Tuesday, December 28, 2010

Divine Intervention

I recently finished some thinking about an adaptation of a cleric type unique mechanic, just like my recent discussion of rogues.

  • Draw Seven Cards. At the start of each encounter, the cleric draws seven cards from a standard deck. The cards represent divine boons or favors which have been bestowed by their patron.
  • Invoke Boon Once Per Round Using Tactical Points. Once per round, the cleric may invoke a divine boon by expending a tactical point and playing a card. Divine boons always work (barring extraordinary circumstances) and do not require any check. If the effect is greater than one, it may be split among as many recipients as the cleric desires. For example a "Smite 3" can deal 3 points of damage to one target or 1 point of damage to three targets, or 2 to one and the third to a second.
  • Determine Effects. Apply any effects of the boon. See below.
  • Determine Cost. The TN for this check is equal to the number on the card (Ace = 1, Deuce = 2, etc). Face cards cost 10. Make a check to determine if the Invocation is free (without consequence) or if it invokes a cost. Roll Element + Ruling Planet + Archetypal Planet (See Below) using a standard dice pool against the TN. Success means the spell was free. Failure means that the DM gets to a token. Tokens may be traded in at a later time for benefits that help the opposition (more on this later).
Archetypal Correspondences: Add the following dice to a pool to determine the cost of an Invocation. Use both the Ruling Planet and the Exalted Archetype. Remember to also add a Character's primary element.
  • Saturn: Diamonds +1D, Spades +1D
  • Jupiter: Hearts +1D, Clubs +1D
  • Sun: Clubs +2D
  • Mars: Hearts +1D, Clubs +1D
  • Venus: Diamonds +1D, Spades +1D
  • Mercury: Diamonds +1D, Spades +1D
  • Moon: Hearts +2D
How to Read a Card:
  • Effect: For any number card, count the number of columns of symbols. For example, aces, deuces, and threes have the symbols arranged in one column. Fours have the symbols arranged in two columns. The only exception are fives; even though fives have three columns on the card, they are only worth "two" for effect.
  • Cost: The TN for the cost check is denoted by the actual number on the card.
  • Face Cards: Face cards are unique and special. They always have a cost of 10.
Invocations and Suits: Each suit represents a type of invocation. The red suits are generally boonful and are often best cast on allies. The black suits are often baneful and usually best to cast on enemies, although Command may be useful on allies at times.
  • Diamonds: Shield! Add Effect to Dodge for the duration of the phase.
  • Hearts: Heal! Instantly heal Effect wounds.
  • Clubs: Smite! Deal Effect wounds to targets. This blue bolt from the heavens strikes its target unerringly.
  • Spades: Command! This invocation has two variations. In the first form, slide the target(s) Effect hexes. In the second form, give effect targets a command (Fight, Freeze, or Flee). The targets must follow this command until they pass a Spirit Saving Throw (Spirit + Fixed, TN based on your relative level); they get a save at the end of each of their turns. In any event the command lapses at the end of the phase.
More on face cards next time...

Monday, December 20, 2010

Gamblin' Man

I just got back from another trip to Vegas. While sitting at the Blackjack table I had an idea about how to work this into a game a bit more elegantly than I've proposed before.

Right now, assume that every character has some sort of "tactics points." The default use of a tactics point is to get a bonus on a check. Classes may also have a specific bonus that they can get if they spend a tactics point; for example a wizard might spend a point to sling a spell or a warrior to land a crushing blow. In general, tactics points are a ticket for the player to do something at the table that takes a little extra time and puts them in the limelight. They should also use a special, unique, non-standard mechanic.

Rogues gain the use of a gambling technique.

