Thursday, August 9, 2012

Whitebox: Elements

PURPOSE OF THIS RULE:
This house rule attempts to cultivate a player typology which then allows players to pursue -- and be rewarded for -- activities which they find personally satisfying.  All too often, a player who is primarily interested in, say, interpersonal relationships with the other players gets punished for table-talk, banter, exploring backstories of other PCs, etc at a table where Hard Core SWAT-style Dungeon Clearing is the order of the day.  Likewise, some tables focus heavily on role playing and the one player interested in clearing dungeons like its her job is punished for failing to talk about the feelings of the PCs.

The fundamental premise is that players can be described on two axis:  quality of interaction with the game world and with other players.  On each axis, players can either interact with or act on the respective aspect of the experience.  By identifying that axis explicitly, interesting abilities and rewards can be tailored for each player.

There is no need to balance these among the group.  The entire group may be one or two elements.  In solo or two player games, in particular, the interpersonal elements (air/fire) should probably be de-emphasized or avoided.

ELEMENTS

Characters may select one element to be their foundational basis.  The classical elements should be based more on player -- not character -- characteristics.  Elements determine two important things:  quests (used for gaining "bonuses" when levelling up) and a few special benefits related to focus and action points.

QUESTS:  At the start of each main quest, randomly determine (draw/roll) a side quest related to your character's element.  The quests have been linked.  This side quest can remain a secret (i.e. you don't have to tell other players).  If it is fulfilled at the end of the main quest, you gain one of the following rewards:

  • Action Hero:  Start next adventure with +2 Action Points (or class based equivalent)
  • Loot:  Cash reward equal to LEVEL*4^2, or appropriate magic item
  • Long Haul:  +1 to ability score of your choice
STATUS (Expend Action Point):  Each element lets the character spend a turn to gain access to or influence an institution or potentially helpful NPC.  A normal reaction roll should be made. There are three different forms:
  • Add wandering NPC of same tier (+/- 1 level) who comes to the PC's current location.   The NPC will stay in the general area and may make a few more spontaneous appearances until the completion of the current quest.
  • Add fixed NPC of one tier (no more than +3 levels) greater who has a fixed place of business in a local town.  The NPC will stay in business until at least the completion of the current quest.
  • Gain favor of NPC of up to two tiers (no more than +6 levels) greater; this is not a charm but the NPC will be favorably disposed (at least granting an audience) for the duration of the current quest.


WATER
  • Theme:  Interact with the game world.
  • Status (Expend Action Point):  Clergy (Priests, Monks, Nuns, etc) and Sages
  • Know Creature (Expend Focus/Full Round Action):  Target a creature within 12".  If the target fails a saving throw, you learn their current and maximum HP, HD, AC, the type of monster, broad emotional state, and major special abilities.  If they pass the save you learn nothing.
  • Treasure Map (Expend Action Point/Turn):  Gain a treasure map showing the way to some unique treasure or a key to solving a major quest.  The map could be a literal scroll, or it could be in the form of a useful guide or clue.
  • Theme:  Act on the game world.
  • Status (Expend Action Point):  Merchants (traders, moneylenders, caravaners)
  • Expend Focus:  ???
  • Cache (Expend Action Point/Turn):  Establish a secure cache, hideout, or small stronghold where a few people or valuable goods may be secured.  It could be a secure safe deposit box at a bank in town, a barricaded strong room in the dungeon, or a secret shack deep in the Black Marsh.
  • Theme:  Interact with other people at the table.
  • Status (Expend Action Point):  Nobles (Knights errant, landholders, aristocrats, etc)
  • Expend Focus:  ???
  • Language (Expend Action Point):  Your character learns a new language.  You will have an accent and lack proficiency of a native speaker but can interact with many more NPCs in the adventure.
  • Theme:  Act on other people at the table.
  • Status (Expend Action Point):  Commoners (farmers, shepherds, smiths, laborers)
  • Command (Expend Focus/Full  Round Action):  Move one of your allies a normal move which must end closer to you, or have one of your allies make a normal attack.  The forced move must not expose the ally to obvious undue harm or instant death (i.e. it is not a magical compulsion or domination).
  • Share Quest (Expend Action Point):  All other player characters may add your current side quest to their list of quests.  They can receive credit for fulfilling the quest.  You remain the focus of the quest (for example, if you have to convince the others to attempt a quest your way, they only gain credit for the quest for trying it your way -- not for trying it their way).



