Saturday, March 11, 2017

A more interesting weapons table for 5e

(tl:dr - Here is a table with more interesting weapon choices for 5e)

I really like the armor table for 5e. Good range of choice, not too short, not too long and there are just enough differences and overlaps that your choice of armor is meaningful and distinct. Simple and interesting.

The weapons table for 5ed is probably one of the least thought out and most poorly implemented mechanics in the Player's Handbook though.

Loads of redundancies (Why would I ever buy a mace when a quarterstaff does the same damage, is 20 times cheaper and can be used with 2 hands for even more damage?), Shortswords and scimitars being the same except vast price difference, longsword, warhammers and battleaxes all being the frigging same weapon, etc.

It seems to have been built around weighing different damage types as more valuable than others, no matter that the differences almost never come into play. Except it's inconsistent. A warhammer is bludgeoning, but pricier than a slashing battleaxe. Otherwise the same. A maul is bludgeoning but way cheaper than a slashing greatsword. Otherwise the same.

Whatever. There's a handful of weapons worth taking and loads that are pointless and a waste of space.

For Into the Unknown, I've done away with the three damage types for simplicity since the edge cases where they come into play are extremely rare and common sense applicable at any rate (yes your sword can slash and stab, no your rapier can not bludgeon. Yes, you can swing your spear like a staff).

With that done away with, the weapons table showed itself up for what it was - Just too awful to keep as it is. So I changed things up a little and tried to give each weapon choice a niche. It really didn't take much work.

There is one new weapon property:
<> This weapon has two properties that can not be used together. For example thrown<>versatile, can be used with two hands, but thrown only with one.
I think it's kinda self-explanatory. You can throw a spear, but not for 2-handed damage.

Spear earn their mettle as the most popular weapon of all time by being the only simple weapon that's versatile, can be thrown and gives 1d6/1d8 damage, making it the best damage dealer (alongside the greatclub) among simple weapons.

Long spears (new) are martial, swap thrown for reach but otherwise identical to spears and are the only reach weapons that can be wielded one-handed.

Long staves (new) are martial, not versatile, but have reach. and way cheaper than polearms who go one higher on the die, but are also heavy.

Swords are pricey, but there is good reason why they are so universal kings among weapons - They are all frigging finesse baby. That's why you pay a premium for them.

Shortswords lose the Light quality if you want finesse on top, but become simple weapons, making it the highest damage dealer among simple finesse weapons.

Longswords gain finesse to distinguish themselves from battleaxes and warhammers.  Greatswords they same vs battleaxes (who bumb to 2d6 whilst the cheaper and simpler maul goes down to 1d12).

I added broadsword to the list as well - they took rapiers entry who got bumped down to scimitar level - The point of scimitars and rapiers here is that they are the top dogs for dualwielding with finesse. Because come on, a broadsword is just better than a flimsy fencing weapon. If you want a better flimsy fencing weapon, call the broadsword 'edged rapier'.

Why do we like flails? They may be pricey with the chain to forge and balance, but they deal 2d4 instead of the 1d8 of the cheaper morningstar.

I folded Pike, Halberd and Flail into "Polearm" - Because they are all the frigging same anyway.

There is more, but the bottomline is that there is a point to choosing the different weapons from this table now. 

Friday, March 10, 2017

1-page rules summary of 5e / Into the Unknown (B/X-5e Hack)

Once you boil 5th edition of D&D down a bit, it is actually a very simple game. So much so that you can outline the basics of the whole and all the needed terms in one page. So I went ahead and did that for Into the Unknown, since the aim of this 5e hack is to make it as simple and easy to play as B/X was - But using the more streamlined and balanced engine of 5e.

Only real variances here from 5e are use of the term "magic-user" instead of wizard and "Proficiency area" instead of "Skills"

Sunday, March 5, 2017

Magic-User & Priest write-ups for "Into the Unknown" (B/X-5e hack)

I've already shared write-ups for the Halfling [Race-as-class], Fighter & Rogue classes and Book 2: Playing the Game for my B/X-inspired 5e hack, Into the Unknown. Without further ado, here are write-ups for the last two core classes.


