Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

Friday, April 7, 2023

Creating a Character

 This is the second in a series of posts that have sections of the Crimson Reach Player's Guide that I am working on. When I have a few more sections completed I'll create hyper-linked pages of the guide in progress for ease of use.

Creating a Character

Creating a character for a campaign in the Crimson Reach is quick and straightforward. Grab a pencil, paper, and some dice, and let’s get started.

 

  • Generate Ability Scores. Roll 4d6 discarding the lowest die roll. Total the remaining three dice and jot down the result. Do this six times. If at least one of the scores is not 15 or higher, or if there are three scores lower than 9, then discard the scores and re-roll.
  • Pick a Lineage. Read through Peoples of the Reach and choose one of the described lineages. Record the lineage features associated with your choice.
  • Choose a Class. Read the section Classes in the Crimson Reach and pick a class. You may also want to read Multi-classing in the Crimson Reach. You can only choose to multi-class at character creation. Please be aware this is a complex option.
  • Arrange your Ability Scores. Assign your six rolled ability scores to one of Strength, Dexterity, Intelligence, Wisdom, Constitution, and Charisma. The class descriptions include recommendations for which abilities are most important for that class.
  • Adjust your Ability Scores. Player Characters can add +1 to two different ability scores. You may want to look at Table 1 – Ability Score Adjustments, to see which of your scores may get an adjustment improvement from the +1.
  • Write down Ability Adjustments. For each of your six abilities, consult Table 1 and note the Adjustment for its score next to the Ability Score.
  • Write down Class Features. Jot down the Level 1 features for your chosen class. Some of these may be affected by one of your Ability Adjustments. If spellcasting is one of your 1st level features, you select a spell or spells as directed in the class feature.
  • Choose a Background. Read through Backgrounds in the Crimson Reach and choose one of the Backgrounds. Table nn – Random Backgrounds by Lineage, shows the typical backgrounds found in each lineage. Note the Background Feature on your character sheet.
  • Pick starting equipment. You start with the equipment listed for both your class and your background. Some listed equipment requires you to make a choice. For example, Fighters choose a martial weapon. Consult the equipment tables to make this choice. Your background will also have a random amount of starting money. Roll for that money and buy additional equipment from the equipment tables. Record any unspent starting money.
  • Calculate additional Scores. Roll the Hit Points (HP), adjusted for CON, listed in your class description. Write the Armor Class (AC) from your starting armor, modified by your DEX. Write down your bonuses to hit and damage next to each of your starting weapons. Write down your Saving Throws from Table nn – Saving Throws by Class and Level.
  • Pick an Alignment. Read the alignment descriptions in Alignment and choose an alignment that appeals to you. Some classes have constraints on their alignment choice. Be aware of them when making your choice.
  • Choose a Deity. Look through the section Deities of the Reach. Spell-casting classes that get their spells from a deity must choose an appropriate god to follow. Other characters may select a god if they wish.
  • Give your Character a Name. Note down a name and as much of a description as you wish. Lineage descriptions can help with things like height, weight, and coloration.


Thursday, April 6, 2023

Lineage Design

One of the things that have a lot of grognards and folks on the anti-woke right argleing and bargleing is the choice Wizards of the Coast has made to do away with the term race and get rid of (to the best of their ability) legacy lore that has an aroma of racism or other distasteful -isms. Things like the rapey origins of Half-Orcs and the always evil nature of the only Elves of Color in the game. You know, small things like that.

 

As you should have gathered from the tone of my opening paragraph, I think this is a good idea, despite my age and grognard credentials. 

 

I have been fortunate through the years to have played with a pretty diverse bunch of gamers, and these issues that are being addressed, finally, by the publisher of the most popular RPG on the market have been topics of concern and discussion for decades.

 

With that in mind, I am personally going to replace the word race with lineage in my campaign rules. I am also going to re-assess one of the oldest core assumptions in D&D that the game world, and therefore the game is human-centric. This is an assumption with several intersection points with the rules on character creation and almost no intersection points with gameplay mechanics. 