Thursday, August 2, 2012

Whitebox: Kicker HP & Demihumans

A quick analysis of whitebox starting characters indicates that demihumans have a significant advantage:

  • Elves:  +1 to hit vs. common humanoid foes. fighter/MU versatility
  • Halflings:  +2 AC most of the time, +4 AC vs large foes, +2 to hit with missiles, substantial save bonuses
  • Dwarves:  +2 AC  most of the time, +4 AC vs large foes, +1 vs common humanoids, substantial save bonuses
This is somewhat balanced by level limits.  However, lets face it -- many campaigns will never reach level 7 (out of 10), where the Dwarf level limit becomes an issue, for example.  The demihuman bonuses are also all stacked up at first level.  For example, a human fighter would have to get to level 5 before they are better than a first level halfling at missile attacks!  A dwarf or halfling in plate and with shield is effectively AC 21 against giants and AC 19 against man-sized foes, making them almost unhittable.

At a quick pick-up whitebox game, we decided to give human characters +1d6 HP at first level.  I think this is a decent idea:  it is different from a straight AC/to-hit/save bonus (which is what the demis get) and makes humans pretty desirable as first level survivability is iffy at best anyways.  It also is a benefit that fades out over time -- it is very significant for levels 1-4 then becomes less so, which is perfect because level limits kick in to balance demis at the mid to high levels anyways.

The issue with this is you can get REALLY lucky rolls.  For example, I was playing a MU and got a roll of 5 and 6 for HP:  11 HP at level 1 as a MU significantly changes the feel of the class.  I was somewhat fearlessly wading into melee with my quarterstaff in hand, safe in knowing that I could take a few hits.

I think going forward what I'll do is give human characters a +3 HP kicker rather than +1d6.  This accomplishes the same goal of boosting humans a bit at level 1 but prevents anyone but a fighter from getting double-digit HP right off the bat.  The random solution I suppose would be to give them a +1d6 HP "olympic scoring style" kicker but to roll three dice, discarding the lowest and highest and taking the middle.

Wednesday, August 1, 2012

Whitebox, HP, and the Sweet Spot

Level 4 to 7 has always been the sweet spot for me in D&D.  There seems to be a perfect mix of character options and HP as opposed to monster damage at those levels.

Looking at the math in White Box, a typical level 4 character has 4 HD/14 HP (Fighters), 3+1 HD/11.5 HP (Clerics), or 2+1 HD/8 HP (MUs).

They will probably range in AC from AC 19 (best case -- +1 plate, +1 shield, or standard plate and shield with a buff spell running) to AC 12ish (MU with protection spell running) in most serious combats.  An average AC is probably around 17.  Most monsters will probably have a BHB from +1 to +4, meaning hits occur on a roll of 15ish -- about 1/4 of the time.

At this level most monsters are doing 1d6 damage -- a few might do 1d6+1 (ogres).  A rare few do 2d6.   Therefore, the character should be able to take 2-4 hits depending on class (HD) and attacker.

This means that a character should be taking about 16 attacks (heavily armored fighter with average HP) before incapacitation, 12  attacks (moderately armored cleric with average HP), or as few as 4 attacks (MU) before being knocked out.

I think this is pretty much as we'd expect, especially given that those attacks should be parceled out over multiple rounds and several combats.  Smart fighters who have access to missile weapons and polearms may be able to get in a few rounds of combat without exposing themselves to enemy attacks as well.

In any event, even if the character gets whacked every time, there should be a smooth progression from "green" (>50% HP), to "yellow" (<50% HP), to "red" (<6 HP remaining -- one more hit left).  One round knockouts should be rare.

