Category Archives: DnD

The Three Traditions

nightvale_angel

For use in a 5th Edition Dungeons & Dragons setting in which there are no Bards, Clerics, Druids, Sorcerers, or Wizards. The Warlock and Paladin classes are left to fill roles normally taken by these missing character classes, with the Paladins serving not Gods in the traditional sense but the same strange patrons the Warlocks bind themselves: the Archfiends (Amon, Baphomet, Baal, Paimon, and others), the Archfey (Aurora, Mab, Skuld, Titania, and others), and the Great Old Ones (for this purpose the intermediary servants of a single inscrutable cosmic entity).

In the Southern Realms there has been a longstanding tension between the nations of Man and the holdings of the Fey. Their strengths have waxed and waned, through war and peace, revolution and catastrophe. In recent ages, the cities, roads, and industries of Man have gained ground in fits and starts, largely through a tip in the balance between the Three Traditions.

The Archfey and the Archfiends have variously assisted, empowered, and protected the Warlock princes of each side, occasionally troubled by the One Who Is Many and His servants. Variously known as the Great Old One, He That Is, The One Faced By Seven, or simply The One True God, this inscrutable entity has rarely engendered a significant following. The odd hermit or madman here or there would claim to hear whispers from beyond the stars or receive wet, ominous dreams with strange portents, but the servants of the Archfiends in civilized lands would dismiss them out of hand. The green princes of the wilds ensured these odd teachings could not take root in their territory. There was balance of a sort.

Recently this has changed. A rash of charismatic Warlocks and Paladins have established popular cults, erecting temples and shrines deep in bustling cities, in frontier towns, and even in the wilds themselves. Each is dedicated to this unknowable entity to the exclusion of the regularly-excepted fiends and fey courts.

They preach that every mortal is stalked by invisible agents of the One, horrible guardian angels biding their time, observing, waiting to harvest them at the time of their inscrutable Lord’s choosing. They congregate for a ritual cannibalism, transmuting bread into the flesh of their martyred prophet and consuming it raw. They mutilate their infants to mark them as part of their contract. They proselytize vigorously, desperately, and sometimes forcibly. All in hopes of forestalling a coming doom. For none know the purposes of this terrible ancient power, but the cryptic warnings of His messengers have been increasingly specific, increasingly urgent.

The Princes and Emirs have inquired with their fiendish patrons, and found them mute. They offer no refutation of the Great Old One’s prophecy. Instead they are warned not to meddle with The One, his Choir, or his crawling Messengers. Their hands bound by arcane pacts, the mighty potentates must stand by and let this new cult thrive like weeds in their garden.

The Green Lords have looked deep into their pools and crystals and can divine no future guaranteed by the fey courts for all their power. They ask the trees of the origin of the One’s faith, but they do now know. They ask the stones and the stones cannot remember a time before the One. They ask the stars and the stars weep silently. Their silence on the subject, and the complicity of the princes of Man engenders fear and uncertainty among the laity. Even some of the Paladins bound by the Oath of the Ancients and champions under the Oath of Vengeance have turned from their paths, re-dedicating themselves in Oaths of Devotion to the One.

Stormclouds gather ever near. The angelic choirs ululate, wail, and chatter maddeningly. Is it this new faith in an ancient power that will save the world, or doom it?

Adventuring parties are strongly encouraged to have at least one Warlock and one Paladin tied to the same Warlock Patron. Characters devoted to the One Who Is Many are encouraged to subscribe to a number of strictures and taboos similar to Jewish Kosher Law or Muslim Halal. Fluff all interactions with the Great Old One Patron as a cross between the Abrahamic God and Cthulhu

5e With Kids, AAR

The mess in progress

This week I took advantage in a gap in my eight-year-old son’s summer camp schedule to go hang out with an old childhood friend and his daughters. I brought along the recent Dungeons & Dragons Starter Set to run them through as a little campaign. We had two sessions scheduled, which I hoped would be enough to get a reasonable idea of whether these children could handle the hobby and, perhaps more importantly, if I was ready to use 5th edition Dungeons & Dragons as a game system with children as players.

Spoiler: It went pretty well.

Characters

Having five pre-generated characters with backgrounds and relationships to NPCs and ideals and goals was handy. The six-year-old girl’s dwarven cleric was related to the missing miners and was keen on rooting out some brigands in the town they were heading to. The nine-year-old girl’s halfling thief had bad blood with those same brigands and an aunt living in the town. The eight-year-old boy’s human fighter had a chip on his shoulder about his childhood home being overrun by zombies. The girls’ dad ran an elven wizard that was on a mission to re-consecrate an altar that had been co-opted by goblinoids (who turned out to be allied with the same brigands the girls had ties to). It also meant we didn’t have to blow our first session on making adventurers.

A trap that’s come up repeatedly over the years is character creation. Some games, including the most recent major revisions and clones of Dungeons & Dragons, have droves of enthusiasts that publicly obsess over the various methods and options of building new characters. That’s well and good, go have whatever fun you’re looking for. Personally I find more fun in actually playing the game than in making the characters. Simple character creation (and it gets no simpler than pre-generated characters) shortens the road between getting a group of people together and playing the game you got together for. That’s not so much praise for 5th edition D&D as an observation about a common speedbump at the beginning of many adventure campaigns.

