Sunday, June 18, 2017

Reaction Tables for 5e/Into the Unknown

Having rules for reactions are one of the good things in older versions that were sadly abandoned in 3e+ versions of D&D.

I understand the reasons for omitting it, that DMs shouldn't feel constrained by random rolls for playing out encounters. The problem is that omitting them teaches a more one-sided and uncreative approach to DMing than that 'straightjacketing' of following a table does. It's far easier for a DM to disregard an outcome rolled secretly on a table he feels doesn't make sense than it is for a GM to train himself to consider a range of possible reactions each time an encounter happens. The outcome is often binary: "it attacks / is neutral". It might

Reaction tables is actually an opportunity for a DM to get creative at the table, playing out responses they might not have considered without the prodding from the table.

5e is supposed to be a game with its focus evenly split between combat, exploration and social interaction. While it certainly balances this better than 3e or 4e, it remains a heavily combat oriented game. Re-introducing mechanics from older versions of the game would go a long way towards re-dressing this imbalance.
For example, using gold-for-xp would move the incentive from killing stuff to get xp to finding solutions to get past obstacles like monsters to get the gold on the other side. Having a morale mechanic emphasises that combat can have an afterplay besides killing your enemies. And having a reaction mechanic emphasises the fact that encounters can have a range of outcomes besides combat (emphasis on 'emphasises' - a lot of this is about what certain rules, or lack of rules, encourage, reminds and rewards in terms of style of play).

So here is a simple reaction mechanic for reactions in 5e - and Into the Unknown. It is greatly inspired by the reaction mechanic for B/X - I love the basic structure of the B/X track (basically five options from worst, bad, uncertain, good to best) - and my rules for re-rolls follows the math for rerolls found in the Rules Cyclopedia, which is simple and very sound - 2d6 on five tracks is just a very elegant resolution mechanic.

I added a different track NPCs than monsters - and allow for initial reactions to be influenced to something better (or worse, if you're not doing well on the talking) by charisma checks (meaning the initial reaction is not affected by charisma). 

Wednesday, May 3, 2017

A critical examination of Hit Points

Oh, Hit points. Is there any other gaming concept as opaque and contentious over the ages? Maybe Armor Class,  but that is for another day.

What are hit points really? With monsters, it is simple enough to equate hit points to physical damage. But less so for people.

Originally, number of Hit dice = the number of hits before you go down. Simple and intuitive option. A normal 1 HD man goes down when struck by a sword. A troll, being of larger and more durable stature than a man, has six hit dice (ie, can take six sword hits before going down).


But then the iffy part: A 6th level fighter fighter is the equal of six men - Is his body as tough as a troll? What does his extra hit points represent?

The exact answer seems to vary over the years and as significantly - There doesn't seem to be a clear consensus in any point in time as to its exact status.

"Wounds + [x], from taking a hit" seems to be the the closest definition people can agree on at any given time. But even that is stretched by the time we get to 4th and 5th edition - The most grognardy of my own group has taken to calling them "hero points" ever since we switched to 5th edition, due to the high and frequent rate of daily healing and proliferation of non-magical instant recoveries ("Second Wind", "Song of Rest") and morale boosts of temporary hit points ("Rally", "Inspiring Leader", "Heroism") suggesting that the "Hit" and "wounding" part of hit points don't mean much until you hit 0.

Gary Gygax, in his usual sesquipedalian style, gave this answer in the 1st edition DMG, page 82:
It is quite unreasonable to assume that as a character gains levels of ability in his or her class that a corresponding gain in actual ability to sustain physical damage takes place. It is preposterous to state such an assumption, for if we are to assume that a man is killed by a sword thrust which does 4 hit points of damage, we must similarly assume that a hero could, on the average, withstand five such thrusts before being slain! Why then the increase in hit points? Because these reflect both the actual physical ability of the character to withstand damage - as indicated by constitution bonuses- and a commensurate increase in such areas as skill in combat and similar life-or-death situations, the "sixth sense" which warns the individual of some otherwise unforeseen events, sheer luck, and the fantastic provisions of magical protections and/or divine protection. Therefore, constitution affects both actual ability to withstand physical punishment hit points (physique) and the immeasurable areas which involve the sixth sense and luck (fitness).
According to this then, Hit points = Physique + [skill, sixth sense, luck & divine protection(!)]. The problem is, EGG didn't really seem to grasp what hit points was supposed to be all that well, for there is no follow through on this definition in any of his rules.

