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

Showing posts with label Dice. Show all posts
Showing posts with label Dice. Show all posts

Thursday, June 11, 2026

"Serious" fumbles I can enjoy

As I’ve said before, I usually don’t like fumbles or critical failures in combat, at least in more "serious" campaigns; they make fighters look foolish.

Worse, the higher level a fighter gets, the more attacks they make; if every natural 1 is a fumble, fighters end up failing far too often. When you’re rolling 4 or 5 attacks per round, one of them is almost guaranteed to be a ridiculous blunder. Critical failures do happen in real life, but not nearly as often as a single die face suggests.

The idea of a saving throw to confirm whether the fumble actually happens is a decent (mathematical) fix; but with multiple attacks and multiple saves you end up with lots of rolls that don’t lead anywhere.

Instead of focusing on the character, we could focus on the weapon or the environment. Keep fumbles, but only in situations that are genuinely risky; and the effects shouldn’t make the character look like an idiot, but highlight the limitations of the weapon or the setting instead.

For example, a longsword needs space to be effective. In a cramped tunnel it still works (you can use half-swording, etc.), but it’s suboptimal; that could cause the fumble. You could even build a table of things that might go wrong on a natural 1, but only if it makes sense in context. If there’s no additional danger, then nothing funny happens.

Another option is to give the enemy an opportunity to strike with an advantage; maybe you overextend, make a reckless swing, and miss, opening yourself up to a counterattack. That way the focus isn’t on your “stupid mistake,” but on the danger you’ve exposed yourself to.

Let's try to combine both ideas. Here is how an actual rule I might use would look like:

---

When you roll a natural 1 on an attack, it is always an automatic miss. In addition, it can cause serious consequences if you’re in a risky situation:

  • Close allies: If an ally is too close to your target (e.g., shooting into melee or attacking a grappled foe), roll again to see if you hit your ally.

  • Tight spaces: If the area is too cramped for your weapon, you strike a wall and take a –4 penalty on your next attack with that weapon.

  • Flails and chains: If you’re using a flail, roll again to see if you hit yourself (half damage).

  • Fragile weapons: If you’re using a low-quality weapon or one unsuited to the target (e.g., a common blade against a stone creature), your weapon may break or lose its edge (–1 damage until repaired).

  • Dangerous stunts: If you’re attempting a dangerous stunt, such as jumping form a higher point etc., you failed catastrophically. Fall prone, take damage, save for half.

  • In all cases: You lose your footing, expose yourself, and take –2 AC until the start of your next turn, unless you spend an attack to regain balance.

---

By the way, this is the best rule I have for "shooting into melee". Being  a good archer improves your chance to hit an ally close to targe (an incompetent archer is more likely to miss both entirely), and this also takes into account your ally's armor.

Tuesday, April 28, 2026

Minimalist OSR equipment list

Maybe I spent more time than I should have studying this list, but I believe I managed to summarize most of the equipment needed for a D&D adventure into major categories in a reasonably coherent way.

The price of one gold piece per day for food is expensive by historical standards, but it aligns with what most D&D editions recommend. And, of course, it can easily be swapped for a silver standard, if you prefer.

This updates the list on Dak Fantasy Basic slightly and convert prices to gold.

I believe this list is compatible with B/X prices when possible, but also the prices of items relative to one another are more accurate by historical standards and more sensible overall.

Please let me know if you have any corrections or objections!


--

Currency

The usual currency in this game is coins of various metals. For simplicity’s sake, assume all coins have similar weight, and each metal is ten times more valuable than the next in the list.

1 platinum piece (pp) = 10 gold pieces (gp) = 100 silver pieces (sp) = 1,000 copper pieces (cp).

Players start the game with 3d6 x10 gp. A gold coin is enough for hot meal, a cold beer or a night in a collective room. Copper pieces are rarely worth carrying for adventurers, but are common currency in hamlets etc. A common laborer will earn rough 1 gp per day and eat cheaper food.

100 coins weight one “item” (i.e., roughly 3 pounds).

  

Miscellaneous equipment

 

Food (one day): Fresh (1 gp, weight 1), must be eaten within a week. Rations (2 gp, weight 1/3) last for one month. A hot meal or cold beer in a tavern costs 1 gp.