Here, I am making use of the categorisation employed from OD&D all the way to 2nd edition - of later classes, such as druids, being sub-classes of the four main classes. Except, I've simplified the distinction even more and not even made them sub-classes but different class features.



So sorcerers, warlocks and wizards are all the same class. The magic-user class feature only shows up at 1st and 2nd lvl and basically just defines how a magic-user learns spells. I feel each feature is still very thematically distinct without needing to be separate classes.

With the priest class, I am stretching this a lot more - as druid/cleric as class feature shows up on a lot of levels and they could work just as well as separate classes.

Still, I think there is merit in doing it this way - it gives a good framework for designing new class features as a way of expanding the core classes (mystics and anti-clerics, for example. Psionicist should be simple enough to adapt from magic-user/sorcerer as well). Considering how difficult it is to build a class from scratch in 5e, having this simple framework to refer to is one of the big strengths of Into the Unknown for creating new class concept.

Friday, March 3, 2017

Ability modifiers: 5e vs B/X progression (+musing on power levels in 5e)

We reached 5th level in our D&D campaign last session. Wow, that is a significant step up in the power curve in 5e. 7th level ought to map well enough to the 'superhero' title of OD&D I reckon. We (two battlemasters and a paladin) went up against some 'Varl' that our DM estimated to be of medium difficulty. Curbstomped in the first round. He was faltering by the time my paladin was ready to roll 4d8+2d6+6 for smiting. Didn't even have time to make my extra attack for another 4d8+6 before I had chopped his head off. DM trying not to have his jaw drop at how easy that was for us.

We've had lots of fun at levels 1-4 though. Vulnerable at times, but not too vulnerable. We all had some nice moves and badass moments yet threats were tangible. 5th level feels like we're now consistently baddass. So that is probably my rule of thumb for 5e's implied setting. 1st/2nd - Trained and well above average person but nonetheless mundane. 3rd/4th level - Genuine hero. 5th level: Bruce Willis has walked into the room. Proper badass.

The Thing is totally a 5th level barbarian

The immense playability of levels 1-4 is probably the biggest thumbs up I can give to 5e. I'd be happy to play characters of this level any time. It feels challenging, suitably heroic at times, but not superheroic. Which is, to me, what any levelled character should feel. We've ignored the XP chart for a slower progression - I feel like 5e as written is a bit too much in a hurry to get characters out of the bottom levels. 3rd and 4th level in particular feels like a sweet spot that you could spend more time at than the XP chart suggests. 

Anyway, on to what I really wanted to talk about....

============ 

Someone asked in the comments recently why I wasn't using B/X modifiers instead of 5e's for Into the Unknown. It's compelling in some ways - It's lower numbers, which is good. But the B/X progression is also a bit arbitrary and doesn't play too well with other parts of 5e.

Over on Methods & Madness, Eric Diaz was musing on numbers and level of detail people can easily process a while back. This strikes a cord with me, especially as simplicity is a large part of the project of making Into the Unknown as a b/x-y 5e hack.

Having seven degrees of outcome or progression is just so neat (worst, worse, bad, neutral, good, better, best) - It's intuitive and easy to remember. 

But for me, it more significantly means that the numbers map to something you can immediately relate to in the world. For example, a STR progression could go like this:

0-2 -3 Weakest
3-5 -2 Weaker
6-8 -1 Weak
9-11 0 Medium
12-14 +1

Strong
15-17 +2

Stronger
18-20 +3

Strongest

A person with 13 in Strength instinctively has an idea of how strong he is in the imaginary world. He is "strong." and he gets a +1 to Strength rolls as a result. 

The fact that numbers can map to an in-world natural scale is to me a big deal towards making the game simple and easy to understand. It makes the numbers more than just numbers. 