One would presume, from reading the above, that the majority of a high level characters's hit points comes from the "immeasurable areas". But he still heals at a flat rate of 1 (or 1-3, depending on which early edition you use) hit point per day.

That 1st level fighter with 8 hit points who lost all but one of them in a fight is as good as new a week later. The 5th level fighter with 29 hit points who lost all but one of them in a fight needs 4 weeks to be as good as new. Where are the immeasurable parts reflected in the healing process?

EGG may have written flavor text to suggest otherwise, but his take on the actual rules for hit points place them squarely as "wound points". To which I would say to Gary, were he still alive:

Grognards, brace yourselves. I am now going to argue that the designers of the 4th and 5th edition understood the original concept of hit points much better than Gygax did. None of them have fully internalised the implications of hit points though.

Gygax, much like James Wyatt, Mike Mearls et al, was an interpreter of the concept. So let's go to the originator of the idea, Dave Arneson, and look at how he understood the concept of hit points.

Originally, hit points were fixed. The notion of gaining more as you levelled came about because the players at Arneson's table didn't mind that it took multiple hits to kill a troll, but they minded that it only took one hit to kill them. So, he came up with the idea that:

 "As the player progressed, he did not receive additional Hit Points, but rather he became harder to Hit."

He soon enough changed this to hit points growing with level, but it is interesting to note that this was the original conception it grew out of (and also that Arneson tinkered with the 'modern' notion of power level=harder to hit, yet in the end decided to use growing hit points to model this).

Here we see where Gygax derived his inspiration for his flavor text from at least, but phrased in a much sharper and succinct concept - It is really only the first hit die of a player character that represents the physical part of hit points.

It seems however, that, unlike Gygax, Arneson followed through on this idea more (it was his own idea, after all) and treated hit points more fluidly and situationally as a result, in the same way he, and subsequently D&D at large, made AC and saves fluid through various situational modifiers.

In the "Temple of the Frog" as presented in the Blackmoor supplement, Arneson has this encounter:
"The destruction of an egg area will cause all frogs to fight at double value for 2-12 melee rounds after which all will withdraw to the pond and submerge."
Good golly, y'all. Dave Arneson used temporary hit point mechanisms in print way back in 1975.

And this is where we see 4th and 5th edition internalise Arneson's original concept of hit points much better than Gygax did as they treat hit points as a far more fluid mechanic than than static 'wound point' approach of former editions.

A fighter can recuperate hit points in combat with a "second wind", a leader can inspire his allies with temporary hit points. Anyone can, effectively, "heal" themselves up entirely overnight. Hit points in these editions are basically the metaphysical heroic mass of the character. And seen as such, the resource management built around it makes a lot of sense.

Here we see a proper implementation of the fundamental sense of hit points: An abstracted engine, not for determining wounds as such, but for recording attritionally, your heroic capability and resources in combat.

The problem for both 4th and 5th edition is that in embracing this, they have essentially taken the notion of characters ever actually being wounded out of the game. Sure, like Gygax did with the "immeasurable areas" of hit points, they pay token homage to the notion of wounds in their flavor text. But the actual mechanic does not reflect taking any wounds until you hit 0 hit points (and even that is just brief unconsciousness - or death). Prior to death, there are no dramatic implications to being hit other than your daily resource management.

Interestingly, Arneson seems to be the only one of significance who properly internalised how the implications of hit points being a gameable and dramatic abstraction for being harder to hit meant that something more was needed to represent actual wounds. In the original "Men & Magic", we have the seed of it (which I suspect, but have no way of knowing, was Arneson's bit):
“Whether sustaining accumulative hits will otherwise affect a character is left to the discretion of the referee.”
This is a statement D&D in general has done very little with. But Arneson's Blackmoor does. It gives us our first hit location system, wherein hits variously give penalties to dexterity, reduced movement or even instant death. I don't want to give Arneson too much credit here - The system is abominably complicated, but the idea of it is sound - Something more than hit points is needed to track actual wounds.