Monday, July 30, 2012

White Box: Playing Card Magic

This magic system replaces Vancian magic and interacts with the Tempo/Milestone rule discussed earlier.  If a character opts to adopt Playing Card magic, they lose the benefits of Action Points.  Instead of gaining Action Points, characters draw and use Playing Cards which represent various spells.  Spells are originally obtained and gained throughout an adventure exactly like Action Points (i.e., start with a number equal to Tempo and gain at Milestones throughout).


My baseline "class" for S&W WB is the Cleric.  I have built all classes around the cleric XP, HP, BHB, and ST charts, so use those charts for this variant caster.


SUITS:  Suits represent "schools" of magic as well as various classical elements.

  • Hearts (Water):  Healing; white magic
    Major Effect:  The target immediately regains 1d6 HP per [potency] and the caster regains 1 HP per [potency].  This increases to 2d6 at level 4, 3d6 at level 7, and 4d6 at level 10.  The caster may target themselves or another creature within range.
    Tapped Effect:  At the start of each turn, the caster gains 1 temporary HP per [potency].  This increases to 2 HP at level 4, 3 HP at level 7, and 4 HP at level 10.  These temporary HP do not stack and go away when the tapped effect expires.
  • Diamonds (Earth):  Wards; white magic
    Major Effect: Create a magical barrier that affects 1d6 per [potency] spaces in a contiguous barrier.  The barrier persists until the aftereffect is expended.  Any foe who hits the magical barrier must immediately stop their movement, although movement may resume the next round.  Undead, conjured, summoned, or other otherworldy creatures take 1 HP per tier per [potency] damage when forcing their way though the barrier.  Missile attacks from enemies through the barrier receive -1 per [potency] to hit.  Allies gain a +1 bonus to saving throws per [potency] against effects from the other side of the barrier.
    Tapped Effect:  Gain +1 AC and +2 on saving throws per [potency].
  • Clubs (Fire):  Smite; black magic
    Major Effect: Deal 1d6 HP damage per [potency].   This increases to 2d6 at level 4, 3d6 at level 7, and 4d6 at level 10.  This damage must be allocated to one target who may save for 1/2 damage.
    Tapped Effect:  Deal +1 damage per [potency] with all weapons.
  • Spades (Air):  Enchantment; black magic
    Major Effect:  Move any creature 1d6 paces per [potency].  This effect must be allocated to one target who may save in order to cut the forced movement in half (round down).  Targets may be allies who can choose to forgo a save.   If the campaign permits, vertical movement (i.e. flight) is permitted.
    Tapped Effect:  Move any creature 1 pace per [potency].  The target may save to negate all forced movement.  The target may change each round but must be within range.  Targets may be allies.  If the campaign permits, vertical movement (i.e. flight) is permitted.
    Variant:  Instead of outright forbidding flight, the DM may require each movement to end on a firm surface.  One can imagine huge leaps and bounds more easily than levitation.
CARD TYPES:  The type of card (number or face) affects its potency and quality.
  • Numbers (2-10):  These are the "bread and butter" of a wizard's spell book.  They are useful as they are often easy to cast due to lower target numbers.
    Effect:  The number of columns of symbols represents the potency of the spell.  For example, the four of diamonds has a potency of two as there are two columns of diamonds.
  • Aces High:  Basic aces are simple "cantrips" easily mastered by most wizards.  However, there are more advanced versions of these spells available.  The character may treat an ace as a low card (potency 1/casting cost 1) or a high card (potency 4/casting cost 11).
  • Jacks:  Represents Sulfur, the aggressive and offensive aspects of magic.  The power of Sulfur invokes mighty forces which are simply unmatched by any other known spells in raw power.Casting Cost:  The casting cost is 11.
    Potency:  5
    Special:  Range is equal to 6d6 + INT modifier + LEVEL/3 + 1.  While this card is in effect, gain +2 on casting checks for any other cards of the same suit or for any other knights.
  • Kings:  Represents Salt, the resilient aspects of magic.  Salt makes the caster a bastion on the battlefield, a fixture to which friends will rally and foes will recoil.
    Casting Cost:  The casting cost is 11.
    Potency:  3
    Special:  The caster conjures a powerful aura which moves with the caster.  All creatures within 2 paces (about 10 feet) at the start of the caster's round may be affected by the suit's effect (caster's choice to avoid friendly fire for friends or buffing foes).  The King of Diamonds effect creates a mobile 10' bubble of protection that moves with the caster.  Roll 2d6 instead of 1d6 and take the more favorable for all duration expiration checks for spells of the same suit as the king so long as the king in play.
  • Queens:  Represents Quicksilver, the most destructive and flexible aspects of magic.
    Casting Cost:  The casting cost is 11.
    Special:   Consider the card to be potency [3].  Healing (hearts), smite damage (clubs), and forced movement (spades) may be allocated to multiple targets (1d6 per target minimum) within range.  Wards may be split into multiple areas (1d6 per area).  The tapped affect can benefit both the caster and two targets within range (determined at the start of each turn).  You may "split" the major effects (but not after effects) of any other cards of the same suit as the queen so long as the queen remains in play.
RANGE:  Many magical effects are personal buffs.  Unless otherwise noted, the maximum range for other spells in paces (5') is equal to 2d6 + INT modifier (usually +1 or -1) + LEVEL/3 (round down) + 1 or line of sight, whichever is more restrictive.  Note that LEVEL/3 + 1 is often referred to as "tier" and is used for many other effects throughout the game, so it should be a familiar and readily available number.