 

The most important re-assessment, in my mind, is that other lineages should be described in terms of differences from humans, especially in ability score generation. If humans are no longer the baseline that other lineage's ability scores are measured against, does having ability score adjustments for any lineage make sense anymore? I don't believe they do. I'm getting rid of them.

 

Characters are exceptionable individuals with potential beyond that of most, regardless of lineage. 

 

I want the choice of class to carry the heaviest load of mechanics in character creation, followed by ability scores. Players want their ability scores to be conformant to their class choice with the best scores assigned to the ability scores that offer the best mechanical advantage to the chosen class. 

 

So with doing away with human centrism and elevating class to mechanical preeminence, I will have players assign two +1 ability bonuses to their scores after choosing a class and arranging their rolled ability score set.

 

What role does this leave for lineage, especially for humans who are no longer the center of the universe? 

A small number of lineage features for each lineage. Said features will be small, useful talents with nice-to-have but not major mechanical effects.

 

I am going for a grittier, zero-to-hero, old-school style of a game rather than the fantasy superhero feel of 5e.

 

Here is my first pass at the Human Lineage


Humans

By far the most populous lineage in the lands of the Crimson Reach. There are three sub-lineages of humans in the Reach. In order of population found, they are, the Tuari, the Sea People, and the Cyrenican. 

 

While there are some differences in the sub-lineages in appearance and typical classes and backgrounds found among them, they are of one lineage and share the same Lineage Features. 

 

It is not unusual to find humans of mixed sub-lineages, especially in the bigger cities; so when creating a character of human lineage do not hesitate to choose physical characteristics from different sub-lineages.

 

Human Traits

Age. Humans reach physical maturity in their late teens to early twenties. Among the poorer strata of society, it is not uncommon to see humans as young as 12 or 13 following a profession, including adventurers. If fortune favors them, humans commonly reach the age of 70, with some very few seeing 100 years.

 

Alignment. Humans run the full spectrum of alignments, slightly favoring the collective efforts of Law.

 

Size. Humans average around 5 ½ feet tall though they range from under 5 feet tall to 7 feet tall. Most individuals will be between 5 feet and 6 feet. Their average weight is 140 pounds; like height, the range is quite variable. Humans are size Medium.

 

Speed. The base walking speed is 30 feet.

 

Hardy. Humans are a hardy race, able to toil for long hours even in adverse conditions. When they are affected by Exhaustion, they suffer the effects of the next lower level. Humans also have Advantage on any check to resist the effects of extended effort or adverse conditions such as starvation, thirst, or exposure to harsh weather conditions. This does not apply to magical effects.

 

Polyglot. Humans are good with languages and may start with additional languages known equal to their INT bonus, or one additional language if their INT adjustment is not a bonus. This feature also increases the maximum number of languages a character can learn by the same amount.

 

Skilled. Most Humans specialize in a chosen field. For any class ability that gets a bonus to a check based on the character’s level, a Human character determines that bonus as if they are one level higher. For example, Thieves add half their level, rounded down, to their check to Open Locks; a Human Thief of 3rd level would calculate this bonus as if they are 4th level getting a +2 to the check instead of the +1 a 3rd level Thief would normally receive.

 

Languages. All humans speak, read, and write Common and the native tongue of their sub-lineage. This is in addition to the languages they learn from the Polyglot feature.

 

Sub-lineage. There are three common sub-lineages of Humans in the Crimson Reach. A character’s choice of sub-lineage influences their background and helps anchor them in the world. There are no mechanical differences from the choice of sub-lineage.

 

Other lineages will follow this pattern with a few features based on lore for the lineage.

 

If anyone reads this, I would love to know what you think.