BLACKJACK
  • Ante: The rogue immediately antes up a bid. Generally the bid is in tactics points. The rogue may also offer up Hit Points. HP may be especially likely to be anted when doubling down or splitting.
  • Pairs: The rogue may also put a bid on their first two cards being a pair.
  • Play Blackjack: Also known as 21. The rogue may double down or split as per the normal Blackjack rules. Dealer must hit soft 17s.
  • Payouts: If the rogue wins, they keep their bid it costs their foe. If they push (tie), the rogue keeps his bid and nothing happens. If the rogue gets a blackjack, then they win and it pays out 3:2. If the rogue gets a pair, his bid pays out 10:1. If it is a suited pair, it pays out 15:1.
What you can do with it:
  • Backstab. The Rogue lands a brutal blow. All payout comes from the adversary's hit points. For example, if a rogue anted up 2 tactics points to start and wins, then the rogue keeps his 2 tactics points and the enemy loses 2 HP of his own (although the rogue does not gain them). If the rogue loses then he is just out his tactics points.
  • Pick Pockets. The Rogue cleverly pilfers small items. Each point of payout is either 1/6 of a stone of ENC or one coin of an appropriate tier (copper/silver/gold). For example, if the rogue antes up 2 tactics points and wins, he either gets two coins from the victim or items up to 1/3 of a stone (usually chosen randomly).
  • Quicksilver: The Rogue seizes the initiative. All payout comes from the adversary's initiative score. The rogue's initiative score increases by the given amount. For example, say the Rogue antes up two points and wins; the foe's score drops by two and the rogue's increases by two.
Blackjack is a quick game, well suited for rapid resolution of tasks.

Odds: The house edge (DM's edge) for pairs is around 10% (using a fresh deck every time) or 35% (using one deck without shuffling). For Blackjack it is around 0.17%, making this about 50/50. This makes Blackjack a particularly attractive option against foes that are otherwise tough to affect. For example, if the Rogue normally has a 5% chance of affecting a foe, opting to play Blackjack just increased his chances significantly!


TEXAS KLONDIKE

For more involved scenarios, Texas Klondike may be more appropriate.
  • ANTE: The Rogue and GM each bid 1 or 2 points (Rogue's choice) as a blind. The GM's points come from HP, gold/ENC (pick pockets), or initiative score (Rogue's choice depending on technique). The Rogue's points come from Tactics Points or HP.
  • PLAY: Each player secretly rolls two dice as their "hole" cards.
  • BID AGAIN: Conduct a round of bidding.
  • THE FLOP: Roll three dice in the center of the table as a community pool.
  • BID AGAIN: Conduct a round of bidding.
  • THE TURN: Add a fourth die to the center of the table.
  • BIG AGAIN: Conduct a round of bidding.
  • THE RIVER: Add a fifth die to the center of the table.
  • FINAL BIDS: One more round of bidding ensues.
  • DETERMINE WINNER: Whoever can assemble the best five-die "hand" wins. Use standard poker styled hierarchy of precedence: 5-of-a-kind, 4-of-a-kind, full house, 3-of-a-kind, two pairs, one pair. Winner takes the pot.
In Texas Klondike, the GM may wager other items if it is deemed acceptable. For example, if the game is being played to try and see if the Rogue can gain access to a den of thieves, each point the DM wagers up could be admission for another one of the Rogue's party members.

QUICK KLONDIKE:

As above, however, there is only one round of bidding.
  • ANTE: The Rogue and GM each bid 1 point as above.
  • PLAY: Each player secretly rolls five dice as a hand.
  • BID: Conduct a round of bidding.
  • SHOW 'EW: Each player reveals their hand. Winner takes the pot.

Monday, November 22, 2010

Read on Kindle

I recently acquired a Kindle. As a side note, I love it. I'm a frequent traveler and for road warriors I think it is hard to beat. The ability to pack around a library in my hand is awesome. Moreover, the screen is actually great for reading, unlike most e-readers or computers.



Gamers might be interested to find out that the Kindle can display PDF files. I pulled S&W Core, S&W Whitebook, AD&D 1E and a few other PDFs onto the device and they displayed alright. More graphically intense files tend to have slow load times but it is tolerable. While it isn't ideal for rapidly paging through books, it is serviceable in a pinch, especially if you "tab out" the books first with bookmarks so you can quickly jump to key pages.