CASTING:  To cast a spell, roll 2d6 + INT modifier (usually +1 or -1) + LEVEL/3 + 1.  The difficulty is equal to the number on the playing card.  Casting occupies an entire round.  Casters must remain stationary.  If struck by a foe during the same round as casting a spell, impose a penalty equal to the amount of damage dealt to the casting roll.
  • Immediate:  If your modified roll is equal to the number on the playing card or higher then the spell's major effect occurs at the end of your round.  Play the card in front of you straight up and down and assess the spell immediately.
  • Delayed:  If you fail to cast the spell but are only one short, then the spell is delayed.  Play it sideways in front of you at the start of your next turn.  The "tapped effect" described above goes into effect immediately.  Each round thereafter roll 1d6 at the start of each of your round (no action required).  On a roll of 5-6 the spell activates with its Major Effect; rotate the card to be straight up and down.
  • Fizzle:  If you fail and are two short, then the spell fizzles.  Your turn is wasted, the card remains in your hand, and nothing happens.
  • Negated:  If you fail and are three short, then the spell is negated.  Discard the card and draw another one.  Your turn is wasted.
DURATION & AFTER EFFECTS:  Immediately after a spell completes its major effect, the "tapped effect" goes into effect.  This can also kick in with a "delayed" spell prior to the major effect.  At the end of each combat round in which you have a spell active (i.e. card played, but not "delayed") then you must roll 1d6 as a free action.  On a roll of 5-6 then the card is rotated 90 degrees (tapped); if already tapped, then it is removed from play and the spell expires.
  • Concentration:  You may spend your entire round concentrating on the spell; in this case, roll a casting check exactly as above in addition to the usual 1d6 check.  If either is successful then the spell persists.  Ignore results of "delayed, fizzle, or negated."
SUMMONING  (OPTIONAL SUBSYSTEM): A sub-system for summoning will be introduced in a later supplement.

SPECIALTY CASTERS (OPTIONAL SUBSYSTEM):  Wizards by default are generalists who dabble in all types of magic and those are the ones who have been described here.  Some, however, focus their efforts on specific types of magic.
  • White Wizards:  Gain +2 on all casting checks for red cards and -4 on casting checks for all black cards.  When drawing spells or at any milestone, the player may discard any black card and draw again until they draw a red card.  Most white wizards are lawful.
  • Black Wizards:   Gain +2 on all casting checks for black cards and -4 on casting checks for all red cards.  When drawing spells or at any milestone , the player may discard any red card and draw again until they draw a black card.  Most black wizards are chaotic.
  • Suit Specialist:  Gain +2 on all casting checks for your chosen suit and -4 on casting checks for all other suits.  You may consider any card to be your favored suit but do not gain any bonus or penalty to cast it (for example, a specialist in Hearts may play the King of Hearts and get a +2 bonus; he can play the King of Spades and treat it as a Heart for all purposes but gets no bonus when casting).  If playing with Elements, the character's element and specialty must match.
NON-STANDARD EFFECTS (OPTIONAL SUB-SYSTEM):  Players may desire to cast spells in order to solve problems or create non-standard effects.  Such behavior should be encouraged but limited to prevent the need for excessive adjudication and delays of game.