Thursday, March 30, 2023

Design Considerations

One of my biggest frustrations with Wizards of the Coast versions of D&D is the time it takes to run a combat encounter. Fifth edition trimmed some of the issues with 3e, so many bonuses to walk through every attack, and 4e, so many off-turn actions added to the combat round. Still, in our sporadic Monday night game, a couple of smallish combats are all we can squeeze into one session and do any social or exploration play at all. I've heard this same complaint from other old, grumpy gamers, like myself; but, interestingly (to me anyway), in a fairly brief discussion in a different forum, a friend of mine who isn't much older than the release of 3.0 wrote the following:

"You hit the nail on the head regarding 5e combat being slow and frustrating. I think I've isolated the key sources of why that's the case.
1: initiative - whenever it isn't someone's turn, they check out of the game. This system also discourages teamwork as it focuses on one person at a time.
2: action bloat - there is no restriction on how many special powers you're allowed to use in a turn, so most players try to maximize the number of things they can do in their turn. This slows the game down exponentially, and also contributes to the teamwork problem as players spend more time staring at their sheets while disregarding the rest of the table
3: hp bloat - this will be the controversial one, but ascending hit dice is one of the worst ideas ever conceived for the hobby. The game offers a wealth of tactical options but then punishes any choice that doesn't focus on big damage numbers. Plus, every enemy having a large hp pool makes combat feel less like a fight and more like chopping down a tree. This also leads to players checking out mentally as battles slog on."

Now Owen has played a lot of other games and I know he's played some older versions and OSR/retro-clones so his opinion is probably shaded by those experiences as mine is. Still, I think he has masterfully encapsulated the major issues with combat speed in 5e. I'm going to dig into each one and then add one more factor of my own.

 

Initiative, and its related system Surprise, at first glance, seems pretty slick and it is pretty easy to explain to even new players. Basing it on the d20 mechanic and unifying it into the check system gives it a built-in set of levers for character customization. Abilities, feats, and bonuses from Inspiration of various spells can all be used to game the initiative roll. Here's the deal though, Initiative, like Hit Points, is a complete game concept. A pure holdover from D&D's war game roots. It is pretty important to decide who goes first but when you add all the levers and possible bonuses and the need to step all the players and the NPC/monster roles and put them all in order, it becomes a time sink and the combat hasn't even really started yet. As Owen rightly stated, there is an emergent problem with each player's initiative being unique and bulky to arrive at, it gets in the way of character coordination and diminishes player engagement. 

 

I am going to use 1e's initiative system. A d6 for the party and a d6 for the NPCs/monsters. The high roll goes first. More importantly, no ability scores modify the initiative roll, except in one corner case. On the player's turn, play will go around the table but if a player wants to wait for someone else to go then it's simple enough to adjust the order the party goes for that round. Initiative is re-rolled every round which gives the added excitement of making the order of play a little more dynamic which I think helps keep the players engaged and reduces the feel of repetitiveness that arises from the 5e system of rolling once at the start of combat and then walking the checklist in order however many times it takes to complete the encounter.

 

The corner case is when initiative is tied, which will be 1/6th of the time, characters who start the round in melee range with an opponent will use their Dexterity modifier as a tie-breaker. If the modifiers are the same, then actions will be simultaneous. For those not starting the round in melee range, there is no tie-breaker their actions will be simultaneous. Every once in a while this creates a "death blow" situation where a character or monster is rolling an attack as they are taking a mortal wound. 

 

AD&D has some special case handling of initiative. I am still uncertain if I will stick to all of them. The most common are mid to high-level fighters with multiple attacks per round. AD&D has those fighters always getting the first attack, then the opponent attacking with the fighter getting his additional attacks at the end. This rule essentially sets aside the initiative role for those combatants. It is also somewhat inconsistent in that a monster with a multiple-attack routine, say claw, claw, bite, always makes all of those attacks as one action. The inconsistency slightly favors players so I am sure it was a deliberate and subtle way to increase fighter power by guaranteeing their first attack would go before an onslaught, but it also keeps a fighter from winning initiative and delivering his attack combo before his opponent can respond. 

