Friday, December 7, 2012

D'Undred manual

Today marks the official start of my holiday season, that is, in my 'real' job- special effects and game graphics.
Having coded my last line of unity3d java, I am now looking forward to clearing the Skulldred backlog, getting the beta out and that, folks, means D'Undred time!

So far, the D'Undred file is a collection of unedited notes, mixed with placeholder art to keep me inspired and add flavor- mainly red box era Elmore, Eastley, fighting fantasy pen work, Rodney Matthews and Roger Dean.

The next step is to bash it into a free beta 1.0.

I was thinking about totally skipping the 'what a rpg' stuff- as anyone interested in this will already get the idea. The main thing is communicating the differences in how it plays to dnd. I think transcripts of game play is the way to really get the concepts across.

For the first playtest book I think a sample adventure, player character basic generation rules, item list and low spells will do the trick- damage cards and some pre generated archetypes.

I like the idea of doing miniatures of the sample characters appearing in D'Undred- in the same way pathfinder did with their Reaper minis- in fact the idea of characters running through the book series appeals as it gives the game an identity, and elevates it from a straight DnD system replacement to its own creature.
Its funny to think I just wanted to play old school DnD but without shitty old rules, and now I am thinking backstory, setting and well, a new intellectual property. Retroclones shy away from that entirely, and so I guess D'Undred is stepping out from that bracket.
As with Skulldred, I must define my core goals clearly- doing so kept the projects shape through development and made me strive to better the mechanics to reach those goals.






Thursday, November 29, 2012

Damage

Role-play 5 hit points of damage.
Go on.
My home spun system moved away from abstract hit points a long while ago, replacing them first with five damage grades- then replacing that with a damage card system.
The damage cards I knocked up in photoshop from photos of various grisly wounds taken from the internet- nothing specific- just enough to make players wince when you look at them.
I arranged these cards two to a page on a regular photo and took them to the local camera shop for prints.
The cards come in a few flavors- light, severe, stun and horrific.

Players place these on the table in front of them. Each has a modifier associated.

All stuns go away after an encounter or a single card for a turn of rest mid battle.
Players get relief from their wound modifiers by roleplaying them- using terms like 'hobble', wincing, staggering and so forth.

Should I carry this on to D'Undred?




Priests

In the setting described in the last post, Priest adventurers make much more sense- as the strong arm of order and healing hunting precious metals and defeating dark magic by restoring normality.
I personally have no problem locking Priests to serving the concept of order for players for their faith effects. Heal, turn (restore natural order), block magic, bless armor, undo spells and magnify damage through metal weapons.
Basically healers and anti-mages, with decent fighting skills.




Tuesday, November 27, 2012

World vs. generic

So hey, I wrote this huge description of how I was going to handle background setting and phoof! Lost it. My app is crap.
Made me stall a bit. Here goes a shorter version...
Basically I realized an RPG book needs atmosphere, and a fresh twist on the old school.
Rather than a just rolling out the same old, I trawled through old gaming material and fantasy art looking for directions that had not been taken.
I feel that an RPG book MUST inspire your players imaginations.
I think I have devised a really flexible setting that explains away the classic RPG cliches like why all these dungeons are filled with weird hybrid monsters with an urge to guard treasure and a total inability to hear that dragon next door.
I wanted to build a world around the 'psychedelic rock opera' fantasy art you see in the works of Rodney Matthews and Roger Dean.

My setting is called The Madrigal and revolves around a world shattered (literally) in a magical war by alien eldritch sorcerers driven insane competing for the love of a mischievous and sadistic trickster demi-goddess.
The world is entirely comprised of crumbling sky islands floating over a mystical abyss of raw imagination, each peppered with twisted remnants of the long vanquished Sorcerers both creatures forged to impress their love or to battle their foes, and mazes designed to protect their secrets.

The survivors in this post apocalyptic world rely on molybdomancy- the magic of metal channelling to protect the vertically crammed settlements from the strange and terrible creatures and energies remaining from the wizard wars. Gold magnifies and focuses faith- the will of order that keeps the islands from crumbling and turns dark magic.