To create a non-standard effect, rare and unusual components which cost 2 GP (or SP if on a SP system) per level squared.  For example, a fourth level caster will require 64 GP to cast a non-standard spell.  The DM may require spell components to match the suit or provide a discount for spell components which are suit-specific, for example, pearls for water/hearts or fire opals for fire/clubs.

When crafting non-standard spells, the DM and player should consider the following factors.
  • Suit:  This is the most important criterion.  Does the theme of the magic fall within the appropriate suit?  As a guide to suitability, players and DM may want to examine elemental correspondences to the four elements (earth/air/water/fire) (see appendix).  Sometimes it is helpful to use verbs associated with the four elements:
    Earth/Diamonds:  To Keep Silence
    Water/Hearts:  To Dare
    Air/Spades:  To Know
    Fire/Clubs:  To Will
  • Quality:  Face cards have unique qualities.  The qualities of face cards should be considered for appropriateness.  Number cards have neutral or no significant properties.  Face cards also help in constructing a "spell sentence" as the qualities can easily be converted to verbs:
    Jack = Sulfur = Initiate, start, begin
    King = Salt = Continue, maintain, extend
    Queen = Quicksilver = Transform, transition, conclude, destroy
  • Potency:  Exceptional, unique effects will likely require a potency 3 card or better.
  • Replication of other cards:  An expensive spell component should allow one element of another card to be replicated.  For example, an expensive spell component might allow any card to be cast at long range and at +2 potency over normal like a knight.  An expensive spell component might also allow the caster to substitute a different suit for the displayed suit.  Another possibility might be reducing the casting check difficulty.  Such usage is simple and likely will require only one card.
  • Combining Cards:  The most powerful effects may require multiple effects to be combined to form a "complete sentence."
One technique to use is to write a spell sentence with a verb, noun, and direct object ("I [VERB] [TARGET/DIRECT OBJECT]"). For example, say a magician is confronted with strange mystical writing on a fortified door.  He might say, "I understand the wards."  This likely requires a simple spades card (Air = To Know), with potency requirements determining how much of the message is decoded.  He might say, "I sunder the wards" which likely requires a simple clubs card (fire = to will), with potency requirements determining how effective the attempt is.  A diamond (earth) card might be generally useful as diamonds deal with wards generally.  An argument might even be made for a water card, as water is elementally opposed to earth (water erodes stone).

Complicated spell sentences are likely to require multiple cards to spell out everything.  In any event, assuming the caster's intent is clear and the sentence proposed reasonably relates to the spell card offered, the GM should interpret such attempts relatively favorably, although of course specific results may vary.  Even nonsense attempts may have some reasonable chance of success; however, it is rumored that mages who bend wildly inappropriate magic to their wills risk unleashing unknown and terrible forces, tipping the scales of karma to favor one's foes, or otherwise causing paradoxical difficulties.  The DM will have a sure method for adjudicating any questionable spell casting attempts.

Tuesday, July 24, 2012

Whitebox: Character Qualities

Characters select a quality at creation.  Qualities are independent of character class and ability scores.  It is wise to have a variety of qualities in the party.

Sulfur (Cardinal; Initiate and Begin) - Striker/Lurker“Omnipresent spirit of life"
Sulfur symbolizes offense and initiative.