 

I think in this instance I am going to follow the 5e concept (and the 1e monster concept) and consider all of a character's attacks as a single combat action. It's simpler and creates less head-scratching at the table. Speed of handling is still one of my primary concerns. 

 

The other fairly common special case is combatants under the effect of magical haste or slow. I'm going to slightly depart from AD&D here as well. A hasted character will get their first attack before any non-hasted combatants but their second attack will come on their side's initiative, instead of always coming last which is the AD&D method. Slowed combatants always go last in the round, in initiative order if there are slowed combatants on both sides.

 

Action bloat and the action economy, here I think Owen miss-states the issue, slightly, while touching on the gist. There is a limit on the special powers a player can use in a round, but the three-action structure, especially the bonus action, does encourage players to scour their character sheets so as not to "waste" their round. The class-build game can create a very busy set of powers, and for casters, spells add to the list of options. With a lot of the options allowing you to swap in powers in place of actions, it becomes a complex decision loop for most players in each round of combat. This creates a classic analysis paralysis situation. Even for experienced players who don't hesitate during their turn, it takes some time to get through the action resolution, especially when you start throwing in all the ways other players can affect an ally's turn with bonus dice and reactions. 

 

I admit this adds a lot (and I mean a lot) of tactical depth to combats. This tactical depth adds a lot (and I mean a lot) of handling time to a round of combat. When it takes a few minutes, each, for all of the other combatants to take their turns, players get distracted. The tension and flow start to suffer and the distraction tends to add to the time when players have to be reminded that it is their turn. 

 

Again, AD&D has a quick-paced action economy in a round. In essence, you get one action. You can move or attack or cast a spell or (every fighter's favorite) charge, where you can move and then attack if you started the round outside melee range. AD&D also was very generous in how characters can interact with stuff, with only one action to resolve it can afford to be. So a character can quaff a potion, switch weapons, use a wand, or open a door while performing their action. 

 

The action economy was heavily house-ruled at most tables, at least to the extent that a lot of tables allowed a move and an attack for unengaged combatants without requiring a charge. Later editions have added a lot of rules that amounted to codifying common house rules. Understandable, but in this case, it is pretty easy to look back over the history of the game and see how this common house rule evolved into the action bloat of 5e. I'm going back to the one action a round. 

 

This also lets me re-introduce another concept that has been gutted because of the time to handle during combat, companions and pets/summons that do not use a player's action. I think I can hear faint cheering from Druid and Ranger players.

 

HP bloat is a great way to characterize monster design in 5e. The designers created a very elaborate Chinese puzzle box of character powers, actions, and spells, greatly increasing the damage output of a player party. With initiative being manipulable and damage dice being stackable, if monsters don't have huge honking stacks of hit points or punitively high defenses it is very possible for a party to go first and nova blast down an encounter before the monsters get to act at all. 

 

Occasionally, this is fun, and the players certainly feel awesome when it happens, but it grows old quickly when all sense of challenge disappears. So monsters have huge bags of hit points and do large amounts of damage because even with their huge bags of hit points they won't live long so they have to seem a creditable threat while they last. This is the best possible outcome for a given monster, too many of the monsters miss even this ideal. A good many of them have defenses just a little bit too good and a huge bag of hit points and then the party is stuck chopping down Owen's tree. 

 

This idea of monster design took away a classic encounter type, the party being heavily outnumbered but able, through smart play, to overcome. Slaying a dragon is an awesome feeling, but so is wading through a cave full of hobgoblin warriors and defeating 3 or 4 to 1 odds (or more). This issue isn't a combat rules issue. Class design and monster design play a bigger role. So do the magic system and spell designs. Even equipment and magic item design play a part. I will say this before moving on, lair actions and legendary actions in 5e monster design are a very cool addition to the game. They will be included in the modified monster designs.

 

Here's my last factor before I close this post. How in the world is adding so many ways to add additional die rolls as a bonus to checks and damage rolls an improvement over adding a bunch of static bonuses? 