The character sheets provided emphasize the character’s bonuses to rolls, not their numeric attribute score. I like this, as it almost never matters if you have a 17 dexterity or a 16 dexterity. What matters is that you get a +3 on dexterity-related activities. The +3 is big and visible across the table, the 16 is present for occasional reference. The cleric and wizard really would have benefited from a more useful presentation of available and prepared spells.

A 9-year-old's campaign notes

Rules

Advantage seems, with a short sample size of actual play experience, to be a good thing. The players were happy to have a second chance to roll a die even if they already knew the first result was good enough to succeed. We who play pen & paper RPGs like rolling dice. Contriving a situation that grants advantage to a roll lets us roll another die. That’s the kind of thing that appeals to the tactile lizard-brain part of fun that ought to be present in a game.

The new proficiency system made it almost alarmingly simple to remember what everybody ought to be adding to their rolls. If you’re proficient at something at first, second or third level (as far as we got) you get a +2 on top of whatever ability modifier you have. If you aren’t, you don’t.

The lack of a table of contents in the little sample rule book made a couple of references not-entirely convenient. What benefits do you get from surprising a foe? What are the rules for recovering from damage during a rest? It’s all in there somewhere, but I had to fudge a couple of rulings to keep things moving. Again, the advantage system served me well for DM-ignorance-related adjudication.

We never saw an actual roll with disadvantage during eight hours of play. I wonder if that is typical, or a quirk of our formative group dynamic.

The Adventure

None of the core concepts of the stock adventure’s premise were ground-breaking. There are some evil humanoids and criminals working for a shady puppet-master that’s trying to get at some ancient lost treasures of awesomeness. And a dragon. Nothing we haven’t heard before. Several of the bad-guys have explicit motivations that helped run them as the DM. What does the Nothic get out of working with the Redbrands? That informs how it interacts with the player characters.

The adventure starts by railroading the player characters towards a town that acts as the narrative hub of the story, dropping a couple of plot hooks along the way. Once in town, several notable NPCs had tasks they would like the players to take care of if possible. As mentioned before, the pre-generated characters tied in nicely with the setting. Everybody had reasons to be there. Just about every side-story the NPCs want to drag the party into had a character hook related. The thief wants revenge on the bandits. The lady at the assessor’s office wants the bandits dealt with and will pay handsomely. The archer wants to clear his home town of zombies and a dragon. The druid that knows where the super-secret hidden place is happens to hang out in that same town and another NPC gives the party directions to a treasure hidden there. A bunch of disjointed story threads tie together to provide the players with plenty of things to do and plenty of motivation to go do them.

Motivation is often lacking in published adventures. I suspect that’s tied into that character-building trap mentioned earlier. You want to play your special snowflake character. That special snowflake probably has no business existing anywhere, and certainly has no business helping the Rockseeker Brothers in their mining/archaeological endeavor. Or the good folk of Phandalin in general. Or the other player characters. Largely due to a reasonably-clever intertwining of pre-generated characters (that aren’t just a lump of stats and combat abilities) this adventure works quite well.

The challenges presented were simple enough for two total rookies and an eight-year-old with limited play experience to make just about all the decisions and get through it. That’s not entirely fair. Three little kids putting their heads together can come up with really good solutions to fantasy RPG problems. Don’t underestimate the cunning of two fourth graders and a devious little sister. They may take a little while to do their addition and subtraction, but their creativity is rock-solid. They explored, scouted, made good use of available resources, and circumvented threats with aplomb. At one point the cleric fell into a pit trap. A few minutes later they were using that same pit to their tactical advantage in a sword fight.

Over all we completed maybe two-fifths of the major content of the adventure. The players completed their initial assignment and took care of a major side-job, climbing rapidly from first to third character level in two sessions. There is still ample material to go through involving some overland travel, exploration of ruins, and hairy boss fights (some involving hairy bosses). I can reasonably expect these players to be fourth level well before finishing the main brunt of the story.

House Rules

It just isn’t possible to play Dungeons & Dragons without some in-house strange rules coming up. In preparing for play I didn’t care for the way that very few creatures or antagonists had their inventories spelled out. I jotted down a modified “I search the body” table from the Vornheim city kit, as well as a modified “random book” table. Modified because I’m playing with children and some of that stuff is totally suitable for porn stars and not so much for grade-schoolers.

Slickly-designed custom table

Upon looting a corpse (or captive), DM rolls 1d8. On a 1-7 a common item is found (a flask, 1d12 or 2d12 extra coins, that kind of thing). On an 8, something odd is found. DM rolls 1d12 and consults a list of thirty-odd items, counting down from the top of the list. Whatever the result is goes to the players and that line is crossed off. Interesting but not-terribly-valuable stuff goes at the top and is likely found earlier than interesting and increasingly-valuable stuff lower on the list. The little girls were somewhat disturbed to find a mummified fairy on a dead goblin, but later used it in negotiations with a hungry Nothic, so that worked out.