  • FOCUS:  Start each encounter with Focus.  The first time you expend Focus in an encounter it is NOT expended/lost and you retain Focus.  Regain Focus only on a roll of "6" (not 5-6).
  • DAMAGE:  When you have Focus, deal +1 damage with all weapons.  This bonus increases to +2 at level 4, +3 at level 7, and +4 at level 10.  This bonus increases to +2 if attacking while mounted.
  • VICIOUS STRIKE (Expend Focus):  Gain +1d6 damage on your next attack.  This increases to 2d6 at level 4, 3d6 at level 7, and 4d6 at level 10.
  • MOUNTED & TWO HANDED WEAPON EXPERTISE (Expend Focus):  Roll twice for your next attack while mounted or for your next attack with a two handed weapon (not a polearm) and take the best result.
Salt (Fixed; Steady and Maintain) - Defender/Soldier“Fluid connection between the High and the Low”
Salt symbolizes a solid, fixed defensive approach.

  • BLOODY FOCUS:  Start each encounter without Focus.  The first time you take damage in any encounter, immediately gain focus.  Otherwise, regain Focus on a roll of 5-6
    • THICK SKIN:  When you have Focus, gain +1 AC and +1 to Saving Throws.  This bonus increases to +2 AC/+2 Saving Throws if using a shield.
    • HIT POINTS:  Gain +1 HP per HD.
  • IMPENETRABLE DEFENSES (Expend Focus):  Gain a +1d6 bonus to AC and Saving Throws until the start of your next turn.  This bonus increases to 1d6+1 if using a shield.
  • TAUNT (Expend Focus, Rider):  You may use this at the same time as Impenetrable Defenses.  Any foes in melee with you must attack you if it attacks this round (save to negate).
  • PIKE EXPERTISE (Expend Focus):  Roll twice for your next attack with a polearm and take the best result.

Quicksilver (Mutable; Transition and Destruction) - Skirmisher
Quicksilver represents fluid, changeable, and flexible tactics as well as destruction.
  • LATE FOCUS:  Regain Focus on a roll of 4-6.
  • ACCURATE:  When you have focus, gain +2 Base Hit Bonus (i.e. To Hit).
  • NIMBLE:  When you have focus, gain +2 AC against any Attack of Opportunity (if your game uses AoO).
  • PRECISE STRIKE:  Expend Focus to roll an attack twice and take the better result.  If you have not yet moved this round, you may make a move before, after, or during the strike which does not count as a charge.
  • BLADED EXPERTISE (Expend Focus):  Roll twice for your next attack with a one-handed sword or dagger and take the best result.
VARIANT:  If you are not playing with "Focus," then simply make the fixed benefit permanent and eliminate the burst benefits attained by expending Focus.

Behind the Scenes:

The three qualities are set up in a "rock paper scissors" style:  Salt trumps Sulfur, Quicksilver trumps Salt, and Sulfur trumps Quicksilver (Sulfur < Salt < Quicksilver < Sulfur).  For example, Sulfur's bonus damage is negated by Salt's bonus HP and robust defenses.  Quicksilver's accurate attacks can tear through Salt's thick skin.  Sulfur's bonus damage cuts through quicksilver's weak defenses.

To borrow a 4E paradigm, "Sulfur" characters are strikers or lurkers, dealing massive spikes of damage.  "Salt" characters are defenders or soldier-types, and "Quicksilver" characters are skirmishers.

Sunday, July 22, 2012

Whitebox: Focus

One thing I love about White Box is that it is very free form.  One thing I dislike about White Box is that it is very free form.  It can be difficult to adjudicate exactly what a special action should be, what the odds of success look like, and what the consequences of failure are.


Enter the Focus mechanic.  Focus is binary; you either have it, or you don't.  There is no tracking of "points" or anything other than "focused" vs. "not-focused."  It is a renewable resource, and characters can be expected to have it a few times each encounter.  Focus can be expended for one of several effects.


Gaining and Regaining Focus:  Characters roll 1d6 each round.  On a roll of 5-6 focus is regained.  Most characters do not begin combat with Focus.  Focus is binary:  characters either have it, or they don't.  Thus it is impossible to gain multiple "points" of Focus.


Maintaining Focus:  If Focused, characters gain +1 to hit and +2 to saving throws (only use this rule if "Quality" is not used).
DM Trick Option:  If this is too hard to keep track of, give all characters +1 to hit and +2 to saves, and impose penalties if unfocused.