Adventurers are sent to explore the skylands as they weave slowly around in complex paths- returning with metals, gems, ancient artifacts and scrolls of lost lore to defend the cities and channel the priests of orders prayers
Some never return from these twisted magical realms quite the same...

Each skyland is as bizarre and fantastical to the character as it is to the player. Some Skylands stay in orbit, some merge and others drift away. The GM can shuffle his campaign world easily, freshening up the adventure and doing away with used dungeons whenever convenient.
The GM also can use arcane 'eldritch sorcery' as an excuse to do stuff player character mages cannot- for their magic is a pathetic shadow, gleaned from snippets of lost lore. Npc mages may have uncovered secrets not accessed by the player mages (magic should always be special and mysterious, and most importantly, drive the plot).
Well thats a taste...

Sunday, September 23, 2012

Magic thoughts.

First up, Vancian magic can go get f@cked. In my book spell drain is the way to go. A few big spells as your buggered and need a lie down and cup of tea. Wizards have to to be thinkers... better a few well placed smaller spells throughout the day, and one megadeath boom-boom when it is absolutely necessary.
I also like giving players the option to get energy from risky sources. Chaos mutations, bargains for unholy tasks (yep, giving wizards scenario hooks they MUST complete) or hooking into seriously unstable juice that could fry you.
What I feel is that, as a wizard player you have access to phenomenal power that makes all the other player classes tremble... But....
Gandalf casts only a few spells, and you get the impression its only when absolutely necessary. Being the keeper of immense power is a thrill, as is having secrets from other players... secret tasks to fulfill for spell pacts.

What if you get a bonus for each spell you DONT let the other players see?

Wizard: Take to the mountains... I shall deal with this fiend!
Warrior: what? How- your an old man and that... Thing is..
Wizard: This wizard has his ways young warmonger... Now go!

Magic makes or breaks an rpg system in my book. Balancing wizards against warriors has always been a sticking point- but I feel the blow by blow nature of dundred will counter this somewhat. Warriors are hella fun.
I am wondering if, in addition to pre-baked spells, if wizards should get the same flexibility to do stuff on the fly.
Spells perhaps, like weapons, could be used in various ways. Take the marvel character magneto. He uses his powers to open doors, disarm, torture, trap and in combination with metal clothes to give himself flight. He has power over metal.
Now just giving a pc 'power over metal: 30" is a bit vague. How much metal? How fast? Well, a +30 metal mastery could be equivalent of a human with a stat of +30. So you can lift what a strength +30 human could, throw it with the aim of a +30 archer, make a wall that is -30 to climb or destroy.

Its not very old school. Not as flavorful as magic missile or prismatic rays. A mix is important.


Thursday, September 20, 2012

Ready to roll!

I always liked the way Shadowrun had a full body painting on each character archetype with a typical profile. My favorite character 'hotwire', was grabbed straight from one of these when I arrived late to the first session or my original pc died (I forget now). Over time she grew from generic decker to a more personalized, well rounded (and somewhat odd) character. The moral of the story- having pregens handy is good.

So D'undred shall have them!

I picture a page per character- full length painting, stats all done and items blocked in ready for 'bracketing' (so you get ___________(hand weapon +20 and fill in Bastard Sword (hand weapon +20).

.... And your away!

There should be different archetypes for each class present, such as Burley Fighter (tank), Swift Fighter (duellist), Sickly Necromancer, Frail Wizard, Battle mage, Charming Rogue, Petty Thief, catburgler and so on, giving you a clear idea of what your playing from the get go.

Of course, you can always generate your attributes and buy trappings, but thats optional.

One things certain... I will include a random name generator table for players to enjoy. With tables for sexes, classes and races.
You know the fun names these throw up... Gel/gor/finger/true= Gelgor truefinger. Raghorn leastbit, Emmadmir wherryknot.
Katniss Eberdeen. Larree HellMore. Etc.
Heck, a table of quirks for inspiration would be fun too. Big nose+ sneer+ limp? Winning smile +interesting scent+ grey streak? Nervous laugh+body hair+fascinated with blue.