 

Common tools (5 gp, weight 1): backpack (holds 10 weight), bedrolls (winter bedrolls: 10 gp, weight 2), blank book, block and tackle (requires rope), board game, camping gear (flint, small blade and hammer), chain (per feet), climbing gear (for wood surfaces or similar; stone climbing gear is 10 gp, weight 2), clothes (winter clothing: 10 gp, weight 2), cooking tools, crowbars, fishing tools, grappling hook, hammers, healing kits (10 uses), hooded oil lantern, hunting traps, merchant's scale, musical instruments (small, like drums, horns, trumpets; larger and more complex instruments cost 10 gp or more), rope (silk, per 20 feet), shackles, steel mirror, winter blanket.

 

Heavy tools (5 gp, weight 3): caltrops (enough for 10 square feet), shovel, pick, iron spikes (30), tent (1 person).

 

Cheap tools (1 sp, weight 3): 15 torches, 10' pole, 20 candles (weight 1).

 

Expensive tools (25 gp, weight 1): holy symbol, lock picks, grimoire, luxury versions of common tools (that might be 10% better or give you a +1 bonus to a test).

 

Liquids: water for one day (usually free, weight 1; weight 2 in very hot weather), pint of oil (1 gp, weight 1/3; can be lit and thrown 20' for 1d6 fire damage), holy water (25 gp, weight 1/3; can be thrown 20' for 1d8 damage against undead, demons, etc.).

 

Skills & tools

Skills will often require tools such as a healing kit, climbing gear, lock picks, etc. Improvised tools will often cause disadvantages. Some tasks will be impossible without tools (GM's call).


Additional reading:

https://methodsetmadness.blogspot.com/2026/03/minimalist-weapons-2026.html

Thursday, March 19, 2026

Minimalist weapons (2026)

I've tried this before: rationalizing B/X weapons and giving a few extra options without too much complexity.

I also gave weapons more reasonable prices and weights (encumbrance system to follow).

Now I'm writing my "OSR Minimalist" again and this is what I'm going with.

This is my latest attempt, and I'm quite happy with it. 

Tell me what you think! Did I miss anything?




Melee Weapons

In the case of melee weapons, the damage, price, and weight are determined by size.

 

Size

Damage

Price

Weight

Small (S)

1d4

$3

1/3

Medium (M)

1d6

$5

1

Large (L)

1d8

$10

2

Great (G)

1d10

$20

2

 

Small weapons can be used in the offhand and thrown (20 feet). E.g., dagger, dart, sap.

Medium weapons are used in the main hand and can likewise be thrown (20 feet). E.g., short sword, hand axe, light mace.

Large can be used in one or both hands (+1 damage when used with both). E.g., longsword, dane axe, heavy mace.

Great weapons must use two hands to attack. Two-handed sword (zweihänder, claymore), great axe, lucerne hammer, maul, most polearms, etc.

 To further differentiate weapons, here are some optional traits.

---

§  Expensive: double the cost.

§  Quick: if you roll minimum damage, make one immediate free attack against the same target (once per turn).

§  Reach: attack from second row (5' extra).

§  Charge: double damage on a charge or when set against one.


Here are some common weapons:

§  Axes, maces (M, L, G). +1 to hit shields, heavy armor, hard or brittle targets. Axes also get +1 against wood and maces +1 against stone.

§  Brass knuckles (S, $1). 1d2, quick.

§  Clubs (S, $1). No special features.

§  Daggers (S). Expensive, quick.

§  Flails (M, L, G). +1 to hit shields or heavy armor, +2 if both, -1 if none.

§  Javelins (S). Thrown 30', weight ½.

§  Kick (S). 1d2; on a natural 1, risk falling prone.

§  Pole weapons (L, G). Expensive, reach, charge, plus same effect as axe and mace.

§  Punch (S). 1d2−1, quick.

§  Quarterstaffs (L, $3, 1d4 damage). Reach or quick (choose when attack).

§  Spears (M, L, G). Reach, charge.

§  Swords (M, L, G). Expensive, quick.

§  Warhammers and warpicks (M, L, G). +2 to hit heavy armor, hard or brittle targets, -1 against unarmored and soft targets.