I may have bumped down the armor class of the goblins during the initial encounter. That wasn’t so much a house rule so much as I wanted to make sure their first-ever combat encounter wasn’t a total party kill because I have better dice luck than them. I was also inconsistent about whether groups of identical opponents all went on the same initiative count, based entirely off a read of the table as opposed to any hard-and-fast rule.

Conclusion

It’s refreshing to play a game that felt very old-school-nostalgia-fest with people that aren’t jaded by years of exposure to the narrative genre or the metagame tropes. During our second session we had a couple of problems with the two youngest kids running off to chase each other around the building, but I don’t think it’s entirely reasonable to expect young children to sit attentively for four hours straight.

Everybody should DM a gaggle of kids a time or two. Kids make for great murderhobos.

Getting Ready to Homebrew 5th Edition

gobgobgob

It’s a bit early, what with the Player’s Handbook not having shipped, but with Wizards of the Coast having released a 110-page PDF of the new Dungeons & Dragons Basic Rules and a Starter Set box with a neat litle adventure, we’ve got a pretty good amount of material to get off the fence, set aside our hipster indy RPGs for a while, and return to the mothership for a while.

I understand that it’s cool to disdain Dungeons & Dragons. Perhaps even more so if you are a long-time pen & paper roleplaying gamer. There are myriad reasons for this, ranging from the compelling and legitimate to utterly petty and childish. I don’t care whether you’re ironically or unironically against Dungeons & Dragons of any particular flavor. In my mind, every RPG you play is just D&D with house rules. Some house rules make the game more simple, some make the game more complicated. Many change the core themes of play. But if I were playing with your group, I’d tell my wife and kids that I was heading out to play some D&D with my friends. So when somebody releases a new system under the Dungeons & Dragons trademark I go and check it out. Out of habit, perhaps. Perhaps because I’ve thoroughly enjoyed every version of Dungeons & Dragons so far. At least when I first picked it up. Unlike other brands in the hobby, Dungeons & Dragons never seems to lose its shine and appeal until it’s been played a bunch.

Which brings us to the new & shiny version. From the material we’ve seen, 5th edition is bringing a few interesting new elements to the classic game. In part this is meant to reconcile the play styles of several older editions. This has fans of older versions seeing spectres of newer versions. It has fans of newer versions seeing hobgoblins of older versions. They’re correct in many of the particulars. Aspects of 1st and 2nd edition AD&D are present. Aspects of 3rd edition are present. Elements of 4th edition are there, too. New character background, bonds, and inspiration mechanics even tie in material that I associate with independent pass-the-talking-stick storytime games. Depending on how well the full system ties all these together will have a huge impact on how fun the game will be to play, how well it will facilitate DMs running the game, and how well the brand will fare going forward.

One of the important roles of a Dungeon Master has always been to adjudicate the rules, to decide how they should be interpreted and implemented in a particular story, to create new rules to deal with unforeseen circumstances, and to ignore rules that are deemed counterproductive. This has been the case since Gary Gygax and Dave Arneson killed their first orc. The result is that every Dungeon Master and his group ends up playing a different version of the game than every other group. Each has his own house rules, a kind of informal set of precedents and traditions that help players predict how the story will work. In some groups, magic swords glow constantly. In some group, magic weapons only glow with held by a person. In others, they don’t generally glow at all. I’ve seen play groups general hundred-page printouts of their campaign’s various house rules.

The first house rule I expect to implement is related to the following blurb, as presented in the Basic Rules PDF on page 31:

rabies_for_learning

It is my long-held belief that, in most editions of Dungeons & Dragons, spellcasters have to be handled with care by both the player and the DM. They have to walk a tightrope between being fragile and being stupendously overpowered. A Wizard or Cleric can frequently render other characters superfluous. They can slay many enemies, circumvent many perils, and generally solve most problems and adventurer might face with no assistance from other characters. In a game where the spotlight ought to be shared and every player would like an opportunity to save the day every once in a while, this is problematic. The rule quoted above grants a Wizard the ability to pick any two spells he wants when he gains a level. Depending on the story at hand, some spells have the potential to bypass entire adventures, throwing a wrench into the Dungeon Master’s plans and depriving the whole group (including the Wizard’s player) of hours of entertainment.

A simple solution: remove the free spells when a Wizard gains a level. If you want new spells, look back to the ancient tradition of raiding some other Wizard’s spellbook or scrolls. This can be somewhat problematic if you start a Wizard character; which cantrips and 1st level spells should he have access to? If starting a Wizard at a higher level, the list of commonly-available spells would need to broaden as well.

This can also be an issue for Clerics, who are generally understood to know how to pray for whatever miracles their deities are willing to grant. The Basic Rules PDF grants Clerics access to every Cleric spell in the book the moment they are powerful enough to cast them. They are limited almost entirely to what they player has the foresight to prepare in advance. If we end up finding that Clerics are as potent in 5th edition as they have been in Pathfinder or 3rd edition, it may be a good idea to come up with a “common book of prayers” that any Cleric of a given faith would have access to. This may require coming up with a “researching a spell from scratch” system that I’ll probably base on whatever the rules for making magic items are.