In any event, I am doing a lot of reading on the Kindle so I went ahead and had the Potion Shop hosted on the Kindle Store. If you have a Kindle this lets you pull down the blog in an easy to read format for a nominal fee every month. Note that I only get a small fraction, most of the subscription goes to Amazon and AT&T. I'm not doing this for the money; it is more as a convenience for any of my readers that may also appreciate being able to read blogs in Kindle format. I still do this primarily for me and as you may be used to, there may be gaps in posting. So don't be PO'd if you pay your $0.99 and I don't post every day!

Tuesday, November 16, 2010

Rethinking Ability Score Generation

After some consideration of the TROLL charts and the probabilities involved, I realized that I lost the skewed bell curve with my above and below average charts.

Here's some new rules:
  • Standard/Average: Roll 3d6. Discard the highest and lowest. Retain the remaining die.
  • Below Average: Roll 4d6. Discard the highest and lowest. Retain the lowest of the 2d6 that remain.
  • Above Average: Roll 4d6. Discard the highest and lowest. Retain the highest of the 2d6 that remain. Boxcars = 7.
  • Way Above Average: Roll 5d6. Discard the highest and lowest. Retain the highest of the 3d6 that remain. Boxcars = 7, 666 = 8.
The "discard highest & lowest" rule preserves the bell curve effect. For example, here's "below average" (invert for above average):

Value% = % ≥Probability graph
1 13.194100.000


2 27.546 86.806


3 28.009 59.259


4 20.139 31.250


5 9.491 11.111


6 1.620 1.620



Average = 2.90046296296
Spread = 1.2329578139
Mean deviation = 0.997599451303


Compare that to the modifiers created by 4d6 drop the highest:

Probability distribution:

Value% = % ≥Probability graph
1 5.787100.000


2 29.707 94.213


3 37.577 64.506


4 21.219 26.929


5 5.324 5.710


6 0.386 0.386



Average = 2.9174382716
Spread = 0.990762073825
Mean deviation = 0.767008649596

The curves aren't identical but they preserve a similar average and a similar shape, specifically, the significant decrease in a likelihood of getting a "6."

We could create a smoother curve that closer approximates the 4d6 drop the lowest curve by doing something like "roll 6d6; drop the two highest and the two lowest; take the highest of the two that remain." However, I think you start to get into diminishing returns as far as time involved and perceived complexity. It will also increase player frustration to throw away their TWO highest rolls.

Sunday, November 14, 2010

Alternate Character Statistic Generation

When I started out on Septimus I just adopted the traditional 3d6, 3-18 ability score regime we're all familiar with. However, I don't really care for it. It requires translation via a table to get ability score modifiers, it uses a totally unique dice mechanic separate from anything else in the game, and it has a lot of baggage. When someone sees that they've got a 7 for a stat they look sad. They may think they need 18s in their primary stats to succeed. While those aren't true in Septimus, it is a perception issue.

So, this is the variant system I'm toying with.

Roll 3d6. Drop the lowest and the highest. The remaining score is your ability score. Caveats:
  • If the attribute is your "prime" then roll 2d6 and pick the highest number. If you rolled boxcars, the score is 7!
    If the attribute is a double prime, then roll 3d6 and pick the highest number (i.e. drop nothing). Boxcars = 7, 666 = 8.
  • If the attribute is a "flaw" then roll 2d6 and pick the lowest remaining number. If you rolled snake eyes, the score is 0!
  • Any "4+MOD" factor in the old system (generating a range from 1 to 7) is simply "equal to your attribute."
  • Any "1+MOD" factor in the old system (generating a range from 0 to 4) is "equal to your attribute -3."
  • Improving attributes: Roll the exact same dice pool as used in character creation. If the result is greater than the current score, increase the current score by one.
The main downside of this system is that there is less granularity. Under the old system, it took three rolls before you'd go up a modifier. However, in play test, DW was actually quite unhappy about this; it felt like there was too little progress. Also, extreme results are slightly more likely. I think I'm willing to live with that however.