G weapons: +1 damage vs. larger-than-human foes, −1 to hit smaller-than-human ones. Swords and spears get +1 damage if M, +2 if L, +3 if G. 

---

Ranged Weapons

 All ranged weapons require ammunition and two hands to operate. 

Weapon

Damage

Price

Weight

Range

Notes

Sling

1d4

$2

1/3

40'

-

Short bow

1d6

$20

1

60'

-

Long bow

1d6

$30

2

70'

-

Crossbow

1d6

$40

2

80'

Slow

  • Slow: spend one round reloading between shots. 

Ammunition costs:

  • Arrows or bolts — 20 for $5, weight 1.
  • Sling bullets — 30 for $1, weight 1.
---

Note: I may or may not combine this with an optional critical hit checklist (and fumbles) to give weapons even more distinctions.

Also, let me know: would a list of ~24 weapons be easier to grasp than this "choose the size of your weapon" scheme? Or something else (e.g., list of weapons and sizes versus separate list of traits...)

I'm leaning towards leaving lhe list of simple weapons in the minimalist version and adding the full list as separate and optional.

Example (unfinished):

#WeaponSizeDamagePriceWeightTraits
1PunchS1d2−1Quick
2KickS1d2On natural 1, risk falling prone
3Brass knucklesS1d2$10Quick
4DaggerS1d4$61Expensive, quick, thrown 30'
5ClubS1d4$11
6JavelinS1d4$3½Thrown 30'
7Axe, maceM1d6$51+1 to hit shields, heavy armor, hard or brittle targets
8FlailM1d6$51+1 vs shields or heavy armor, +2 if both, −1 if neither
9SpearM1d6$51Reach
10SwordM1d6$101Expensive, quick
11Warhammer, warpickM1d6$51+2 to hit heavy armor, hard or brittle targets; −1 vs unarmored
12Axe, maceL1d8$102+1 to hit shields, heavy armor, hard or brittle targets
13FlailL1d8$102+1 vs shields or heavy armor, +2 if both, −1 if neither
14QuarterstaffL1d4$32Reach or quick (choose when attacking)
15SpearL1d8$102Reach
16SwordL1d8$202Expensive, quick
17Warhammer, warpickL1d6$102+2 to hit heavy armor, hard or brittle targets; −1 vs unarmored
18Axe, maceG1d10$202+1 to hit shields, heavy armor, hard or brittle targets
19FlailG1d10$202+1 vs shields or heavy armor, +2 if both, −1 if neither
20Pole weaponL1d8$202Expensive, reach, +1 to hit shields, heavy armor, hard or brittle targets
21Pole weaponG1d10$402Expensive, reach, +1 to hit shields, heavy armor, hard or brittle targets
22SpearG1d10$202Reach, disadvantage within 5'
23SwordG1d10$402Expensive, quick
24Warhammer, warpickG1d10$202+2 to hit heavy armor, hard or brittle targets; −1 vs unarmored

Tuesday, March 03, 2026

The critical hit "checklist"

As you might have noticed, I really like critical hits, but I dislike complexity. Playing systems such as Rolemaster with extensive crit and fumble tables, where a bad roll could mean your character trips over an invisible turtle (really!), was fun but also slow and frustrating.

This is another idea for critical hits. 

My aim is to pile all weapon complexity onto critical hits, so we don't have to write it down in every character sheet. It makes critical hits lengthy and detailed, but something you can easily change or ignore if you dislike it.

Maybe critical hits activate on a natural 20 (maybe 19-20 for certain fighters), or maybe on a margin of success of 10 or more. Whatever method you use, I think this table would simplify things. Each line can represent an idea that applies to lots of weapons, and you can just skip the lines you don't use.

You start with the idea that a critical hit not only gives you maximum damage, but — if it doesn't outright kill your target — gives you a percentage chance of doubling it.

The chances start at 5% for each point of difference between your d20 roll and your target number (e.g., with ascending AC, if you have a total of 23 against AC 13, you start with a 50% chance).