The second house rule will be to modify the combat maneuvers from the Battle Master archetype found in a leaked closed-playtest document and make them the model for improvised actions by anybody, not just a subset of Fighters. I suspect the final published version of the rules will do something similar anyway, so folding this house rule into the proper rules should require a minimum of fuss and muss.

Also, no feats. If there’s one thing I grew to detest in 3rd edition, 4th edition, Pathfinder, and other Dungeons & Dragons clones, it’s feature creep, trap options, and general bloat through the “feats” system. I was tickled to see them considered optional by default.

Careers in the IKRPG

The new Iron Kingdoms Roleplaying Game system has been out for a couple of weeks, so it’s high time we take a look at character creation options.  A striking feature of the process is that each player character has two starting careers, and can pick up more as his adventuring life runs on.  So which careers to pick?  Some appear to compliment each other nicely, but with all your skill and ability choices limited by per-career lists, you run a serious risk of making somebody that’s totally worthless in a scrap or completely helpless outside a fight.

To help mitigate this, the following technique can be applied to each career you are considering.  Plot out your careers on two axes, Urban vs. Wilderness and Combat vs. Skills.  If your GM wants to run a combat-intensive urban campaign, you would be well-served to lean towards a career combination that suits.  Such a character may be a boat-anchor in a wilderness skilled campaign.

The Procedure: Keep two running tallies, one for Urban, one for Combat.  Add five to the Urban tally for every starting ability, connection, or skill that is clearly urban, subtract five for those that are clearly not. Many don’t fit neatly, so don’t apply any number for those.  For abilities, connections, and skills available through advancement, add or subtract four for every ability or connection.  The values are ten for any skill capped at four, five for any skill capped at three, one for any skill capped at two.  Repeat for Combat but add five for each spell the career starts with (spellcasters are for killing stuff in this setting, mostly).

As and example, take the Alchemist’s Combat axis:

  • +10 Combat for starting abilities
  • +10 Combat for starting military skills.
  • -10 Combat for starting occupational skills.
  • +16 Combat for advancement abilities.
  • -4 Combat for advancement connections.
  • +12 Combat for advancement military skills.
  • -61 Combat for advancement occupational skills.
  • Total of -27 Combat. The Alchemist is mostly a skilled career.

Now for the Urban axis:

  • +0 Urban for starting abilities.
  • +5 Urban for starting skills.
  • +4 Urban for advancement connections.
  • +41 Urban for advancement skills
  • Total of +50 Urban. There’s nothing inherently outdoorsy about being an Alchemist.

Contrast this with the Ranger:

  • +10 Combat for starting abilities
  • +10 Combat for starting military skills.
  • -20 Combat for starting occupational skills.
  • +36 Combat for advancement abilities
  • +42 Combat for advancement military skills.
  • -61 Combat for advancement occupational skills.
  • -10 Urban for starting abilities.
  • -10 Urban for starting skills.
  • -32 Urban for advancement abilities.
  • -39 Urban for advancement skills
  • Total of 17 Combat. The Ranger has a lot of skills and a lot of fighting prowess
  • Total of -91 Urban. This career is built for the wild places between cities.

Theoretically if you were to make a character that is an Alchemist/Ranger you add these scores together for a -10 Combat / -41 Urban character that is probably better suited for a wilderness campaign with a mix of fighting and skill play than for a combat-heavy urban campaign.

Of course, this is highly-generalized and a great deal of the point totals come from choices available to the character as he gains experience. An Alchemist/Ranger that keeps picking up skills from the Alchemist career has he advances is going to be much more urban, and depending on the abilities selected during advancement there’s a lot of room to become something of a walking calamity in combat.

Old School Hack

This past week was the beginning of my oldest son’s post-1st-grade summer vacation, so I figured it was high time to expose the lad to Dungeons & Dragons. I didn’t have my 4th Edition handy, so we busted out the 3.5 Player’s Handbook and whipped up a paladin. His choice. He went off on a grand little adventure, and had just earned enough experience points for third level (I only let people level up when they have some downtime) when a particularly-lucky goblin cut short his adventuring career. Rather than go through all the paperwork of making another D&D character, a task that stretches the limits of a six-year-old’s attention span, we gave a new system a try.

Old School Hack is a free-to-download rules-light system that encourages fairly free-form play, is explicitly geared towards low-preptime scenarios, uses only two types of dice, and weighs in at a whopping 26 pages. Character generation is a breeze. Roll 2d10 six times to get your stats (which don’t have a direct bearing on your ability to whack a mace upside an orc’s head), pick a class ability, select a general type of weapon (my boy’s Thief has a “reach weapon,” which could be any number of things but we say it’s a spear), select a general type of armor (four choices, nothing complicated), decide whether you have a shield, figure out why you’re adventuring to start with, and roll a die or two for starting wealth and off you go. Each character class has a highly-reasonable list of starting equipment, a selection of four class abilities that you can pick up as you advance in levels, everything you need.

