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, July 24, 2020

Here is a cool monster (by Jeremy Hart)

Here is a cool monster that Jeremy Hart shared on Facebook:


Generated via Teratogenicon!

There are few things more rewarding than seeing that, somehow, I helped inspire something awesome. Maybe that's why I write so many random tables!

But anyway... He inspired me first! I've known Jeremy's work before publishing the Teratogenicon. I picked some of his (amazing) monster stock art to use in The Wretched Hive:








You can find more of Jeremy's stuff on DTRPG*.

And mine, of course!

This exchange of ideas and inspiration is the reason I write this blog.

So, thanks Jeremy and everyone who comments here telling me how they are using something they've found in this blog in their own games or projects!

If you used any of my stuff - adventures, generators, ideas - always feel free to let me know! I really enjoy this stuff!

* By purchasing stuff through affiliate links you're helping to support this blog.

Monday, July 20, 2020

LOSTLORN - teaser for a dark world

This is what I'm hoping to be the "next big thing" in terms of third-party 5e products.

LOSTLORN™️ is a dark fantasy roleplaying game by Mark Rein-Hagen (creator of the World of Darkness franchise), where you play the monstrous denizens and rulers of a mythical land filled with existential horrors and surrounded by an eternal storm trapping all souls there.

Will you thrive to the Star-Courts or be defiled to the depths of Abysma? Will the Tempest rip your eternal essence apart?

Forge your own destiny in Lostlorn!


In short, a new 5e setting by Mark Rein-Hagen (of "Vampire, The Masquerade" fame, among other games). The setting is being discussed "in the open", on Facebook, somewhat similarly to how 5e was created, but a bit less secretive.

I am participating in the creation of game mechanics: races, maybe classes, and soon monsters and (I hope) weapons.



What is interesting about this setting?

Here are some things I think readers of this blog will appreciate.

First, it is not that similar to your traditional faux-medieval setting. It has a renaissance, even Shakespearean vibe, in a dark, mythical setting. The "reincarnation" aspect is somewhat reminiscent of Ravenloft and Dark Souls but much more complex.

Like Dark sun, it takes common tropes and subverts them; there are no elves, dwarves, or halfling, for example, but there are other people that fill similar niches. There will be entirely new classes, divided in guilds.

What is more, the setting is low in magic, unlike traditional 5e. the action is of the swashbuckling type. The game will focuses on intrigue and social interaction more than combat.

As the setting expand, new characters are creates. In addition to mortals, you'll be able to play vampire knights, demon knights, and so on, each with their own culture, traditions, etc.

The art is looking awesome so far (artists: Derek Stevens, above, and Adam Craft, below‎ - not sure these are the final versions).


Join the group on Facebook, or stay tuned to this blog see how this goes!

If you want to support this blog, check my books on DriveThruRPG! Almost all are included in the site's July sale!

Sunday, July 12, 2020

Skills in OSR/5e (proficient/expert) and the power law of practice

I've been thinking about skills lately and coincidentally I've read something about the power law of practice. For our purposes, you can say that this means that when you first learn something you learn fast, and then it takes more and more time to get better.


(BTW, I"m not even sure that this really works, and I don't particularly care; I'm thinking about archetype more than "realism").

I wrote Dark Fantasy Basic using a smooth skill curve, inspired by Basic D&D. With each level, your relevant bonuses get a bit better. I still like it, to be honest (which, TBH, makes me a bit discouraged when trying to write something new... but I digress).

But I've been thinking of an alternative. One thing that bothers me a little in 5e D&D is how the starting barbarian is bad at nature and survival. Dark Fantasy Basic is a bit better, IMO... but what if we tried something different? Something simpler and more binary?

If we were to make use the "power law of practice" in out games, we could simplify the whole logarithmic scale to three situations: novice, proficient and expert (to use 5e D&D lingo).

A novice knows nothing about a skill. Think of someone who has never picked a musical instrument. There is no chance to perform a song. You cannot make a living baking cakes without any knowledge of cooking, and trying to tame a horse will get you hurt. Do not bother rolling the dice.