The upsides include:
  • No baggage.
  • Rapid stat generation; no need to cross reference a table to convert a 3-18 score to a modifier.
  • More noticeable effects at level-up/stat improvement time.
  • Commonality of mechanic.

UPDATE:

What do these distributions look like (courtesy of troll)?

AVERAGE RUN OF THE MILL ABILITY SCORE

Old School, 3d6 convert to Modifier (1 = -3, 6 = +2):
Average = 3.5
Spread = 1.02288625775
Mean deviation = 0.861111111111

1 1.852100.000


2 14.352 98.148


3 33.796 83.796


4 33.796 50.000


5 14.352 16.204


6 1.852 1.852




New -- "Normal" (3d6 take the middle)
Average = 3.5
Spread = 1.37099585325
Mean deviation = 1.16666666667

Value% = % ≥Probability graph
1 7.407100.000


2 18.519 92.593


3 24.074 74.074


4 24.074 50.000


5 18.519 25.926


6 7.407 7.407



Distribution roughly appears like a bell curve, although it is really parabolic, without the aracteristic tapering at the ends. It is roughly equivalent, though; the odds of getting a 16-18 on 3d6 (the same as my "6" above) are about 5%. We're in the same ballpark above.


ABOVE AVERAGE ABILITY SCORE

Old School: 4d6 drop the lowest (then convert to modifiers)
Value% = % ≥Probability graph
1 0.386100.000


2 5.324 99.614


3 21.219 94.290


4 37.577 73.071


5 29.707 35.494


6 5.787 5.787



Average = 4.0825617284
Spread = 0.990762073825
Mean deviation = 0.767008649596

The odds for a Prime are the same as my core mechanic, although obviously inverted for Flawed scores. That is, the mean increases by one (3.5 --> 4.5) and lower numbers become very unlikely.

Average = 4.47222222222
Spread = 1.40408355068
Mean deviation = 1.1975308642


Value% = % ≥Probability graph
1 2.778100.000


2 8.333 97.222


3 13.889 88.889


4 19.444 75.000


5 25.000 55.556


6 30.556 30.556


The chart doesn't reflect my "Boxcars = 7" rule, but Boxcars should occur 1/36 of the time (2.7%), and it would reduce the percentage of the time that you get a "6" as one six is a prereq for boxcars.

WAY ABOVE AVERAGE ABILITY SCORE

Old School: 5d6 drop the lowest two yields...

Probability distribution:

Value% = % ≥Probability graph
1 0.077100.000


2 1.878 99.923


3 12.037 98.045


4 33.449 86.008


5 41.165 52.559


6 11.394 11.394



Average = 4.47929526749
Spread = 0.916573125002
Mean deviation = 0.775236687698


And finally, for a so-called "Double Prime," you get this.

Average = 4.95833333333
Spread = 1.14387458844
Mean deviation = 0.901234567901



Value% = % ≥Probability graph
1 0.463100.000


2 3.241 99.537


3 8.796 96.296


4 17.130 87.500


5 28.241 70.370


6 42.130 42.130


Saturday, November 13, 2010

Septimus Test Drive

A few weeks ago before I left on the current business trip I actually ran a quick dry-run of Septimus, the code name for my homebrew system. It is nowhere near even a true "Alpha" run; it is definitely pre-Alpha. However, for me it was a major milestone to put many of these abstract thoughts on paper and roll dice with them.


Here's a quick run down on the key themes and core terminology that is emerging:

What is it: Septimus is a role playing game that focuses on exploration of archetypal themes in the context of a "generic fantasy" milleu. If using the "what if" terminology, you could say, "What if D&D was heavily influenced by gnostic thought?"