NPCs and Focus:  Only significant NPCs with names or special monsters have Focus.  Henchmen do not have Focus but their lieges may expend Focus on their behalf.

Expending Focus - Crazy Stunts:  Characters expend Focus to try an unusual, risky, or non-standard maneuver and be assured of a reasonable chance of survival.  In general, when using Focus, the consequences of failure should be limited to a modest amount of damage (1d6, perhaps with a save to avoid), wasting the round, or so on.  The chances of success should also be reasonable, perhaps around a coin toss.
For example, say a character wants to vault out of a second story window onto a horse's back with the princess to make a daring escape.  Without Focus, there is obviously a risk of taking 2d6 or 3d6 damage if the attempt fails.  With Focus, the character should have a reasonable chance to succeed (perhaps 3 to 4 out of 6, +1 if they have high DEX) with failure resulting in but 1d6 damage (save for none).
Maybe a character wants to jury rig a zip line across a long lava-filled crevasse.  Normally failure would result in instant death.  With Focus, failure might mean that the character ends up clinging to the side of the cliff or burned from noxious vapors but not instantly dead.
 In another example, a character may want to slide down a banister, vault onto a chandelier, and strike someone across the room with a sword in a dramatic display of swashbucklery.  Obviously a strict reading of the rules makes it tough to adjudicate this and success is very unlikely.  With expenditure of Focus, the DM should assign a reasonable probability of success and just say that the attack misses and the character swings around helplessly clinging to the chandelier if the attempt fails.
Expending Focus - Tactical Bonuses:  The intent for Focus is to allow players to try new and exciting things and take risks, not just to gain simple mechanical bonuses, but some groups may opt to use Focus for a slight increase in tactical flexibility and options.

In more conventional uses, characters might claim a small bonus to hit (no more than +2), a bonus to damage (roll twice and take best result), a bonus to AC for a round (+2), a bonus to saves for one round (+2), a bonus to grit and stamina (ignore 1 HP per HD damage for one round), or so on if it makes sense for the tactical situation and is narrated appropriately.  The list of appropriate "routine" uses is limited by the DM's discretion.

Optionally, focus is used by other sub-systems.

Friday, July 20, 2012

Whitebox: Tempo & Milestones


PURPOSE OF RULE & DEFINITIONS:

The purpose of "tempo" is to provide the basis for further subsystems which will ultimately replace Vancian-style magic.  It is specifically designed to offer more options and resource management for advanced players but to provide equal power levels for newer or less skilled players.

Tempo: Tempo measures the sophistication of a character's "bag of tricks." In general, new players (i.e., beginners) should start with low tempo scores ("slow fuses" or "low nova"). Advanced players should begin with moderate to high tempo ("fast fuse" or "super-nova").  You can think of it as the character's "metabolism" or pace.  Neither a fast (high) or slow (low) tempo is not necessarily strictly better or worse.  Low tempos will actually get more resources/special opportunities over the course of a full quest.  Choose one of the following ways to implement this score.


Action Points:  A generic mechanic which can be used with baseline White Box rules (or just about any other D&D system)

CHARACTER CREATION:


Tempo as a Derivative of Intelligence (w/ Advanced Group): Utilize the character's Intelligence score for Tempo. Convert the 3-18 INT score to a modifier per the following conversions: 0-1 (1), 3-5 (2), 6-8 (3), 9-12 (4), 13-15 (5), 16-18 (6), 19-21 (7). Using this option, the DM should consider allowing Intelligence scores to be increased over the course of the campaign or supplying items which increase the derived Technique attribute as player skill improves.
VARIANT (WIS FOR MU):  DMs may want to consider using WIS to determine "Tempo" for Magic Users, as INT is already important for them.  This is to spread out the importance of different ability scores.
VARIANT (DEX/CHA/CON):  DMs may want to select one of the non-class related scores such as CHA, DEX, or CON so as to avoid giving any class a built-in advantage.   These scores already tend to be relatively important for all characters, however. 
PROs:  Uses existing ability scores, turns INT into more than a dump stat
CONs:  Random, which means that technique score may not map nicely to player skill; magic-users have built in advantage unless variant is used.

