatics - similarly to athletics, this skill in redundant with Dexterity.
* Sleight of Hand - a bit redundant with Dexterity... However, I could see a character good with delicate things that is not necessarily good at dodging or shooting a bow, and vice-versa. Maybe this has more to do with Dexterity being too powerful than with the specific skill. Does this make sleight of hand a specialist skill? I dunno. I gonna say "maybe" for this one.
To make things clear, I would call a specialist someone who could be great with a skill regardless of ability. So, maybe we might have someone who is not wise or clever, but is REALLY good with nature. A healer with low Wis and high Int is also easy to imagine, etc. Also, so specialists are a bit RARE among adventurers... every PC should be able to run, hide or dodge, but not necessarily know magic or medicine.
This is not clear-cut. But I think you get the idea.
* Stealth - redundant with Dexterity.
* Arcana - like sleight of hand, I could see how this would be redundant with Intelligence (and, in 5e, there are no classes I can think of that rely on Intelligence except spellcasters). It si easy to see, however, how this would be a specialist skill in a low magic setting.
* History - probably redundant with Intelligence... like arcana, could be a specialist skill.
* Investigation - "When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check". I had to look that up to make sure. Well, this is similar to history; probably redundant, could be a specialist skill, but I doubt it - all PCs should be able look for clues and make deduction, and even Batman and Sherlock Holmes are extremely intelligent characters.
* Nature - This is where things start to get difficult. This is certainly NOT redundant with Intelligence, when you think of the low Int barbarian that know a lot more about nature than a high Int wizard. Using Wisdom would make it slightly better, but not much (think Barbarian versus Cleric).
But it is also not exactly SPECIALIST skill - since it is a common enough character concept IMO, and also something LOTS of characters in the same party could have (a party with three healers or historians is a lot rarer, for example). So... this skill is almost necessary.
* Religion - look, a cleric or paladin know a lot about HIS OR HER RELIGION... but not necessarily ALL religions. So, specialist skill. However, theologians are rare characters. and, in a world where deities are magical, magicians will certainly know a bit about deities, demosn, spirits, ressurrection, etc. (use history for the non-mystical aspects). So, probably redundant with other skills (arcana and history).
* Animal Handling - Similar to nature. In fact, a bit redundant with other skill (nature), since, again, not many character that are "good with animals, bad with nature".
* Insight - Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Redundant with Wis.
* Medicine - a bit redundant (most doctors in fiction are smart, but smart people are not that often capable of doing medicine), but mostly a specialist skill. Also, could be Intelligence instead of Wisdom, but anyway...
* Perception - redundant with Wis, and also a bit redundant with other skill (Insight). Also, wouldn't it be cool if perception were context-specific? So,t he ranger notices everything in the wild, but the aristocrat measures every look in the court, etc.
* Survival - a bit redundant with other skill (nature),
* Deception - redundant with Charisma. Not being able to lie is a common limiting factor in some archetypes, but not exactly a lack of skill.
* Intimidation - shouldn't be a skill. Also, you could intimidate with Strength, etc.
* Performance - redundant with Charisma. If very specific (playing a lute, for example), it might be a specialist skill.
* Persuasion- redundant with Charisma.
Notice that it is hard to think of a good actor, leader, or lair with low Charisma.
In short:
Strength
Dexterity
* Sleight of Hand - redundant, maybe specialist.
Intelligence
* Arcana - redundant, maybe specialist.
* History - redundant, maybe specialist.
* Nature - useful.
Wisdom
* Medicine - specialist.
Charisma
So, let's say we keep sleight of hand (which should probably include Thieves' tools), arcana, history, nature and medicine. Everything else gets folded back into ability scores. Five skills.
Here is one idea: you get to choose one skill, or more if you have high Intelligence (two at 14, three at 16... or something). Spell-casters MUST take arcana. Thieves (or other classes with many skills) get a few extra ones. Maybe you could trade a skill for a few languages or tool proficiencies. Might be a cool way of making Intelligence more useful.
Notice that these five skills are VERY close to backgrounds... you have a "wilderness" background (nature), an "urban" background (sleight of hand), and "arcane" background (arcana) and a couple of "scholar" backgrounds (history and medicine). If assign "history" to relevant nonmagical events (important families, lineages, wars, etc.) you'd have a "noble/knightly" background in there.
On the other hand, this is almost - ALMOST - fighter, thief, wizard and cleric.
But I'm still not sure that the entire skill system is worth keeping for these five skills.
Well, this is what I have for now. See you soon!
Further reading:
https://methodsetmadness.blogspot.com/2020/07/skills-in-osr5e-proficientexpert-and.html
https://methodsetmadness.blogspot.com/2020/05/minimalist-d.html
https://methodsetmadness.blogspot.com/2017/06/gurps-d-part-ii-skills.html
https://thealexandrian.net/wordpress/45078/roleplaying-games/untested-5th-edition-streamlined-skills