How are characters defined: Characters are defined by a series of archetypal roles and symbols. There are 10 attributes in three categories. Here is a brief overview of the character creation process.
  1. Select prime Element (Air/Water/Earth/Fire): Put one point into one of these four elements. The elements are stand-ins for player psychology and each element should appeal to a different type of player. It is very viable for one player to always pick the same element, and there is no need to "balance" a party by including all of the elements.
  2. Select prime Quality (Cardinal/Fixed/Mutable): Put one point into one of these four elements. DW suggests that I need to change the names of these, and I likely will, but for now I'm keeping the classic astrological names to keep them easy to remember. I am thinking of renaming them to figures from playing cards (Knight/King/Queen) but am leery of introducing gender-specific terms. These are the classic "roles" of an RPG party. You could relate them to offense, defense, and special teams. A balanced party should have one of each role. Luckily there are only three of them!
  3. Derive Astrological Sign. In astrology, element + quality = sign. For example, Leo is the sign of high-summer, a Fixed Fire sign. Signs are old and potent archetypes. If players want to select a sign first and then go back to derive the element/quality pairs, they can certainly do that.
  4. Derive Ruling and Detrimental Planets. Each sign is ruled by a planet, which exerts unusually strong influence. There is also a planet which is uncomfortable within each sign. Planets govern things such as skills (the arts) and other certain actions. They also govern Matter, Mind, and Spirit and the relations between them, which are important attributes.
  5. Select your Guide. All of the previous steps could be described as "nature." Your character may have been born under a certain set of stars, raised in a certain type of home, or otherwise shaped by powerful influences largely beyond their control. The Guide is the "nurture" part, often actively selected by the character. It may be a specialty, an object of worship, or an ideal.

    The Guide is another planet from the list of seven in a default setting. The planets are each associated with Classical deities so it may also be linked to those gods. For example, a player may select either Jupiter or Zeus as their Guide; either way they are equivalent, mechanically. In the future I may break this out more closely, and say that the particular aspect you identify with has additional mechanical effects (for example, "clerics" may focus on Zeus, "mages" on the planet Jupiter, and so on). You could easily have players start without a Guide and discover one through the course of play, for example, a spirit quest, meeting a hermit, or any other similar adventure.

    It is not necessary for a party to cover all of the planets although it would probably be helpful to cover a wide variety of them just to get access to a wider variety of skills and other perks. Most teams of three will tend to cover a majority of the planets without trying too hard even without coordinating their selections.
  6. Fill in Derived Matter/Mind/Spirit information: Each planet governs one of these elements. For example, Saturn is the dominance of Matter over Mind, thus you'd put a point into Matter if Saturn is either your Guide or Ruling planet. Thus you'll put two points on these attributes.
  7. Roll Dice to Generate Attribute Scores: You will now generate Attribute scores for Matter, Mind, and Spirit; Cardinal, Fixed, and Mutable; and Earth, Water, Air, and Fire. Roll 3d6 and total them to generate a score for each. For each point you've put into a category, add an extra die but total only the highest three. For example, if Earth is your Prime element, you'd roll 4d6 and take the highest three when generating your Earth score. Convert all ability scores to a modifier from -3 to +3 using the standard table. Optional: After rolling, reduce any score by -3 to add +2 to a "prime" score in the same category.
  8. Make all derived picks: Most of the Attributes have things associated with them that you can select in order to customize your character. Usually they are things like "pick 1+/-MOD" or "pick 4+/-MOD." Usually 1+/-MOD are more consequential and involved choices, so if you don't want to deal with them simply trade that attribute score down using the rules above. Some derived picks will be made for you; for example, each planet has skills associated with it, so your Ruling Planet and Guide will select two skills in each category for you.
  9. Finishing Touches: Select equipment, round out details, and tie up any odds and ends.
Options:
  • Difficulty: There are three packages for difficulty, Basic, Advanced, and Expert. Each generally is equivalent in power. Expert will give more choices and be more difficult to play effectively than Basic. This is a choice based on player skill level. New players should start with Basic and move up later if desired.
  • Primes & Flaws: You may designate any ability within a category as "Flawed." If you do so, you get one more point to spend in that category. For example, you could designate Water as "Flawed" and get two points to spend in Elements rather than one. Both could go into one element (for example, you could double tap Fire) or you can spread them out (Fire & Earth). Instead of rolling 3d6 to generate the Flawed score, roll 4d6 and total the three lowest dice. If an attribute is double tapped, then roll 5d6 and total the three highest. When trading down scores, you may subtract 3 from the Flaw and add +1 to each Prime if preferred.
It sounds complicated but really goes quite rapidly. There are relatively few choices that neatly funnel you into the next choice. You never have to choose from a list longer than around seven options and the derived attributes flow rapidly from a few initial choices.