Love those.







Tuesday, September 18, 2012

Square free zoneage

If you are not familiar with DM Scotty's DM'sCRAFT channel on youtube, go check it out.

He shows you how to quickly knock up custom dungeon tiles for a few cents each using little more than corrugated card and a hot glue gun. He dances neatly along the line of visually enhancing the rpg experience without distracting from the imagination by producing stuff in broad gestures. Great stuff.
Here are some simple test tiles I knocked up a while back using his techniques.


DM Scotty shows how to use a measuring stick to go grid less in DND. I am used to skirmish so this makes sense, but nothing is stopping you drawing grids or dots on your tiles if you want I suppose.


Blow by blow

Another day away from the pc, so its 'compensate with D'undred blog' time.

My homebrew rules have always been blow-by-blow rather than DnDs abstraction of 6 seconds combat time.
This has always made sense to me- after all, the challenging cry of the DM is ' what do you do?'. Just replying 'I attack the ' seemed like a non decision to me.
I set the players challenges and puzzles, they come up with creative ways to solve them. Combat is no different.
My players are given the freedom to invent combat moves in response to slower or matched initiative NPC actions. I say what the enemy appears to be doing- the player says how they plan to counter the move.

DM: Rogue! The first Gnoll reached you, swinging its foul, dung smeared, jagged shortsword at your belly.

John: I rush at him, breaking left at the last moment and stabbing my dagger into the meat of neck!

[roll]

DM: you do! Yet your blade bites deep into the Gnolls shoulder as you rush past, tearing at the muscle! Free blow.

John: I drop down into a squat letting my full body weight tear the dagger downwards!

DM: Ouch. Bonus ten. Roll em

[rolls]

John: oh crap.

DM: the gnoll spins sharply, levering your blade out of your grip. It remains embedded in its thick muscle!

John: nuts.

DM: Callista, the female Bugbear charges at you, before you can reach she....

[rolls]

Shoulder smashes into you, lifting you up and slamming you against the wall.

Jane: so I am in the air?

DM: yes, pressed against the stone wall, feet off the ground by about two foot.

Jane: bitch! I ram my magic wand into her eye.

[rolls]

DM: ...gouging into her cheek, but causing her to wince. Free blow.

Jane: I grab the fur on her cheek with one hand to keep her face still and repeatedly stab at her eyes.

[rolls]

DM: The bugbear growls and pushes you upwards with both arms. Your back scrapes against the rough hewn wall. Your face comes within inches of a sharp stalactite.

Jane: aiiiieeee!!!!

DM: Mungor the Dwarf?

Bill: "Drop that Wizard! For a start you do not know where the filthy bitch has been!". I leap and bring my axe down onto the back of the bugbears legs.

[rolls]

DM: Slicing weakly at her thick hyde, that's unlike you! Blow 2?

Bill: I spin backwards, this time angling upwards into her spine. "I said drop the tome jockey!!!"

[rolls]

Bill: thats more like it!

DM: The heavy blow crumples the greasy armor plates on her back and sends the howling Bugbear reeling to... here. Callista still at arms length, her skirts flailing above your head.

Jane: "aaaaaaiiii!"


Combat continues in this manner, usually resulting in more baddies piling in as the players are having a ball.
The problem with this system is it does mean a lot of talking for the DM who has to set up and answer each attack. The benefit is players get super engaged, coming up with ways to hurt things- often using whatever is at hand.
In order to facilitate players responding to npc attack descriptions with their own counter moves, I use a reverse initiative system.
The slowest PC goes first, then we work upwards to the fastest. Players sit around my table clockwise in initiative order. At any time a player to the right can interrupt a player to his left and perform a reaction to their announced move or aid them.