Someone proficient has passed some amount of time learning a skill. Maybe 20 hours of serious practice, maybe the proverbial one year of training you get at most jobs (and then you do the same thing for 30+ years), or maybe an entire summer with your friends. Doesn't matter. If you have a background in cooking, you're proficient. If your have any graduation in a martial art other than "white belt", you're proficient. If you always lived in cold places, you're proficient in surviving in the snow even without formal training. If you've grown in a farm, you're proficient with animals and agriculture. If you can entertain people with a lute, build a small house, or tame a horse, you're proficient. Your knowledge might be practical, instinctive, or even based in superstition. But it gets the job done.

An expert is another matter. That is "10,000-Hour Rule" stuff (which, again, might not be true in real life): "black belt" fighters, agronomist or veterinaries (when compared to farmers), superb musicians, award-winning actors, architects, etc. There is not 1% chance (let alone 5%) that you will fail when performing a simple song or making a cake.

In real life, there are plenty of intermediary situations - and even experts that have advanced knowledge but no practical knowledge. RPGs do not require that level of detail, necessarily.

5e D&D has un-proficient/proficient/expert. It could fit. However, the difference is often a small bonus - the difference between +0/+2/+4 at level 1. At level 20, you've got +0/+6/+12, which is a bit better... but feels too little, to late (my campaigns do not reach level 20 usually).

Look, the difference between 20-100 hours of guitar and NO hours of guitar will show 100% of the time, not 95%, much less 70% of the time as the dice will tell you. Proficiency is the different between succeeding sometimes and not even being able to try. The 5e DMG points at this direction. Of course, there is some stuff that everyone should be able to try. adventurer stuff - climbing, breaking down doors, etc.

Another problem is that being a expert is hidden behind multiple walls ion 5e. If you are a druid, you can hardly be an expert in nature barring some very specific circumstances (maybe with multi-classin - which is an optional rule - or a non-core feat - and feats are also optional, and you must be a human... etc.).

If proficiency/expertise must have a bonus, if must be something significant... A 10th wizard must succeed at least 95% of the time against the barbarian when rolling arcana (of course, the barbarian can always punch him in the face before that). A difference of (about) +8 is simply not good enough (the wizard will lose/draw one time out of five).

It is worse for things that do not use skills. There is people that make a strength roll to break down a door, for example - no "athletics' skill. So the Str 20 fighter, against a DC 16, will succeed 50% of the time... And the wizard (or peasant) with Str 20 will succeed 25%. It's just not enough IMO.

All these numbers do not mean much at face value - I bet you do not care about this while you're playing, or never noticed the exact statistic. I dunno. For me, a +11 bonus just LOOKS to little for a level 20 wizard. This guy or gal is traversing planes, and even flying around SINCE LEVEL 5. If a peasant beats him in arcana, it should be a ONE IN A MILLION situation.

Anyway.

Long story short, here is my plan for my next game (Dark fantasy Hack). You get +5 (proficient), +10 (expert), or nothing. Plus your ability bonus (which is twice as normal). You can hardly beat someone skilled if you're a novice, and facing a expert is certain defeat barring mythical circumstances (even Sigurd had to learn a bit about blacksmithing IIRC). A 20th level wizard gets about +20 in arcana. sounds better to me.

Also, there is stuff everyone can try, and stuff you can't even try. Also, skills are optional.

But that's next post.

Monday, July 06, 2020

Minimalist D&D III - Ditch EVERYTHING but abilities... and SOME features!

Continuing this discussion...

I know, this doesn't sound old school. Original D&D had little use for abilities. Nor does it sounds revolutionary - there are plenty of RPGs that do something similar.

But I'm truly considering ditching everything but abilities and "features" in the next version of my game ("Dark Fantasy Hack" until I can think of something better).

Abilities are the 6 characteristics EVERYONE has: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. You could probably cut one or two but familiarity makes things easier.

"Features" are SPECIAL powers - something only a few characters have.

Let's start with 5e.

"Three d20 rolls are at the heart the game’s rules: the ability check, the attack roll, and the saving throw" - source.

Notice that skills fall under ability check in 5e.

Even tough the three rolls are somewhat different, the mechanics are similar - you get a bonus from abilities (usually -1 to +5) and another bonus from proficiency (usually +2 to +6, or 0 if you are not proficient). Two modifiers with similar ranges and similar functions.