I like it so much I am thinking of incorporating it Into the Unknown. Pros of it:
  • Giving numbers in-world meaning that is easy to understand
  • Lower numbers is generally good for an easy and simple approach
  • The scale of the 'bounded accuracy' is like a happy medium between 5e B/X.
    It also keeps the old-school standard of 18 being the human best, whilst honoring the 5e standard of 20 being the human best.
Some big cons though
  • Harder to calculate on the fly. 5e's "drop 10 and halve the rest" is pretty easy to calculate in your head. This uses a range of 3 per increment for ability modifiers - at that point, you'll want a table to look it up.
    Mitigator: Players will only need to do this when entering the modifier on their sheet.
  • Ability gains are a big part of levelling up in 5e. Tampering with this makes the progression assymetrical, encouraging math games to figure out how to best allocate your two point gain. Bad.
  • Reduced 5e compatability - This is the big one. It means that a regular 5e character won't be able to join an ItU table without recalculating his modifiers. It also means DMs will have to recalculate everytime they are using stock 5e material on NPCs and critter. Bad bad bad.
I don't know. It's a lovely idea, but hard to see how to bring into this game in an elegant manner.

Monday, February 20, 2017

More previews of "Into the Unknown" (5e compatible B/X inspired game)

I've been doing most of the grunt work with layout and art and so forth on the five booklets I plan to release. So here is a sneak preview of the covers of all five booklets.





I am doing five booklets because this is meant to be as usable and easy to use at the table as possible.
So one book for character creation (and during the game, equipment - The weapons table, fx, is on the last page. Real easy to look up), another for all the shared rules, a third for magic and spells, a fourth for all the GM specific stuff and a fifth reference work for monsters and treasure.

And a lot of effort has been put into the formatting, layout and writing to make sure it is simple, non-superflouous, broken into easy to scan paragraphs for important bit and broken into easy to scan sections on each page. You can check out the full Book 2: Playing the Game to see how you like it.

The juiciest book, character creation, is getting near to be done. Stay tuned.

PS. As you can tell, it is all open game content and will be released as Pay What You Want. So go crazy. :)

Thursday, February 9, 2017

Preview: "Into the Unknown - Book 2: Playing the Game" (lite 5e compatible OSR game)

I did it - I actually managed to finish a project. Or part of it at least.

Available for your consumption is

Book 2: Playing the Game 
of 
Into the Unknown - A 5e compatible game for OSR gaming.








This is basically the rules for 5e D&D, excluding magic, chargen and DM specific stuff packed into a mere 24 large-font pages of rules, with artwork on top. Probably could have made it into 22, if not for the 2½ pages of attribute descriptions I wanted to include.

Rule differences from 5e in this booklet: 

  • Harsher rules for healing
  • Looser definition of long and short rest
  • Dropping to 0 hp causes exhaustion
  • Proficiency areas based on class and background instead of skills (this will be detailed more in Book 1 for chargen)
  • Proficiency advantage
  • Fighters get proficiency bonus to improvising stunts in combat
  • A few optional rules for firing onto melee and succeeding at a cost
The main differences will be found in the other booklets, most notably Book 1 on chargen and Book 4 on How to GM (spells and monsters will be made simpler as well in their booklets) where you will find the inspiration from B/X more visible.

Sunday, January 1, 2017

Riffing on names for my B/X-5e hack

So far, I have been using "RedNext" as my working title (mix of 'red box' and 'd&d next'). As I am progressing, I am thinking I should go with a better name. These are the ones I've toyed with so far:

Vaults & Wyrms
Wyrms & Warlocks
Crypts & Chaos
Catacombs & Crypt Things
Orcs & Owlbears
Ruins & Rust Monsters
Tombs & Horrors

Adventures in the Unknown
Into the Unknown
Journeys to the Unknown
Unknown Journeys
Basic Adventures
Into the Underworld
Journeys to the Underworld
Underworld Adventures

So far, I am leaning towards

Into the Unknown

thoughts?