Example:

In test I was pleased how archetypes flowed from initial choices. DW selected "water" as the element most aligned with her personality and play style, and then selected "cardinal" as she wanted an aggressive character that started things. We referenced a quick table and determined that the Cardinal Water sign is Cancer which is ruled by the Moon with Saturn in detriment. She then selected Mars as her Guide as she likes to smack stuff around.

This led to some derived skill specializations which we rapidly filled in on the character sheet (all the arts are arranged in rows by their ruling planet, so you just check off an entire row at a time). Her character was good at music, armament, and fighting due to Mars and Grammar, Hunting, and Shooting due to the Moon. She was deficient at Astronomy, Agriculture, and Riding which are the provenance of Saturn which as we recall is in Detriment in Cancer. She got +1 Matter and +1 Mind from her planets, making her a character well grounded in the physical and mental realms but perhaps less cognizant of spiritual or divine concerns.

So what did we have? Before making any fiddling choices, just focusing on the emergent core archetypes from the first few key selections, we had an introverted, energetic militant huntress. Reading articles on Cancer, Diana (of the Moon), and Mars would give lots of role playing ideas. These archetypes were supported by the mechanics of the game rather than just being a roleplaying label on paper only.

I think this also has a ton of potential for generating NPCs. You can either rapidly step through the process to rapidly generate archetypes, or if you have an archetype in mind already, start with the sign then work backwards. There is a rich tapestry of material associated with all of these elements so it is easy to find archetypal associations to explore.

What is the core mechanic: The core mechanic is a simple dice pool system based on D6s. Some sub systems utilize other mechanics but in general everything uses D6s.

  • Building Dice Pools: A general dice pool is constructed by adding +1 die for each relevant "prime" or specialty. For example, if our character above had to roll Earth + Cardinal, she'd get +1 die because Cardinal is prime but she does not have Earth prime. If an attribute is Flawed or a skill is a Detriment then subtract one from the Dice Pool. Dice Pools for core adventuring abilities like melee attacks are carefully controlled to keep them from getting out of control. The mechanic has diminishing returns built in to reduce the impact of "stacking" too many dice.
  • Reading Dice Pools: The highest die showing is normally the result of the dice pool. Each additional six adds one to the result (so boxcars = 7). Sometimes, the number of dice showing the number is relevant; for example, getting a pair of 5s would = 2.

They're called "Reserve Feats"

An interesting post over at Grognardia. James takes a brief segue into mechanics-land (something he doesn't do too often). I hadn't thought about 3.5 lately, but one of the later innovations that I actually really liked was Reserve Feats. If I played an AD&D or OD&D game with Vancian casting this is one thing I definitely think I would keep in.

A few ways you could handle it:
  • Each and every spell has a rider effect that kicks in if still memorized, either baneful or boonful. The downside to this is that you must individually balance each spell. It also gets to be a lot to keep track of at higher levels.
  • As above, but cap the number of active effects. This has fewer but still significant issues.
  • Introduce "reserve feats" a la 3.5. Basically, in 3.5, you could take feats that said things like, "Throw a mini-fireball, affects one creature, deals 1d6 damage per spell level of the highest Fire spell you have memorized." You could come up with a list of 7+/-2 Reserve Feats then let players select them. I would either allow a number of feats equal to MU Weapon Profs (so 1 at level 1, then another at level 7), or perhaps a number based on INT score + extra ones with weapon profs (to create growth with level). I'd also consider allowing players to "retrain" their Reserve feat every level up.
The advantage to this system is that it beefs up low level casters without unduly affecting higher level ones, is easy to run, and creates great "specialty" caster flavor. For example, you could actually make the schools of magic significant; someone with the Divination reserve feat would sure want to have a Divination spell memorized every day!