Then you go through a small checklist, skipping the items that do not apply:

  • Using two hands gives you +10%.
  • Armor (or tough/brittle bodies) gives swords and axes -10%.
  • Shields give swords, spears and arrows -10%.
  • No armor (or soft/flexible bodies) gives swords +20% and axes +10%.
  • Lack of blood and functioning organs gives swords and spears -20%.
  • Spears give you +10% otherwise (i.e., if there are blood/organs).
  • Oozes give blunt and small weapons and missiles -20%.
  • Large foes give blunt and small weapons and missiles -20%.
  • Polearms are combinations of weapons, so it depends. Other weapons might fall somewhere in the sword (slashing) spear (piercing) or mace (blunt) categories. 

You get the idea. You can tweak the numbers, but potentially the entire "weapon versus armor" and "weapon versus large" tables could be included here — and since critical hits are rare, all this complexity only comes up occasionally, keeping the game fast the rest of the time.

When you get the percentage (if positive), you roll the chances of doubling your damage. If you roll doubles, you triple damage. Such a critical hit should always be described in detail, and someone killed in this manner will often suffer a gruesome death (decapitation, disembowelment, etc). If you miss the percentage roll, you still add +2 damage if you roll doubles.


If you like to use fumbles, a natural 1 could give you a fumbling chance. At least here they wouldn't apply to 5% of all attacks. Fumbling chances could be affected by circumstances such as:

  • Using a flail.
  • Shooting into melee.
  • Fighting with large weapons in small spaces or using bows indoors.
  • Uneven or unsafe ground.
  • Either way, the goal is the same: keep the complexity tucked away where it rarely surfaces, but it exists and always stays somewhere in the back of the players' heads, making weapons feel more grounded and detailed without slowing your game down.

    Friday, September 05, 2025

    Reconsidering random encounters (again)

    I'm reconsidering D&D random encounters... again.

    OSE (B/X) says this about the chances of random encounters:

    Clear, grasslands: 1-in-6.
    Barren lands, hills, mountains, woods: 2-in-6.
    Desert, jungle, swamp: 3-in-6.

    The idea that mountains and deserts should have lots of encounters feels both unrealistic and unnecessary. 

    Forests probably deserve more frequent encounters, but honestly, we could just equalize encounter rates across all terrains without much loss. You’d still end up with more fights in mountains and forests anyway, simply because travel is slower there. 

    Again, from OSE:

    Some types of terrain modify the speed at which characters can travel:

    Broken lands, desert, forest, hills: 33% slower.
    Jungle, mountains, swamp: 50% slower.
    Maintained roads: 50% faster.

    Plains might have fewer beasts, sure—but they tend to have more humans, so the total number of encounters could stay about the same.

    Here is one alternative: 2-in-6 chances for every terrain. If you are in terrain that could fall under two categories (forested mountains, a river in a swamp, a settlement in the desert), a 1 means you roll on the first table, a 2 means you roll on the second table.


    What else?

    Do we really need different tables for each terrain? It makes some sense, but when I started reading the AD&D tables, I noticed something odd. In alphabetical order, there are no giant ants, badgers, beetles, or beavers listed for mountain terrain. That’s not very precise either. In B/X, there are no undead in forests and no insects in mountains. Is there a reason? This probably deserves some revision.

    Rivers are trickier. If you’re in a boat, you’re likely to miss or ignore most fish, and even common alligators or snakes. Most rolls end up feeling wasted. So maybe rivers need their own table too—unless you’re swimming, which isn’t all that common in my experience.

    Then there are city encounters, which clearly deserve their own separate treatment - the reasoning is completely different (distance, surprise, reaction, numbers found, etc.). Same goes for the sea. 

    In the end, we’re left with intricate encounter tables that don’t always mean much.

    Well, anyway, I've been looking for the perfect random encounters and I haven't been able to find them. I fixed some things I disliked in Basic Wilderness Encounters, if you want to check it out. I've also made a small app to quickly check for encounters and weather. But I guess I'll keep looking for ways to improve these procedures.

    Friday, August 15, 2025

    B/X random encounter/travel generator

    So I've made a small dice roller / random encounter/ travel generator for B/X, OSE and other "Basic" games.


    This is a tool I wanted to have for my own games; I realized it takes too long to roll during the game. Now I can do most of the work with a click (or a few clicks; see below).


    I've tried several solutions, including rolling 1000 (!) encounters for my games, many of which I used with great success - they are in the Basic Wilderness Encounters book.