 

The design team came up with a very slick idea with the advantage/disadvantage system to take out a bunch of finicky bonus fishing and weird chasing of circumstance bonuses and neatly wrapped them into an elegant construct. They rightly touted how this speeds up play and reduces the amount of mental arithmetic required for each attack or use of a skill. 

 

Then they added back in a broad array of bonus dice from spells and class powers that bypass the advantage/disadvantage rule and reintroduce not just bonuses, but variable bonuses, so you still have to do the extra math, but only after you roll some extra dice. It is even more annoying because some of them happen on other players' or monsters' turns as reactions. I'm looking at you, Silvery Barbs, you bastard spell. So now I have a reaction spell that disadvantages an opponent, but doesn't use the elegant disadvantage rule, oh no, it makes the opponent stop, roll an extra die, and subtract that roll from the already calculated result; and it's a fucking cantrip so it can be used on every single combat turn, it doesn't even burn an action of any kind on the casters round, its a reaction to an opponent attacking. 

 

There are a whole series of these kinds of design decisions. Each one looked at by itself seems like a neat idea, but the net result of all of them is slowing play and adding complexity and bloat in combat handling. The handing out of extra dice to be used as bonuses or penalties to future rolls will not make the cut. Most powers and spells that are simply about adding numerical bonuses (other than direct damage) will not make the cut either. There is very little of that in classic D&D and the introduction of them by Monte Cook wanting to force Rolemaster bullshit into D&D during the 3.0 design has been a bane to modern D&D.

Why?

 There are a lot of D&D clones kicking around so why am I working on my clone? 

Trust me, I own a bunch of them and I've read a bunch more. I was sure there had to be something that offered what I was looking to run at my table. I'm essentially a pretty lazy DM. I like to use other people's work and mostly just wing things when I'm not "borrowing". Thing is, I still haven't found what I'm looking for.

So what's the problem? 

Hmm, well, let's see if I can put it into words. I started playing D&D a few years after its first release. I loved it from the beginning and eagerly bought all the TSR products I could get my hands on. In the heady, early years of D&D there was a lot of space in the games design that people were rushing to fill, including TSR and Gary Gygax. Advanced Dungeons & Dragons was amazing when it came out (and still is). It codified a lot of the experimental things that were being written about in the Strategic Review and later Dragon. It expanded the spell lists, added class levels, and modified the utility of ability scores. In general, it increased the power level of the player characters while leaving the core mechanical engine of D&D intact. That last bit is important and I'll be coming back to it.

But, there are some issues with AD&D and this is reflected in the wide variance of handling from table to table. Weapon speed and length, weapon vs. AC adjustments, Morale Checks, and Reaction Rolls, were all sub-systems that were often ignored, either because they were misunderstood (looking at you, grappling rules) or felt bulky or cumbersome in play. That bit is also going to be revisited.

The long and varied history of D&D from the 90s on will follow that general pattern. Expand the rules to fill new design space, and sometimes try to clear up the confusion of earlier rules. Make the game more complicated and as a result, more cumbersome to play. Somewhere in the 2e days, towards the end of TSRs existence, enough complexity was added to the game that the core mechanic was obscured and finally lost. 

I believe that the core mechanical structure of the original rules is crucial to the magic of D&D. The speed of handling and emphasis on time-keeping and resource management broad a dramatic tension and rhythm to the game that gets lost as the game grows more complex.

I've played all editions of D&D and lots of other RPGs. Some amazing designers have worked and are still working in this space. There are additions and ideas I admire in all of them. I think the 5e team in particular did some really solid work blending the previous Wizards editions, pruning some miss-steps, and adding some new ideas. But, they did not recapture the core mechanical wonder of EGG's work.

What I will be doing in this blog is stealing their work and making it fit into the core mechanical structure of AD&D/OD&D. A lot will have to be stripped down. Speed of handling is one of my core design goals.

We'll see how it goes.

Creating a Character

 This is the second in a series of posts that have sections of the Crimson Reach Player's Guide that I am working on. When I have a few ...