Tempo as a function of Level (w/ Basic Group):  The Character's Tempo score equals their level (maximum of 7).  If the campaign will proceed to higher levels, consider spreading out technique increases to scale smoothly with level.
PROs:  Simple, allows character complexity to grow with player skill over a campaign
CONs:  Forces advanced players to go at slower pace with new players; all characters have similar resource expenditure curves and resource management issues/capabilities
Tempo as a unique and player-chosen attribute (w/ Mixed Group):  Allow the player to select a Tempo score, which is its own separate ability score.  New players should start with lower scores (ex, 2).  Experienced players should start with higher scores (ex, 6).  Players with moderate experience should begin with a moderate score (ex, 4).VARIANT (ROLL):  Add a new score and determine technique randomly.  Allow new players to decrease it, or experienced players to increase it.

PROs:  All tempo scores are theoretically equal in power so this gives players the ability to play the style of resource management they enjoy. 
CONs:  May not feel "old school," adds another attribute/ability score to the traditional "Big Six."

 ACTION POINTS, TEMPO, AND MILESTONES

Starting a Quest.  At the start of each quest or adventure, the character gains a number of Action Points equal to their Tempo score.

  • Carry Over:  Points cannot be carried over from a previous adventure or quest.  Excess points from previous quests are lost.
  • Henchmen:  Subtract "1" from this initial pool of points for every Henchman (but not "red shirt" hireling) in the character's employ who is actively engaged in the adventure.

Gaining Action Points.  Action Points are gained at Milestones.  At a milestone, each player rolls 1d6.  If the die is equal to or greater than the tempo score, the character gains +1 Action Point.  The DM should allow around 8+/-2 milestones over the course of a typical adventure.
Behind the Scenes:  After the sixth milestone, all characters can expect to have gained 7 total Action Points.  This is the "breakeven point."  If there are fewer milestones than six, then high tempo characters have a double advantage over low tempo characters (they get more points and get them sooner).  At 8 milestones, a tempo 2 character can expect to have almost 9 action points, a tempo 4 character will have 8, and a tempo 6-7 character 7 points.  At 10 milestones, tempo 1-2 characters can expect to gain about 2.66 more Action Points over the course of the adventure than their tempo 6 counterparts, which is the largest spread likely advisable.
Milestones.

  • Traditional Approach:  The simplest way to award milestones in a traditional campaign is to treat each night of rest when spellcasters recover spells as a milestone for all characters.  In this case, the DM can expect each quest to take 1-2 weeks, and characters to undertake around 1-2 intense combat encounters per day (i.e. short adventuring days).  This is not unlike traditional white box; a low to mid level party with but a handful of spells and very limited HP does not lend itself to long adventuring days!
  • Story-Based Game:  Many DMs and groups want a faster moving game driven by a story or plot arc.  In that case, the DM should provide milestones as rewards for achieving objectives along the way to a quest goal.  In a story-driven game, the DM could break each quest arc into two or three acts, and provide around 3 milestones per act (1d6-1 milestones per act for 3 acts, 1d6 milestones per act for 2 acts).  That likely means one milestone for every scene or two.  An act is likely equivalent to a typical gaming session.
  • Hybrid:  A hybrid approach would be to award milestones for achieving signifcant plot objectives, for a full day of rest in the field or a night of rest in an inn, or as part of treasure/loot rewards.


USING ACTION POINTS

In the simplest variant, characters expend an action point to reroll any die roll.

DMs may also allow a character to expend an action point to gain a +1 bonus to saves, AC, hit, or damage. This benefit lasts until the next milestone.

The D20 SRD gives a list of ideas which are generally appropriate if the DM desires expanded choices for action point usage.  Further sub-systems will give ideas for how to use Action Points.

NPCs and Action Points


Generally monsters do not have Action Points or use Milestones.  At the DM's option, certain "elite" NPCs (generally those with names) may have a limited number of action points available for use.  PCs should be able to expend Action Points on behalf of henchmen, but henchmen do not gain their own repository of points.