    But I also wanted an automated tool for weather (I often forget to roll/describe it) and encounter checks. The weather checks are just descriptive unless they roll terrible weather. I created them inspired by the reaction table.

    This isn't as complete as Basic Wilderness Encounters (which also includes NPC names, number and type of monsters appearing, etc.). It is more agnostic, however; you can combine it with your favorite random encounter table, table of random names, etc.

    Here are some fine tools for OSE. I've seen some other tools out there in the format of apps and spreadsheets, but I prefer having one link, that I can "roll" with one click.

    And it is very transparent, you can ignore any roll you want, add Charisma to the reaction check, let PCs roll for surprise, etc.

    I might fix some stuff if I had similar tools formatted for perchance. I especially wish I had a generator that also gave me the number appearing immediately; the rest is often not as important, because the PCs can sometimes choose to ignore the encounter, for example.

    I hope this tool helps you experiment running B/X or OSE encounters as originally written, taking distance, surprise, reaction, etc., into account.

    This has LOTS of room for improvement, but it takes work. Anyone can edit it (give me credit if you find it appropriate), and I hope there are other generators out there which we can use, add, remix, etc. 

    Please let me know! I'd love to have a good perchance generator for B/X or AD&D encounters that I can incorporate to this one!

    Additional reading:

    Friday, August 08, 2025

    Old school dice pools

    So, I just had a fast combat/mass combat idea for D&D, probably from  Chainmail or Delta's blog:

    Roll 1d6/level for fighters, half as much for clerics, 1/3 for MUs.

    1 misses, 2-5 hit/miss depending on AC, 6 always hits. 

    Monsters only need one hit per HD and we don't even need d20s. 

    The idea is making combat against dozens of opponents a bit quicker.

    But come to think of it, it could be pushed into an entire system. Let's see.


    Duels

    Two 9-HD fighters facing off would each roll 9d6 and cause an average of 3 hits per round (assuming they hit on a 5-6), so combat would be a bit quicker than, say, B/X.

    Ranged combat

    Both in real life and D&D, ranged combat is not usually as efficient as mêlée combat. Maybe adding 1 or 2 to AC is enough. To avoid treating an archer like a machine gun, you can rule "missed" shots are time spent in aiming, drawing, etc., and only "hits" or 1s waste arrows.

    Against a single target, maybe all damage comes from a carefully aimed single arrow; so a very powerful fighter with a magic arrow could kill a dragon immediately, but this is very rare.

    Weapons

    Certainly there is some nuance lost here. Let's assume everyone is using a single-handed weapon. 2H weapons might add a dice, while maces may remove a point of AC, etc.

    Turn Undead

    Cleric rolls 2d6/level. 

    Rolling 2-5 turns one HD of undead, 6 damages them. You can alter these numbers to make the cleric more or less powerful, or maybe make turn undead a spell (see below).

    Spells

    Casters have 2d6/level "magic dice" per day. 

    When casting a fireball, it works identically as a fighter's attack, but any 6s you roll are removed from your pool until the next rest. 

    (I think I got this idea from Necropraxis).

    This fixes a number of fireball problems I usually have.

    Same works for curing wounds.

    But what about spells that deal no damage? Maybe we could still keep the "roll to cast" and "magic dice" aspects. a 4-6 counts as a success; a 1st level spell requires only one success to function, etc.

    You can use several dice to cast a 1st level spell, so you can be sure it succeeds in the first try, but that way you'll also roll more 6s and spend more dice.

    Skills

    Let's use "hear noise" as an example. Non-thieves have 1-in-6 chances, thieves start with 2-in-6.

    So let's say a normal PC rolls 1d6, but a thief adds 1d6/level. Rolling a single 6 means success, so the thief start with 30.5% chance. By level 10, he rolls 11d6, with a 85% chance of success. He won't get to 99% until level 19-20 or so, which is nice, so there is always some chance of failure.

    Maybe multiple 6s mean extraordinary success, and rolling all 1s means disaster (e.g., falling from a climb or getting caught in a trap).

    Backstabbing is easy; a thief simply attacks as a fighter while backstabbing, and maybe lowers the AC by one if you want them to be really deadly.