Play is simple, with an order of events spelled out cleanly between six types of things you can do, and which takes precedence over which. Attacks are 2d10, with one die being designated the “face die;” if the face die shows a 10 and the total was good enough to hit the target, you hit him right in his stupid face. Take that, bad guy! No need to roll for damage, most things do 1 damage on a hit. Why sweat that stuff? When you make up a bad-guy the hit-points you give him (or whatever metaphor your game uses) are really just there to rough out how many hits from the player-characters the thing can withstand. There isn’t even a big list of monsters’ stats. Just determine if it’s a minion, a guard, a big bad-guy/villain, or a really big monster. No problem.

There’s no getting bogged down in foot-by-foot movement rules, it has an “arena”-based scene setup that reminds me of FATE’s zone system. One of the six things you can do is move from one arena to a neighboring one. Another is to impede somebody from doing just that. This makes for plenty of tactical movement for your actual at-table needs unless you’re seriously itching from from miniatures tactical skirmishing. In which case there are lots of tactical miniatures combat games out there to slake your thirsts.

Player advancement is handled as a side-effect of the “awesome points” game mechanic, by which players reward each other for outstanding play. If you see another player doing something awesome, grab a token and give it to him. These tokens represent awesome points, and you can spent them back into the collective pool to improve your rolls, temporarily get new abilities, and mitigate damage taken. Once you’ve earned and spent twelve awesome points, you can go up a level. There’s only four levels, so this isn’t the game for you if you want to run a multiple-year epic tale. Your characters start out highly competent, and can end up somewhat awesome.

Your character’s main stats (which have cool names like Brawn and Cunning and Daring) aren’t directly used for attack and defense. Instead you use them for the wide variety of non-attacky, non-defendy actions you might take. They even have a convenient diagram to give players and DMs a good idea of what to use for what:

If you find yourself needing to run a pick-up game from time to time, Old School Hack is a great tool to keep at your disposal. The price is right (a free PDF), so you’ve got nothing to lose but a little bandwidth and some time.

Guards

“Four wards alone –
Hold onto those, and curse the vulgar.
Ox, plough, fool,
From-roof–there are no others for you.”
— Late Medieval Gangsta Rap

The Riddle of Steel

In their rage, the gods forgot the secret of steel and left it on the battlefield, and we who found it. We are just men, not gods, not giants, just men. And the secret of steel has always carried with it a mystery. You must learn its riddle.

Several months ago I came across an oddly-named archived thread from 4chan’s /tg/ board. It was entitled “Pike To The Dick,” and for some reason I went ahead and read the thing. Turns out there was a pen & paper RPG published several years back called the Riddle of Steel. Its rules were of such a nature that reading a series of posts showing people playing it did not immediately make a whole lot of sense. I was intrigued, and pressed onward, reading additional archives and jumping in on an ongoing thread or two before running a handful of my own.

A little subculture had appeared on /tg/, where instead of the usual neckbearded “elegan/t g/entlemen” prattlin on about Warhammer 40k, Magic the Gathering, and feuding over Dungeons & Dragons variants there were a bunch of (presumably still neckbearded) “fech/tg/uys” with at least a passing interest in historical european martial arts putting on mock battles using this funky out-of-print game system. I got it in my head to try and learn the rules well enough to maybe actually expose my regular playgroup to it once our then-current campaign was at a good stopping point or our DM needed a break.

This is somewhat problematic. Any fair review of The Riddle of Steel as published by Driftwood Publishing would be incomplete without bringing up at least the following points:

  • It is out of print. It isn’t in-stock at your local gaming store, it was never available print-on-demand, and online retailers don’t appear to have it in stock either
  • Even if you obtain an electronic copy, you will likely find the rules to be rather poorly organized. It follows the time-honored tradition of starting with character creation rules, then moving on to how the world works in general and some information about the presumed setting of the game, but inserts the rules for combat maneuvers into the midst of character creation, leaving the actual combat rules for a later chapter, and the rules for combat recover to a later chapter still. The section on magic may as well be spot-welded onto the side of the book, as the mechanics of spellcasting and how it relates to character creation, don’t appear until even later, after rules for things like overland travel, falling, have all been discussed. It was so tangled I made a wiki so I could learn it as I cross-referenced things rather than try to wade through the book front-to-back.
  • Several key aspects of making the game playable are heavily reworked by later books. The Riddle of Steel Companion book overhauls how skills should work, making them much more conceptually accessible. The Flower of Battle clarifies and expands the combat system, reworks initiative, and greatly expands the number of arms and armor available in the game. Of Beasts & Men provides a number of useful stat blocks for stock NPCs and some rules to help deal with non-humanoid combatants (the core rulebook had no rules for determining hit locations on quadrupeds like horses or dogs, which one might reasonably expect to see happen in a fantasy RPG). Each in turn has some serious flaws that I won’t get into at the moment. Suffice to say that the authors seem to have a habit of getting outreaching themselves a bit.
  • Oh dear god the art and layout… The only good thing I have to say about the art and layout is that there are some very nice depictions of a variety of melee weapons in the Flower of Battle, and about ten good pictures total in the rest of the books combined.