Npcs and monsters slot in around


Monday, September 17, 2012

Blow by blow

Another day away from the pc, so its 'compensate with D'undred blog' time.
My homebrew rules have always been blow-by-blow rather than DnDs abstraction of 6 seconds combat time.
This has always made sense to me- after all, the challenging cry of the DM is '(insert threatening dramatic event) what do you do?'. Just replying 'I attack the (insert monster/gazebo)' seemed like a non decision to me.
I set the players challenges and puzzles, they come up with creative ways to solve them. Combat is no different.
My players are given the freedom to invent combat moves in response to slower or matched initiative NPC actions. I say what the enemy appears to be doing- the player says how they plan to counter the move.



DM: Rogue! The first Gnoll reached you, swinging its foul, dung smeared, jagged shortsword at your belly.

John: I rush at him, breaking left at the last moment and stabbing my dagger into the meat of neck!

[roll]

DM: you do! Yet your blade bites deep into the Gnolls shoulder as you rush past, tearing at the muscle! Free blow.

John: I drop down into a squat letting my full body weight tear the dagger downwards!

DM: Ouch. Bonus ten. Roll em

[rolls]

John: oh crap.

DM: the gnoll spins sharply, levering your blade out of your grip. It remains embedded in its thick muscle!

John: nuts.

DM: Callista, the female Bugbear charges at you, before you can react she....

[rolls]

....Shoulder smashes into you, lifting you up and slamming you against the wall.

Jane: so I am in the air?

DM: yes, pressed against the stone wall, feet off the ground by about two foot.

Jane: bitch! I ram my magic wand into her eye.

[rolls]

DM: ...gouging into her cheek, but causing her to wince. Free blow.

Jane: I grab the fur on her cheek with one hand to keep her face still and repeatedly stab at her eyes.

[rolls]

DM: The bugbear growls and pushes you upwards with both arms. Your back scrapes against the rough hewn wall. Your face comes within inches of a sharp stalactite.

Jane: aiiiieeee!!!!

DM: Mungor the Dwarf?

Bill: "Drop that Wizard! For a start you do not know where the dirty tyke has been!". I leap and bring my axe down onto the back of the bugbears legs.

[rolls]

DM: Slicing weakly at her thick hyde, that's unlike you! Blow 2?

Bill: I spin backwards, this time angling upwards into her spine. "I said drop the tome jockey!!!"

[rolls]

Bill: thats more like it!

DM: The heavy blow crumples the greasy armor plates on her back and sends the howling Bugbear reeling to... here. Callista still at arms length, her skirts flailing above your head.

Jane: "aaaaaaiiii!"



Combat continues in this manner, usually resulting in more baddies piling in as the players are having a ball.
The problem with this system is it does mean a lot of talking for the DM who has to set up and answer each attack. The benefit is players get super engaged, coming up with ways to hurt things- often using whatever is at hand.
In order to facilitate players responding to npc attack descriptions with their own counter moves, I use a reverse initiative system.
The slowest PC goes first, then we work upwards to the fastest. Players sit around my table clockwise in initiative order. At any time a player to the right can interrupt a player to his left and perform a reaction to their announced move or aid them.
Npcs and monsters slot in around the PCs that they are closest to- as I play them more as dramatic threats then as characters with a turn. This can often mean I forget to move some NPCs in the heat of battle, and players of other systems mention that its hard to judge the initiatives of enemies.
Because of the looseness of the system, I have been considering exploring a more rigid turn system for Dundred.
Someone (DnD with porn stars?) mooted an alternate system that sounded good. Leader rolls ini for pc team. Then team decides themselves which order they go, The game then alternates one pc, one NPC. Left overs move at the end.
Hmmm. Favorite systems anyone?

