Showing posts with label No Ability Scores?!. Show all posts
Showing posts with label No Ability Scores?!. Show all posts

Tuesday, September 8, 2015

Some rules revisions & housekeeping

Here's a link (which I'll also share on the Quick Start page) to some revised rules that came about as a result of my alpha-test run of Great & Small.  I have a feeling that most of these will be in the final draft of the game.

The big changes are:

1) Hit Dice are now tied directly to Size rating.  Species determines 0-level starting hit points; adding a niche at character creation takes you to 1st level and gives an additional HD roll to add to this total.  Each time you level up afterwards, you gain a new HD of the appropriate type and re-roll all your hp using the new pool of HD, and only change hp total if the new result is greater than the old.

2) Initiative now uses a Move (MV) score determined by your species. I'll be going through the Featured Creatures to revise them, but in the meantime, MV scores can be converted from the old system by dividing the combat movement rate (the number in parentheses) by 5.  This number is added to a 1d10 roll during combat to derive your initiative. Runner characters add their niche die result as a further bonus to this roll.  This will eliminate the system using Speed ratings for declared actions.

3) I've diversified the saving throws so that each core niche now has its own unique save bonus.  The new categories are Blast (Runner), Charm (Storyteller), Deception (Seer), Device (Scout), Fear (Warrior), Paralysis (Trickster), Poison (Herbalist), and Trauma (Healer).  Discerning readers should be able to tell which old-school save category each of these was derived from.

Next week, I will be diving headlong into arranging, re-writing, and compiling the final draft of the full product, including systems for Scent Battles over territory (based on turning undead mechanics!) and hazards of the wilderness, a re-working of OSR treasure rules to accommodate Resources and spandrels, and hopefully expanding the Herbalism list.  Also, creating more tables, including randomized scenario generation ideas.

Meantime, on the blog, I'll continue statting up Featured Creatures -- which will also all be in the final product -- adding 5e-compatible material, more sample PCs of various levels, more setting details for the three campaign schemes, and reviews of some of the inspirational reading.

Thanks to all my readers for the support and encouragement.  This project really feels like it is starting to take on a life of its own.

Monday, September 7, 2015

On Bandits, Berserkers, & Banished Ability Scores

I've made many changes to B/X DNA to create Great & Small -- some more gimmicky than others -- but probably the biggest and most radical has been the elimination of ability scores for PCs.

I didn't make this change lightly, and it happened gradually, as I struggled with the Herculean task of defining ability score adjustments for animals ranging from mouse-sized to whale-sized.  What the heck would the Str adjustment for, say, an elephant be, vs. the Dex or Con adjustment compared to the human baseline assumed by the B/X rules?  How about those aforementioned mice, or whales, or horses? What about a damned T. rex or a griffin? The vast variety of animals (mythical and real) meant it was going to be a long, hard slog, and the prospect of tackling it nearly made me abandon this project altogether.
No class

The root of the problem was that pesky human baseline assumption.  The OSR game rules assume that all characters are going to be obligate bipedal humanoids, with all the anatomy and musculature that entails.  And that's a problem when writing a game about the rest of the animal kingdom because, frankly, us obligate bipedal humanoids are a bunch of mutant freaks compared to even our nearest kinfolk, the apes and monkeys.  The capabilities granted to us by that mutant anatomy are, in many ways, a great restriction on character versatility (how many longpaws can fly at 1st level like a bat, an owl, or a raven can?).  A game designed around us couldn't handle the majority of the world's population very well.  Or so it seemed.

Let's face it: most animals aren't tool-using bipedal humanoids, but they can do a lot of amazing things naturally that longpaws would have to use magic to achieve.  If I wanted to make this game work, I needed to shift the focus off of the freakish mutants who've been hogging the game table all these years and ask myself: what would the B/X game look like if it didn't assume all characters were freakish mutants who walk on their hind legs and use their front paws mostly to play with sticks and rocks?

I started, at first, just focusing on defining and/or expanding what particular types of animals could do within the rules, based on their "monster" entry in some old-school or OSR source, and leaving the great dragon of ability score adjustments for later slaying.  This was, originally, just a tactic to get my butt writing something for the game.

But it turned out that focusing on bestiary stat blocks was the key to the whole project, because monsters (including animals) run just fine without ability scores of any sort.  That point didn't really gel in my mind, though, until I came upon the "monster" entries for freakish obligate bipedal mutants like the Bandit, Berserker, Dwarf, Elf, Halfling, or the generic Men.

None of them have ability scores in the bestiaries, either, even if there is a character class listed for them.

And that little detail got me noticing something else, something I'd always been aware of but never really thought much about:  ability scores don't really do anything during actual play.

Sure, they are used at character creation to cross-reference a bunch of derived stats on their associated tables, stats that help define character capabilities and powers.  But the numbers themselves -- say, 12 Str or 9 Cha -- just sat there, taking up space on character sheets that could have been more efficiently used for character portraits, or lists of phat l00t, or whatever.

It's true that successive iterations and editions of the game tried to make the ability scores in themselves useful during game play, leading to varying levels of added complexity. But in the original, they were, functionally, pretty much just place-holders for other things.

Things that were either already accounted for in the stat blocks for non-humanoid creatures, or simply not relevant to their existence in the first place.

And the fact that even the assumed baseline humans of the game could also be designed, through bestiary entries, to run just fine without ability scores solidified my decision:  Great & Small would be a grand experiment in seeing whether the world's first roleplaying game and its descendants could run smoothly using "monster" stat blocks alone.

In a way, this is just doubling down on the B/X "race-as-class" concept that originally defined dwarfs, elves, and halflings.  In G&S, a character's hit points by level, AC, attack types & damage, and base move rates are defined by their species -- that is, their "race" -- rather than by a separate character class.

I turned the character class concept into "lores," collections of dedicated skills and knowledges that any character could earn levels in. Declaring one of these lores as a "niche" at character creation grants access to special abilities that non-specialists can't get, makes the character better at that lore than non-specialists, and gives bonuses to particular types of saving throw, so class and race have still been somewhat decoupled in the game.

But these niches and lores don't, for the most part, define a character's level-based improvements to combat abilities the way character class did for human PCs in most editions of the original game.  They're more like templates attached to a bestiary stat block, to give individual animal PCs a bit of variety.  Nonetheless, most members of a given species will be very similar in their overall capabilities, and these species capabilities improve with experience and levels the way an elf's or a halfling's would in B/X.

In case you're wondering:  yes, I am going to have the freakish bipedal mutants -- men, dwarfs, elves, and halflings -- defined and played without ability scores, too.  The longpaws will be bestiary stat blocks + a niche "template," just like all the other animals in the game.

Because despite their pretensions to the contrary, longpaws are just animals, too.