All of that should serve to scare anybody away from this game, and any of them may have contributed to its commercial extinction. I don’t really know the backstory on that, but I’m pretty sure nobody went from rags to riches publishing the Riddle of Steel. But if you can look past all these flaws, I find it to be a diamond in the rough:

  • The Spritual Attributes system replaces experience points, FATE tokens, aspects, etc. as a mechanism for character advancement, utility tool for ensuring that player characters are effective when dramatically appropriate, and guidance system for keeping characters true to their concept. In this game, you specify as part of your character sheet, what is important to you and what your goals or loyalties or passions are. When acting in accord with one or more of these (or at least actively trying to), you have access to additional dice. When acting in accord with one or more of these, you reinforce these attributes and are rewarded with points that you can later use to improve your skills, proficiencies, and other attributes. You don’t get more effective by killing goblins; you get more effective by killing goblins for a reason that is valuable to your character. Or by grabbing somebody important to you and running away from the goblins. Or by joining up with the goblins to exact revenge upon your enemies.
  • Several layers of abstraction that are common to RPGs are thrown to the wind in this system, particularly in regards to combat.
    • Most games either make attacks and damage so abstract that the distinction between “I punch him in the face” and “I kick him in the balls” are purely narrative and stylistic, or that attempting to make such a distinction is penalized (because you clearly are trying to game the system in some way to your advantage). In the real world, two people wouldn’t attack each other at random locations. They would deliberately attempt to cut at each others’ heads and hands and so forth. The Riddle of Steel system doesn’t penalize called shots; it requires them.
    • Most games take an approach that generally requires that antagonists take turns. I attack you, you attack me. Taking D&D as an example, it is see a fight as two people standing five feet away from each other, waiting passively for their turns to act while the other wails away at him. In The Riddle of Steel, you only have the initiative if you take it, and once you have it you only relinquish it when you get wrong-footed by your opponent’s defensive actions. Just as you must actively select and perform offensive actions, you much actively select and perform defensive actions.
    • Ain’t no such thing as hit points. Every successful attack incurs some degree of blood loss, pain, and shock, and may cause its recipient to fall over, drop a held item, or fall unconscious. For particularly successful attacks, this can include dismemberment, broken bones, or instant death. It’s a good thing you were actively defending.
  • It has a dice-less character creation system that requires prioritization. If you want to make a character that has excellent skills and great social standing and tremendous proficiency with weapons, you are going to need to sacrifice some of your core attribute points and take a couple of fairly severe flaws. This isn’t just a point-buy where you can bump up your attributes by taking a fist-full of inconsequential drawbacks. You have to choose on a scale of A to F where you prioritize your race, social standing, attributes, skills, proficiencies, and your gifts or flaws. Contrast this with systems like Shadowrun or GURPS, and tRoS feels like it’s practically immune the min/max syndrome common to point-buy systems
  • While there are no character classes as such, the skill packages system does a fairly tidy job of getting you a number of conceptually-appropriate skills for your character. Distinctions between the skill set of a knight or a soldier or a highwayman are clear and functional. There is nothing to prevent overspecialization, but it isn’t a terribly rewarding practice either; if you pick two skill packages that have the same skill listed, you get the skill at a slightly better rating, that’s it.

From the fech/tg/uy deathmatches on 4chan, I was under the impression that this was an exceptionally lethal, brutal system. Having played it for two months straight, I can report that this is only partially true. The Riddle of Steel suffers from overly-effective armor. If you have a character that stands a reasonable chance to take down a knight in a suit of mail with a full-faced helm in a protracted duel, you are likely able to slay an unarmored man outright. I don’t know know what a good fix for this would be, but the stereotype of an armored knight wading invincibly into battle against lesser-equipped rabble and taking all comers is quite possible here.

If there’s a single game that I would love to see get the thoughtful attention of a good editor and a thorough playtest to work out some kinks, it would be the Riddle of Steel, hands down. Perhaps a kickstart project is merited?

Does this look too complicated?

The Riddle of Steeel, a fantasy roleplaying game published by the apparently-defunct Driftwood Studios, has a highly interesting combat system. Unlike many other systems, all attacks are called shots (you’re not just trying to stab somebody, you’re trying to stab him in the face or arm or somewhere), there are no hit points to speak of, attacks are actively defended against (you have no static defensive values, but you can try to block, parry, etc.)

After perusing some examples of play and looking through the rulebook, it seems to me that this system suffers from looking more convoluted on paper than it is in actual play. The following is the basic flow of how a fight goes between two parties:

a. Check for Surprise & Hesitation

Check Reflex (TN see below), failure indicates that no action can be taken until next round – proceed to step 1. Succeed and defend as normal – proceed to step b.

  • TN 5: Purposely standing with no stance, inviting attack
  • TN 7: Aware of opponent, but victim of a cheap shot; or hesitation
  • TN 10: Unsuspecting or inattentive
  • TN 13: Blindsided!

b. Declare Stance

At start of bout, or after a pause, declare stance out loud.