Saturday, September 15, 2012

Comparitive threats


Okay, so hands up who goes numb at the thought of setting up balanced monster encounters in D&D?
The D&D approach of phone books of creature statistics always bugged me.  Coming from tunnels & trolls, where monsters just get a Monster Rating (MR) that defines their hit dice, I always found the D&D way of having an appropriate list of monsters to throw against players at certain levels a little bit daft.  I want two displacer beasts showing up but... hmmm... can the players take these on?
Apart for my penchant for Displacer beasts, I love beholders and Aspects of Tiamat.  I never get to use them in D&D because my players are usually only on a few months stay and never get up the level.  Sure, whacking kobolds is fun for a bit, but most of these guys are experienced and want some variety.  I could kick them off at higher levels, but then they miss out on their early adventures.
Why, as a lowly adventurer, can't I take on a beholder... just one thats a little bit shit?
Why take the time to get the exact right number of monsters to match up against a party of adventurers, and what happens when you have a wide mix of pc levels?



So it occurs to me that one neater way of tying up the threat encounter is to treat monsters as difficulty ratings or, like T&T, just give them a level.  A threat level.  The exact attacks and powers of the creature are layed out, and their appropriate threat levels- but ultimately you can set your level at whatever you like.
A level 4 player can take on a threat level 4 and do well.  A level 8 threat would wipe the floor with them, leaving a small gap to overcome and a larger one to escape... just.
The beauty of a threat level system is this... any scenario can work for any level of player character.  You simply have to change a number.

Friday, September 14, 2012

Can you fly a plane? Uh no... Can you?

Hey folks,
So I am waiting for a bus, and stats are on my mind.
So far for Dundred, I have been considering merging the main class abilities directly into the main attribute profile to do away with skill lists.

For example, if I split the catch all concept of dnds dexterity into agility, manual dexterity and aim, you can express rangers, rogues and nimble elves/acrobat/monk types in those three numbers.

Dexterity (manual) becomes purely about picking- locks, pockets and disarming traps. Rogues prevail.

Aim is for rangers (classic shooty types) and throwing knife types.

Agility is for action heroes... Reflexes, dodging, fighting, running and climbing.

I feel all your sub classes such as paladin, cavalier, viking, barbarian, acrobat, assassin and duel weapon ranger appeared because the basic class system just could not fully describe what players wanted to play.

My hunch is, by opening up the statistics to encompass more of the skills, you can express these in the stats.

What strikes me is the benefit of everyone being base skill assumed, noting down only exceptional expertise or weaknesses. You play heroes, and, by and large, you should be good enough to have a fair attempt at anything the players can imagine if their stats allow it.

What if we assume that all player characters can read, ride, climb, drive a stage coach, make camp, dance, care for weapons and equipment, handle animals and make a bow.

Of course, specialized training is needed for certain things, such as magic, poison making, alchemy, languages, healing- but these can all be roped together under 'knowledge' or 'lores', which would be a more atmospheric title. Anything that is purely yes/no can be a lore- the rest appears in stats.

Sure, everyone can ride... but the guy with high agility can ride well. The fighter may be able to disarm a simple spike trap, but a dextrous rogue is needed for the intricate clockwork bomb. Hell, even wizards can wear armor if they are strong enough to bear the weight.

You cant do that, should not echo around the game table... More, gee thats really unlikely...

So the stats I am toying with are...

Might (strength)
Agility (speed, nimbleness, balance)
Dexterity (pick locks,pockets,disarm)
Aim (shoot, throw)
Combat (might+agility/2)
Constitution (stamina, save vs. poisons/pain/fire)
Charisma (control npc for poor roleplayers)
Sense (detect, notice clue, wisdom)
Will (cast spells, save vs.spells)

I don't think an intelligence or wisdom stat need exist, as I find players are most engaged when they play using the full extent of their wits. The easiest way to handle it is filtering info to the player. Low 'sense' means less info given. Keen eyes are nothing without the mind to interpret the info... Therefore sense covers both detect and comprehension. Knowledge is covered by the concept of lores. Simply letting the DM give different info to players with different lores.

Charisma is on a knife edge, but though a player cannot play wiser than he is, they can influence npcs with a roll of the dice. The DM can take any compelling argument role played by a charismatic player whose character is a grumpy, mean looking type as the npc not trusting them, and vice versa. Charisma also acts as a good balancer for dwarves and barbarians... not putting points on charisma makes them more reliant on fighting, but bards and rogues can talk their way out with charm. Basically if you manipulate npcs you need a good charisma or charm stat.