    Saves

    Saves can work similarly to skills. Everyone gets 1d6 plus 1d6/level. 

    Notice that the progression from 30% to 85% between level 1 and 10 is quite fitting. You can give fighters, dwarves, paladins etc. an extra die or two.

    You do not usually "save" against damage; treat this like an attack against AC (see below).

    HP

    There is no more HP, only "hits". To make things a bit softer, I'd give each PC one hit PLUS level for fighters, level/2 for clerics etc.

    Maybe you could do the same for monsters so that a 1 HD monster has 2 hits and so on. 

    AC

    AC now is 2 (unarmored) to 6 (plate+shield). 

    If you want magic armor etc. you could go even higher, but then you'd need special rules. For example, each time you roll a 6 you can roll again and add 5 to get a result from 6 to 11.

    In conclusion...

    Well, if you like dice pools, you can see that you might was well play old school D&D with them and a little conversion. But you'd lose some nuance in ability scores, weapons, etc. Maybe just sticking to the d20 is easier.

    Still, we have some nifty systems for mass combat, and maybe skills, spells and saves, to experiment with.

    Sunday, July 27, 2025

    AD&D 2e reaction table

    The AD&D 2e reaction table is... interesting:



    The tables are different for several reasons, but the main distinction is that the AD&D 2e table requires you to check the player characters' attitude before finding out how the monster behaves, while every other D&D table I can remember goes the opposite way: first consider the die roll, then check how the monsters behave.

    Of course, in practice you can always ask how the PC's react first (or ignore the rection roll altogether, etc.). But I think it would be better to rely on initiative here - if the PC's have the initiative, they can choose to show they're friendly before the monsters decide how to react, which would certainly give them some advantage in the reaction roll.

    If they LOSE initiative, the monsters "react" first - but if they are uncertain, this gives the PC's another chance to make a peaceful gesture, etc.

    Another interesting aspect of the 2e table is that it can result in flight. This makes some sense as the table is affected by morale modifiers. A curious idea! Should scared monsters be friendlier? It makes some sense if they are intelligent, otherwise they should just run away if they can (which is the case if PCs are hostile).

    Unfortunately, the actual morale score is irrelevant here; a monster with morale 18 and other with morale 10 are both as likely to flight or be hostile. 

    Curiously, since chaotic creatures have -1 to morale checks for some reason (they are probably more cowardly and less organized), they are also more likely to be friendly, which is a mistake IMO.

    Overall, the 2e table is not any clearer or better than other tables, but it has several advantages we can use - and a few disadvantages I'd like to change.

    It feels too friendly to "indifferent" PCs, do not contain immediate attacks, and is organized in a 4x19 grid instead of the usual 5 entries. It also seems to lack a "cautious" column that should be the default for PCs, with equal chances of friendliness and hostility.

    Maybe my ideal 2d10 table would be smaller, containing a single column instead of a grid. Give the PCs a -1 if they manage to show they're friendly before you roll (e.g., if they win initiative); let he "speaker" or "leader" make any kind of Charisma "check" you feel appropriate to change this to -2 [simply including the charisma modifier feels too extreme, IMO; it would make everyone your friend]. 

    If they are hostile or attack, roll with +1 to +2 (it is unlikely you need to roll after the PCs attack).

    2–3. Friendly
    4–6. Positive
    7–10. Curious
    11–13. Indifferent
    14–16. Suspicious
    17–18. Negative
    19–20. Hostile (fight or flight - morale check)

    As you can see, I added morale only to the last entry. But you can also use it whenever intelligent NPCs feel threatened or unable to escape, to see if they negotiate or surrender.

    This is not much better than the original 2d6 table. Except that 2d10 allows you some extra room to give +2 and -2 modifiers. Maybe a simpler version would be better:

    2–4. Friendly 
    5–7. Positive, indifferent
    8–12. Cautious curiosity  
    13–16. Negative, suspicious, aggressive
    17–20. Hostile (fight or flight - morale check if needed)

    But then again, I've written about this before... more than once! 