  • Aggressive Stance: +2 CP when attacking; -2 CP when defending
  • Defensive Stance: +2 CP when defending; -2 CP when attacking
  • Neutral Stance: offers flexibility and no modifiers

c. Initiative – Establish Aggressor and Defender

Take a red and white die into your hands. The GM calls “throw,” and each combatant drops one of the dice on the table.

  • Red: indicates aggression
  • White: indicates defense
  • Red/Red: a tie-breaker is required
    • Both parties roll Reflex against their own ATN, apply Weapon Length penalties as normal.
    • In the case of a tie, compare actual Reflex scores. Thrusts provide a +1 Reflex modifier over swings and bashes.
    • If this is still a tie then the blows are simultaneous!
  • White/White: The combatants circle each other, repeat the initiative process, return to start of step a.

1. Start of the Combat Round – Blood Loss Check

Successfully roll EN/BL or lose one point of HT.

  • HT 1: all dice pools are halved
  • HT 0: character unconscious and dying

2. Call out the Number of the Round – Fatigue

  • -1 CP per 2xEN rounds of fighting. This number is further reduced by the total CP penalty for armor, shield, and encumbrance.

3. Dice Pool Refresh

  • All dice pools fills or refreshes, remember to deduct spillover Shock, unless Pain is greater. Pain is deducted from all dice pools.

4. First Half of the Exchange of Blows

  • Aggressor declares attack: state maneuver, CP spent, and target zone; 1-7 for swings, 8-14 for thrusts. Remember Stance (1st blow only) and Reach modifiers.
  • Defender declares defense or attack: state maneuver, including CP.
  • Weapon Reach: -1 CP per step to attack an opponent with longer reach, until the shorter weapon makes a damaging strike. When the longer weapon is in too close, the penalty applies to both defense and offense, until a damaging blow is scored.

5. Resolve Damage and/or Determine New Attitude

  • (MOS + DR) – (Opponent’s TO + AV) = Wound Level
  • If the attacker’s MOS >=0 he stays the aggressor, keeping initiative
  • If the defender’s MOS 1+ he becomes the aggressor
  • Shock is immediately subtracted from all dice pools, active first then reserve, any spillover applies in step 3.

6. Second Half of the Exchange of Blows

See step 4. The roles may have reversed since the first exchange

7. Resolve Damage and/or Determine New Attitude

See step 5.

8. Repeat Until a Winner is Determined

Repeat steps 1 through 7 until the combat is over – one way or another.

*whew*. Take a quick look at the target zones and damage tables (separate for slashing, bludgeoning, and piercing) and this all looks like a bit of a brain-full. But a duel between two characters in this system will frequently be resolved after only two or three rounds, with a total of maybe six throws of the dice. By the end of the first round or halfway through the second, it is often abundantly clear who has the upper hand, and one or two more exchanges seals the deal.

*summary lifted from erdtman.com/story-games/
**some excellent examples of folks muddling through a few matches can be found archived at suptg

Building an Army through Aspects

My favorite trapping of the FATE roleplaying game system is “aspects,” descriptive traits that a person, object, organization, or whatever may have that can provide a mechanical benefit or hindrance when appropriate. This is an old idea, what with dozens of RPGs over the years having perks or flaws available during character creation, but with each being strictly beneficial or strictly counterproductive. Aspects could swing either way and depending on the circumstances a single aspect could swing either way. Temporary aspects could arise as consequences of various actions. They’re greatly versatile.

So when my D&D game went from railroad mode to sandbox mode (this was an explicit shift; I told them it was part of the campaign structure from the outset), the militia of the small town of Freehold needed to take root, to turn into a military power of some consequence. Since we were officially in a do-whatever-you-want phase of the story, I didn’t want to put any undue limits on how this was going to unfold, so I set aside the bulk of the 4th Edition D&D rules for an extended “skill challenge” built around the notion that the player characters would have the opportunity to boss around, assist, and train their town’s militia into something more suitable for a fledgling kingdom’s national security.

We started by each chipping in an aspect to describe the status quo of the militia. We’re not a bunch of indy-RPG pass-the-speaking-stick collaborative storytelling types as such, being firmly grounded in the tradition of strong-DM rule systems (where you ask the DM for facts about your character’s world instead of asserting facts into the setting). We got the following array of descriptors, which I think was accurate but pretty bland:

  • Redshirt
  • Cannon Fodder
  • Not in the face!
  • Better them than us
  • Survivor

A pretty sorry lot, all told. Clearly they were going to need some whipping into shape. Armed with a hex map of the area, a whiteboard with an open-bottomed table drawn onto it, and a cheap erasable calendar I picked up at the teacher’s supplies store, we set to work. The players could use their D&D skills to remove or add aspects to any number of militiamen, modifying their odds of success by spending additional time on their tasks. The default DC was 25 (these were 4th level characters, so we’re talking about pretty long odds), but I would reduce the DC by 2 for each additional day spent working on it, with a few other situational modifiers available. The players quickly set to work figuring out a strategy to minimize the risk of failing any of their die rolls, consistently aiming for extremely safe rolls.

To inject some degree of urgency, I planned on having an event happen at least once a month that would progressively indicate that something bigger than their militia could handle would come down on them if they didn’t hurry up a little.