I am also weighing up a 'faith' stat for priests and monks, but will works just as well for them. Of course you could make faith a resource that is replenished by charity, kindness, prayer and sacrifice, and the DM can deduct points for anti-priestly behavior. So perhaps yes.


Wednesday, August 29, 2012

Bell percentile app

Mmmm... Game design maths. Probabilities and chi and all that jazz. I have to say I hate discussing it- it sucks the fun feeling out of the game development process, but its something you have to face.
I picked up a dungeon magazine at a boot sale a few days ago and it actually had a program in BASIC you could type in to your 8bit computers to work out if your favorite dnd dice is biased. Yep, seriously.
Personally I like to grab a handful of d10 that are identical and pick ones out at random, but other players swear by various practices such as keeping their dice only in their lucky velvet bag or rolling left handed with their eyes shut etc.
Works for me.
My friend John B says he is the worst dice roller in rpg history, and he appears to be right by the games we play. The other players started edging their dice away from him like he was a vegas cooler. He rolled a natural 20 in dnd once and had to use all his strength of will not to jump up and run around the room trampling all the prepainted plastics.

Anyway, percentile dice, like d20's have a probability issue. They are linear. Rolls have just the same chance of rolling 1 as rolling 100 or rolling 50.
Ideally (velvet and lucky left hand modifier excluded of course), when measuring a characters performance you want a bell curve. That is, your most likely to get a middling result and least likely to score an extreme.

One thing I have been thinking of doing for a while for my homebrew games is a percentile dice app that Dundred that generates bell curve results for percentile dice.

If you roll 3D100 and divide the result by 3, you get a bell curve, but of course, you would not want to do that in your head for fun (if you do, go seek help) but as an app its great to have as an option.

Another way to skew d100 is to have the player roll 2d10 and pick which one is the tens unit based on if it is a high result or a low result.
If you do this, players score hits more often, but it does not effect double digit rolls. It does make 10 no better than 9, so you get a slight blip in progression- much like shadowruns exploding dice on a six ultimately mean its as easy to cast a seventh level spell as a sixth but hey, no biggie for a maths free dice bias.
Its actually quite similar to dndnext's proposed 2d20 advantage system in some ways. If you have the advantage, you pick lowest digit d10 to represent your tens, if disadvantaged, you pick the highest.
Until I build a model on the pc and test that it could live as an optional rule. Currently advantages give you higher odds of hitting by adding to the target number.

However, the doubles as critical successes achieves a performance result of 10% strong, 88% average and 2 % as close shave (exact roll and roll of 100). So whilst not being a bell curve in terms of odds, the quality of the roll will be average most of the time.

Scaling coins.

Originally I had planned on using the pricing for items from Retro clones to make dundred compatible with old adventures, but an idea struck me that may be too nifty to ignore.

If 10 copper pieces bought you 1 silver, and 10 silver bought 1 gold, a 10 gold bought you a Platinum piece, you get a nice effect for pricing items by quality.

C= crappy
S= standard
G= good
P=premium

Note the first letter is the same as the coin- Copper buys crappy, silver buys standard, gold is good, platinum is premium.

If I price items in generic coins, the type of coin you spend gets you a different quality item.
Say a hand weapon costs 50 coins.
50cp gets you a crappy sword +5
500cp (50sp) gets you a standard sword +10 to hit.
5,000cp (50gp) gets you a good sword +20 to hit.
50,000cp (50pp) gets you a premium one. +30 to hit.

This scale is more in my imagining of a fantasy middle ages too- where folk would have only a few, big clumsily minted coins (and probably a rusk of stale bread) in a pouch.