    So I'll leave this as a small post about 2e reaction, and point you to some older posts about reaction rolls in general:

    Thursday, July 17, 2025

    RPGs vs. Wargames - Zooming in and out

    I have written about this before. Today I'm not discussing if RPGs are wargames or not. I'll just notice that there's a tension between the wargame and RPG perspectives, and will discuss how it manifests in Chainmail (wargame) and D&D (RPG).

    The main difference is one of scope:

    - Wargames are (traditionally, although there are exceptions) focused on battles between dozens to thousands of people; each player controls many people.

    - In RPGs (traditionally, although there are exceptions), each player (except the GM) plays a single character/"role".

    D&D was spawned from Chainmail (in OD&D, Chainmail appears as required material), among other games, and we can see the shift in focus as the game progresses. There is a "zooming in" of sorts.

    Here are a few examples.


    Alignment

    Originally, alignment was about factions/teams. In modern D&D it is linked to personal philosophy, outlook, and behaviors. This shift creates some confusion and is discussed here.

    Weapons

    Chainmail had very important weapon versus armor rules that couldn't be ignored. Maces are better against plate, and daggers are a lot better against unarmored people. There are magic weapons, but not many details, you can get a bonus due to a generic "magic sword" or "magic arrow", for example.

    When you get to D&D, the focus starts shifting to individual weapons. Magic weapons get more detailed (flaming swords, then vorpal swords, mace of disruption, etc.) and swords get deeper personalities and stats of their own. This tendency will continue through editions, with an ever-growing number of singular magic weapons.

    The weapon versus armor table, on the other hand, is included in AD&D but often ignored in actual play (even by Gygax). In 2e, it gets simplified, and from 3e onward is nearly forgotten. The individual weapon is more important than weapon type. 

    Ability scores and other stats

    Chainmail does not use ability scores or many individual stats. Most creatures are defined by type/HD, AC, and attacks. In  OD&D, ability scores are present but not as important, and there are cases when Dexterity 7 is equal to Dexterity 14 in most circumstances; class and level are way more important. But soon "ability checks" become popular, and ability tables gain more detail; there is an effort to make each single point important. In modern (post-2000) D&D, ability scores are almost as important as class and level.

    One interesting anecdote is how some classic D&D characters get names that are jokes/puns, simple anagrams of their player's names, or derived from class and level - the famous "Melf" is a "Male elf" abbreviation. Compare this to Drizzt, for example; a rebel drow that is opposite to whatever drow originally represented.

    Hit points and level

    In Chainmail, creatures are defeated or not with one or a few "hits". Hit points are created precisely because players get attached to their characters. This causes a "hit point inflation" eventually. Individual advancement, which doesn't quite exist in Chainmail, becomes an important focus of the game.

    Dungeons and the battlefield

    Wargames are often set in open spaces. Tight dungeons require a tighter focus. In old school D&D, this tension is often resolved by giving weapon range and movement different meaning indoors and outdoors (from feet to yards IIRC), which I find to be an elegant solution, but it later editions simplify things to make them equal despite the environment - often assuming that you're in tight environments anyway and even focusing on "grids" and "squares", especially in 4e.

    Large battles

    Large battles are assumed in Chainmail. In early D&D, the fighter gets some tools to fight hordes of weak creatures; this is expected. In modern D&D, this becomes somewhat of an special case. By 4e, you get "minion" rules to facilitate large battles. 

    Individual monsters

    In modern D&D, even lowly monster get endless variations, so that these creatures can also be individuals. The stat-block get bigger. By 3e, creatures have ability scores of their own. You also get more detailed rules on how to interact with them on an individual basis, maybe negotiating and so on. Most intelligent monster will have names, personalities and particular interests, which were not as relevant in old school D&D.

    In conclusion

    Wargames and RPGs are not necessarily incompatible, and some believe that RPGs are a subset of wargames. 

    I do believe some "hybrid forms" or tools that allow you to "zoom in and out" are fun and will give you that "Appendix N" feel; Conan is sometimes in dungeons and single combat, and sometimes fighting or ruling over hordes and kingdoms.

    Realizing there is a tension between the two perspectives may be useful to choose what rules to apply to your own games.

    Additional reading:

    Wednesday, October 02, 2024

    Single attack/damage roll (kubular), but divided in half

    I think I discussed that idea at the time, but I didn't write down this exact implementation. Read that post before this one! This method has several advantages over the usual D&D method.