After about two months, we ended up with the following twenty five-man militia teams:

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Cannon Fodder
Not in the face!
Better them than us
Survivor
Disciplined Soldier
Blooded
Field Medic
Arcane Apprentice
Arcane Journeyman
Dirty Tricks
Holy Warrior
Juggernaut
Art of War

It quickly came out that “Redshirt” and “Cannon Fodder” were purely negative traits, and needed to be removed from pretty much the entire militia, that “Not in the face!” and “Better them than us” were a mixed bag, and that nobody wanted to lose the “Survivor” aspect. The player characters proceeded to pull teams of militiamen from patrol and watch duty to drum undesirable traits out and cultivate new desirable traits. The skill challenge aspect encouraged them to play to their strengths. Can you guess which groups received a lot of attention from the party Rogue? Or the Fighter with multiclassed Cleric? Or the Wizard?

I didn’t really know how this would turn out. Some possibilities that crossed my mind included that they would set some portion of the militia to work building fortifications or crafting new equipment for themselves. I suspected they would make diplomatic gestures towards a neighboring Halfling despot for some kind of mutual assurance pact or to hire mercenaries from there. Once my players got made up their mind to focus on whipping their cannon-fodder redshirts into shape, they stuck to it.

The good people of Freehold now have a spectrum of men-at-arms, united in an ethos of self-preservation. Half of them are characterized by excellent discipline, nearly half a well-versed in dirty tricks, and a handful have specialized roles that reflect certain facets of the party dynamic. These fighting men reflect their leadership, and for once I’ve got dozens of NPCs whose primary characteristics were far more the product of the players than of the DM. In a D&D game. How ’bout that?

Skill Challenges in Practice

Explosives as an option

I rather like the general idea of skill challenges; they encourage a DM to reward players for solving problems without resorting to combat. This encourages players to see each other’s characters outside their combat roles and fosters a more rich, varied, interesting, and thus entertaining play experience. The general idea is lovely, a welcome addition to Dungeons & Dragons.

In practice, skill challenges as presented in the rules are a mess. I’m not talking about the math of target difficulties. Whether you need to roll a 5 or a 15 to advance the challenge is immaterial. The problem is that poor rolling necessarily results in failure. The tactical combat system of Dungeons & Dragons when implemented as suggested in the rules assumes player victory. Take 600xp worth of bad-guys from the Monster Manual and throw them at five 2nd level adventurers and you will almost always see the adventurers succeed. Repeat this two more times without allowing the player characters to reset their daily abilities and healing surges, and things can get a little hairy but victory is still the most foreseeable outcome. Skill challenges as presented in the DMG and the errata introduce a significant chance of defeat without a mechanical means of building up player tension.

Some assumptions I work with when doing prep-work for a campaign:

  1. The characters will be advancing through levels during the course of the story.
  2. As characters advance in level, they become more competant.
  3. Players generally prefer to have their characters succeed overall.
  4. It is important that the characters be competant enough to have a reasonable chance at success.
  5. Success that comes too easily is rarely satisfactory.
  6. It is important that the characters not be so competant as to make success trivial.
  7. When preparing for play, some preparation for the players bypassing or failing in regards to certain xp-yielding challenges should be taken to address points 4 and 6.

If I am to incorporate one or two skill challenges per game session, each worth the experience points rewarded for a level-appropriate tactical engagement, I face the very real possibility of the players failing several encounters. If I pepper in skill challenges every second fight or so, the player characters will advance a level after six fights. That tends to take two to three game sessions for my group. Fail one of those skill challenges and the rhythm gets broken up. Instead of doing the character advancement busywork at the beginning or end of a session, maybe the XP threshhold is broken mid-session. No, thank you, but I still want to use skill challenges.

Does this mean I should force the players to succeed their skill checks? Oh Lord, no. When players roll badly they know it. Just as they expect their characters to be awesome when they roll a 20, they expect their characters to suck when they roll 1. Rather than stonewall on a skill failure (or series of failures), I add complications and require that everbody gets in on it.

Skill can be fun, too

“Everybody grab a d20, somebody give me a Nature check, somebody else give me a Perception check, everybody else give me either an Endurance or Athletics check.” The players pick who’s responsible for which end of things. If most of them succeed, a consequence is avoided. Consequences could involve the passage of an undue amount of time: you found a good route through the swamp, but Mr. Shinypants Paladin got stuck in the muck about a half-mile in.

If enough failures amass over multiple passes through the group (let everybody have a chance to roll at least a second time; people love a chance at redemption), they fail the skill challenge and are faced with an additional combat encounter to make up the XP gap and slap them on the wrist a little. After Mr. Shinypants Paladin got stuck in the muck, Mr. Smartypants Wizard picked the wrong path, and Ms. Stabbity Rogue didn’t notice the Gnoll ambush before it was too late. Oops.

Depending on the nature of the challenge, it may be more or less easy to come up with a narrative justification for this. How does haggling with a merchant over the price of apples result in fisticuffs in heroic fantasy? Pretty easily, really, but in many of those cases there’s really no reason to pick up dice in the first place or give an experience point reward for a success.