Turns out that they are redundant - just double one of them and you're good to go.

I'll explain, using this 5th level Barbarian as my example (source):



Attack rolls - all attack rolls are made with Strength or Dexterity. Add your proficiency bonus if you're proficient with the weapon you're using. This is mostly a softer way of saying "wizards shouldn't use swords", an idea I dislike. In 5e the concept is mostly useless since a wizard with a sword is usually better off using his cantrips even if he is proficient.

In our example, all his attack rolls are +6 to hit. Which is the same as doubling his +3 Strength bonus.

Skills - it's pretty obvious that skills do not function exactly as intended. The DMG gives you a good alternative for not using skills (just choose two abilities to be proficient with). Which is very similar to saving throws. In facts, the abilities they suggest are often the same they suggest for saving throws, but not always (Constitution, for example, has no skills, so it isn't an option).

If we're using skills, the +2 to +6 bonus is obviously too low - something WotC seems to notice by creating multiple instances of "doubling" it, although not enough (just let anyone take the "prodigy" feat and it will fix my issue with the game). In addition, the DMG (and multiple house rules) suggest in some circumstances you can only roll if trained.

In short, skills shouldn't be a small bonus, but something much more significant. In Dark Fantasy Basic, for example, your "top" skills scale with level. So, a level 12 fighter has +12 to attack (and maybe +8 to athletics, for example), on top of ability scores.

I should probably stop here an write entire post about skills later.

Anyway, in our example, we got good athletics (+6, which is double his Strength bonus). He's got +2 in nature - which means the wizard often beats him in the wild. Shouldn't be the case. Same for survival.

And animal handling... cleric beats the barbarian when dealing with animals. His intimidation (a skill I'm not sure should exist) is decent. With his +4 bonus, the hulking barbarian is probably as intimidating as the skinny bard with a lute.

Notice that he COULD have chosen animal handling, but perception, etc., is way more useful.

Saving throws - each class gets two. In this case, Strength and Constitution, both +6. As you can see, in both cases the bonus is identical to what you'd get by doubling the ability bonus (+3 in both cases).

What about the other saves? Doubling the bonus would make him better in Dexterity saves (which makes sense for Barbarians, IMO). Which is a thing barbarians NEED - which is why he gets "danger sense " at level 2. Not exactly the same, but a feature that could be ditched by just doubling the Dexterity bonus.

Charisma would get a small boost, Intelligence a small penalty, making the distinction between 8 and 12 more significant, which I like. Wisdom in unaffected.

As you can see, arbitrary picking two saving throws doesn't not get us any big benefits. Needless complication for no discernible gain.

(BTW, saving throws as written also creates baffling results such as barbarians getting more resistant to dehydration, but not starvation, as they level up. High level barbarian will still survive a 100-foot fall unscathed...).

What else the barbarian got? 

Well, a couple of unique features of course. These are cool and should be kept, most of the times. Others, not so much. Let's see.

- Proficiency in all weapons: unnecessary, as seem above.

- Proficiency in light and medium armor: this is more complicated, but I think a barbarian should be able to wear ANY armor. However, he wouldn't be able to take full advantage of his Dex and Con. Take a look at this post for some ideas.

Skills: see above.

- Rage: yeah, that's the barbarian main feature. Keep it.
Unless... Well, rage is +2 damage at this point. Double the strength bonus to damage, you'd get +3 instead... But anyway, let's leave that to another post.

- d12 for HD: So, he got more hit points. The lowest HD possible is a d6; a d12 grants him an average of 3 extra HP per level. You guessed it: just double his Constitution modifier and you get the same effect. I have a even easier formula, which I'll discuss later (basically, multiply his Constitution by 6 and divide by two and you'd get 48 HP, pretty close, and easier to do).

BTW, did you realize barbarians get 1d12 HP peer level, and fighters 1d10? Well, fighters have "second wind". In practice, the results are similar.

So, most of the "chassis" for the class are unnecessary. Do we even need classes at this point? Or would a collection of features (extra attack, rage, etc.) suffice?

What about races? Those are features.

Backgrounds? Those are features.

Spells? Features.

More and more, I'm convinced ability scores + features would be enough to do everything we need.