    Here is the deal: no more damage rolls.

    Just roll 1d20 plus modifiers and subtract AC, then divide by two: this is the total damage (minimum 1).


    Modifiers include attack bonus and weapon rating (WR).

    WR usually goes from -3 (unarmed) to +3 (heavy 2H-weapon).

    A dagger has +0 WR; other weapon are easy to figure out (d6, d8 and d10 become +1, +2, +3).

    Improvised weapons, gauntlets, etc, have a WR of -1 or -2.

    Lets assume ascending unarmored AC 11 (like BFRPG).

    A dagger hit deals an average of 3 damage against unarmored targets, a bit over the original (nice!).

    A 2H-sword, OTOH, deals 3.77 damage on a hit, but hits more often than in the original BFRPG; the DPR (damage per round) is about 2.45, a bit HIGHER than the usual 2.25.

    What about heavy armor? Say, Plate mail is AC 17 in BFRPG. 

    To hurt someone in plate with bare hands, you need a natural 20 (realistically, you'd be more likely to hurt your hand... add some grappling rules to your game!).

    A dagger will only deal 1.5 points of damage. 

    A 2H sword deals an average of 2.5 damage (originally 4.5), but again the DPR is 0.8, not far form the original (0.9).

    I'd definitely combine it with some "armor defeating" rules for maximum effect. E.g., cutting weapons deal 1 point of additional damage if they hit, maces get +2 to-hit against chain or heavier, axes are +1 against everybody, etc.

    Tuesday, August 06, 2024

    Synergy (momentum, skills, challenges) + Conan 2d20 ramblings

    I wrote a dark fantasy RPG a decade ago (Days of the Damned), but I have not published it, mostly because I thought I could do better (and I think I did - the games I published are significantly more polished). 

    Still, it had some fun ideas - many inspired by other RPGs - that I should consider using in my games (I might even give it a re-write and publish it one day).

    One important aspect of DotD was synergy. It boils down to "if you succeed, add half your margin of success to the next roll (as long as the next roll is related)".

    This bears some resemblance to 3e's "skill synergy" and, AFAICT, to (Modiphius 2d20) Conan's "momentum".

    My method has some obvious use in combat - add half your margin to damage, which seems to work even better than this - but has many other uses as well.

    For example, a thief could add synergy from sneaking to attacking, while a ranger could get a bonus to initiative or perception because he rolled so well in his nature check. A jousting tournament begins with a horse-riding check, which adds to your attack, etc.

    Want to study a foe before attacking him? Same solution. Maybe fast-talk someone so they can lower their guard, or distract him to pick his pocket? Same.

    Anyway, this is just a small idea that I remembered today because I read something about Modiphius' Conan and it sounds like they did something cool with a (vaguely) similar idea.


    I considered getting their PDFs - I'm a sucker for S&S games, as you might have noticed - but then I remembered there is no longer a legal way to get the PDFs as "their license expired".

    (I should have bought it at the time... sighs).

    The thing is, Robert E. Howard died in 1936, and most his work (apparently, everything he published while living) SHOULD be in the public domain.... however, depending when where you live, they are NOT.

    This is probably why you might have a hard time finding awesome Glenát comics (just google "Glenat Conan").

    I think ANYONE should be able to publish a Conan game, but that's just wishful thinking.

    This is not Modiphius' fault, of course. I'm sure they have their reasons - and better lawyers than I. 

    AFAICT, everyone could publish Conan stuff in the US by 2028... And even then someone might claim  "trademark" to avoid this (although IMHO a common name shouldn't be subject to that either).

    It just sucks that we lose access to lots of works written (or that could have been written) with inspiration by Howard, Lovecraft, or Burroughs because some company somewhere is trying to enforce copyright laws that are even more draconian than the minimum "50 years after the author's death".

    Maybe Modiphius can publish all their material again under a different name ("Sword of the Barbarian", I dunno) so I can one day read it. 

    Or maybe I should check their John Carter book... let me know if it is any good!

    BTW, if you ever want to read one of my books and cannot find or afford it, I encourage you to ask me for a discount, and I wouldn't mind if you get my books in other ways you can... That's all I'll say on the matter for now.

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