Friday, February 17, 2023

Donjons & Drakes: Ability Score Generation

 One of the hallmarks of "old school" design is random dice rolling for character generation, vs. a point buy or stat array.  After having played a lot of D&D, I think the primary advantage of randomly generating a character is that the dice can guide you to what you should play.  Roll a 17 WIS?  Cleric it is!  16 STR, 16 CON, 8 INT?  Dust off the Conan the Barbarian memes, we are making a fighter.

That said I also think there is some value to statistics being somewhat balanced between characters.  You are stuck with these rolls for a long time, and while I am sure some grognard will be along to correct me, it isn't fun to play a character with all mediocre stats.  Something above and below average creates variety!

So I have taken a few steps in character creation to address all these objectives.

How it Works in a Nutshell

Roll 2d6+6 for a score associated with a prime requisite (STR/INT/WIS) and 2d6+6 for a secondary score (DEX/CON/CHA).  Roll 3d6 in order for the rest.  

Archetypes

In my edition, players select an archetype by drawing playing cards; they pick from a small pool of choices.   Each archetype will give bonuses to generate one or two of the six ability scores (typically by rolling 2d6+6 for the indicated scores rather than 3d6 as described above).  For example, the Jack of Clubs yields above average Strength and Dexterity -- probably a good start for a fighter or perhaps a rogue, but not guaranteed.  Each of the archetypes is also linked to an astrological sign and one of seven patrons/factions, giving an immediate instant roleplay hook possibility.

If you don't like the archetypes rule, you roll 4d6 drop the lowest for all of them and ignore bonuses granted by your species (so the average comes out the same).

Reducing the Range and Importance of Ability Scores

Ability score modifiers in my game typically range only from -2 to +2.  And anything more than a +1 or -1 is a little unusual.  

The impact of ability scores on primary class functions has also been softened. A character with a high ability score has a jump start early in their career but the bonus is eclipsed by level-based modifiers later on.  For example, all characters add their strength modifier to hit with melee weapons; fighters get to add their strength modifier or a modifier based on their class level, whichever is greater (but not both).  Thus the fighter with average strength will eventually catch up through acquisition of experience and skill by mid or late career with his more naturally gifted peers.  You aren't crippled forever as a fighter without that awesome 18 in STR.

Ability Score Mercy Rules

I expect statistically speaking a character in my edition to have a summed modifier of +2:  usually one score with a -1 modifier and three with +1 (or one with +2 and one with +1).  Characters which have lower scores than this add to their LOWEST score of constitution, dexterity, or charisma.  Those scores are selected for buffs as they are the "secondary" scores -- not a prime requisite for anything (except rogues), so changing them doesn't change the fundamental logic of what character class a given stat array is well suited for.

Making Humans Great

Humans add +3 to their lowest score.  Again this won't change what class you're suited for (keeping the decision space narrow) but is a solid perk that makes them worthwhile vs. the low level benefits of demihumans.

Wednesday, February 15, 2023

Donjons & Drakes: Fantasy Heartbreaker Intro

 I have been working on my own Fantasy Heartbreaker, currently named Donjons & Drakes, for some time.  Many of my early musings are in this blog.  Starting to play again has spurred me to get the game to a playable state.  I'm not quite exactly where I want it to be (especially with higher level stronghold management), but it is certainly playable.  The game is heavily based on The Original Fantasy RPG from the 1970s, but I have pulled in ideas from other editions and other games throughout where they make sense.  Especially now that 5E is in a Creative Commons license, there is a lot of flexibility to borrow material.

I intend a series of posts about core mechanics and rules.  This is an excerpt from the front material that lays out what its all about.

Premise

In this game, characters begin as eager adventurers eager to find their way in the world.  After some introductory adventures where experience is gained, they find themselves deep in the depths of a fantastic dungeon.  Success brings riches, magic and power.  Failure brings ignominy or even death.  Eventually, successful characters have the opportunity to establish strongholds, raise armies and vie for control of the known Realms.  Will your character bring an age of weal, be a harbinger of woe, or maintain the balance?  How will the journey change them?  Adventure on to find out…

Scope

The game you hold before you is based on the Original Fantasy Role Playing Game (OFRPG) and its earliest basic versions.  However, this version is unique for it adds emphasis in several areas.

  • Incorporation of elements from the Original Fantasy Miniatures Wargame.  The Original Fantasy Miniatures Wargame was used in a number of places for inspiration to round out the capabilities of player characters and monsters alike.
  • Modern, streamlined mechanics.  Universal saving throws, an ascending armor class system leveraging the base attack bonus, and other such mechanics have been incorporated to greatly reduce the need to constantly reference tables in play.  Mechanics have been designed such that only D20 and D6 dice are generally needed.  The emphasis is on relatively fast play.
  • Historical accuracy.  Where possible, the game draws from historical sources.  For example, prices have been adjusted to a silver standard, where one silver coin is a groat and three silver pieces equal a historical medieval shilling.  This allows easy conversion of new items from real world sources into the game.  Another example has been to further develop the details of domain management for high level characters, looking to historical examples as a guide.  Units of weight and measure are another example, where historical real world measures such as weight in “stones” provide a simpler and more flavorful method than the OFRPG.
  • Heroic mythos.  The alignment system has been modified to include elements of heroic mythology, borrowing from astrology, tarot, and other arcana.  These elements add a bit of depth to heroic character development, allowing the players to draw inspiration from a rich tapestry of mythic inspiration.

The author has been able to benefit from modern statistical analysis tools to analyze the OFRPG and other games, as well as years of personal experience with various editions of role playing games games, to develop this set of rules.  It it is a never-ending labor, but one that has finally resulted in a codified set of playable table rules with a unique spin on a familiar genre.  I hope that you enjoy these rules.