A single copper can buy your adventurer a crappy drink at the crappy tavern. Three coins and you have a meal. 12 and you have a days provisions (3 drink, 3 food).
The 10x10x10x10 means as treasure accumulates tenfold, players could have upgraded all their starting items one quality level.
Quick, easy and only 1 price list governing 4 standards, and having a built in advancement curve.
Plus, just write everything down in cp, and the digits will tell you how many gold, silver and platinum you have....
2314c is 2plat, 3gold, 1silver and fourpence.
PGSC
2314
Easy.



Monday, August 27, 2012

Quick qualities

Quality on a roll under system can be done a lot of ways. The obvious is to deduct the lower of the roll and the target.
Need 15? Roll a 9. Won by 6.
Need a 32? Roll a 51. Win by 19.
But this is a maths step, the less of these the better in my opinion.

Another method is to just take the tens into account. Need 63, rolled a 32- 6-3=3, or 30 if your talking in tens.
This is a much easier on the fly calculation, but there are a couple of other options.

On a success, you get the face value of the dice. Lets say you have 45% to hit. Rolling 00 to 45 on the dice gives you the same range as 45-result. It is instant.
But of course it only works on successes.
For fails, the face value system can work using this trick since only the DM needs judge a fail. Get the player to announce the face value, then take the tens digit from ten. "64- fail." would be (10-6=4) or fail by 40.
This takes all maths out for the player, they just roll and announce the face value and if it is a hit or not.

I personally feel a 1-10 scale for quality or 'Marks Out of Ten' is more practical than a 1-100 scale, as its hard to visualize such granularity.

However, the double digit system (11,22,33,44,55 etc) also gives an equally easy to visualize quality.
Exact pass. Pass. Double pass.
Fail by 1. Fail. Double fail. Natural 100.

Ep. Close shave.
P. Sound hit.
Dp. Great hit.
F1. Close (but no cigar)
F. Minor failure.
DF. Bad failure.
100. Critical fail.

If you only need quality for damage, that only happens on a hit. Thus face value of tens digit is perfect- so long as zero counts as 1 hit or has a positive result of some form.




Percentiles & polyhedrons

Ooh those pretty dice. How exotic where they?
It seems a shame not to use all the funny shaped dice, but for the core mechanics at least I am a big fan of percentile dice. Rest assured I will find something for those polyhedral pretties to do, but for now let me extol you with the virtues of the d100.




First up it's old school! DnD originator Dave Arneson also favored the d100 in his co-authored sequel to DnD, Adventures in Fantasy.
My departure is going with a roll under system for tests. With a roll- under system, calculating odds is a no-brainer. I am all for no brainers me being somewhat dim witted myself. If the DM says you have a 20 percent chance of making a leap, its easy to visualize the risk your taking.
Roll under is my favored method as gives instant results. Need 8 or less to hit? Rolled a..... 02! (cheers!)
Rather than a... rolled a 18, plus five, plus uh... Two, minus one... 24. Did I hit? Dm:yes (cheers!)
You get a good suspense/payoff with roll under.
For D'hundred Rolling equal or under the odds given by the DM is a hit. Over is a fail.
To add a little granularity, if you roll double digits, the result is a double fail or double success (aka major fail/success).
This gives 10% of fails and successes as doubles. Therefore, the higher the odds of success the more likely of getting a double success, the less likely a double fail.
I think rolling a natural 00+0 ('undred) may give you a critical success, and 99 a critical fail.
Minor fails result usually in the DM putting the character to a worse position than before.
Jump for a ledge? Fail? You catch the ledge by your hand. Fail again? You slip to your fingertips. Another? Bye, bye!

Lets look at quality next...

Welcome to zero hp

Welcome indeed! In this blog I will be discussing all things dungeony and rather dragony, as I develop my home brew RPG rules into a released system.
Now before I begin, this is not a retroclone or OGL project. It is not Dungeons and Dragons and does not make any claim to be. Rather, it is a response to DnD, much the same as Tunnels & Trolls was.
I hope to capture the spirit of old school gaming, but with a system that is developed from the ground up with the benefit of decades of hindsight.
I invite you to join me, discussing the pros and cons of various game mechanics and sharing your experiences, as I build this new game.



This is gonna be fun!