Conclusion:

Having played my fair share of games who did away with the 'unrealistic' bag-of-hit-point systems (a move which my younger self applauded back then), the unfortunate reality at the table of these more 'realistic' systems is that they just don't play out with the same intuitive and well-paced dramatic development as hit points. Landing more hits and taking points off your opponents metaphysical "still standing" score is just more fun and dramatic than a series "you hit, but the opponent parries" exchanges until someone actually hits with what is likely a fight ender.

I consider hit points as probably the most innovative and strongest feature in the history of D&D - It's a brilliant combat engine that strikes a lovely balance between being easy to track and the dramatic development of combat, tracked over more than just one encounter.

And yet, my opinion is that for more than 40 years, D&D has never really given us a damage system that properly integrates the implications of what hit points really mean.

5th edition probably comes the closest and gives us the best platform for addressing the gaps. The 5e DMG has a lingering wounds table. Throw in some hit point milestones for gaining levels of exhaustion on top and I think you have a good adjunct for tracking wounds and other effects alongside hit point that give dramatic consequences to combat whilst still being fairly simple.

For older editions, the fix is steeper, as the "hit point = wounds" mechanic is just so embedded. You'd need new healing rules, mechanics making use of hit points as a more fluid resource, etc. I don't think I'd want to go there.

But even in 5th edition, I'd like to see mechanics making more use of hit points as a fluid mechanism. "Temporary damage" from fear effects and low morale maybe? Critical hits giving temporary hit points to the attacker for a round or two. Stuff like that.

Either way, it goes to show, there is still room for growing the full implications of the original concepts of the game. Maybe 6th edition will finally take hit points and wounds to its natural conclusion?

Thursday, April 27, 2017

B/X-inspired Monsters for 5e / Into the Unknown (followup)

Short follow to my previous post on this. I think I've arrived at a good format that strikes a decent middle ground between the simplicity of B/X and the long format of 5e.

Note the addition of Morale and numbers appearing. Those rules should never have become 'OSR'. No idea why they were cut from 3e nor why they didn't return for 5e. They are lifeblood of D&D encounters, imo, and certainly for B/X and are back for Into the Unknown.


On this note - What do grognards make of the numbers appearing stats in B/X? Do you use them as is? I've always felt they tended to be on the high side.

----------------

Thankfully, Labyrinth Lord's monster descriptions are open content (though I am shortening them), since the SRD has none - Another one to add to the credits. It's all formatted pretty tight now. Only thing left now (groan) is find the right monsters to cut, add descriptions for the remaining 180 critters and rewrite the overly verbose "natural language". The 5e writers just did not give a fuck about brevity.

For comparison, I tried to put the short writeups from the 5e Basic document for these four into one page as well. They are a bit longer, but actually they do a pretty decent job of condensing the information in a clear way, I think. It's the verbosity that's the main issue and prevents quick scanning of special abilities and attacks.


Setting Pitch - Dreams of a Fading Earth

Precis: Dying Earth + He-man & Thundarr + Science Fantasy + Mythago Wood with boundaries stripped + all your favourite myths and stories from any era.

In the far far future Earth, indeed the universe, is slowly dying. Man lives under a bloated red sun in the inherited ruins of former ages and the decadent nihilistic fatalism of the end times have set in long ago.

Time itself is like a torn rag and the planetary memories of decrepit Mother Earth have long bled into the world without rhyme or reason, as Mother Earth hazily dreams half-remembered myths and long forgotten truths from its youth into the world again.

The Fading Earth is chimerical, as if seen through a shamanistic dreamlike lens where truths and fiction are mixed without order, and reality often follows a more narrative than physical order.

Facsimiles of the Knights of the Round Table ride out of the mist in a crusade against the Old Ones stirring as the end of time approaches.

Archetypical elves stalk the dark woods (or peddle yellow lotus weed in the city, struggling with the existential crisis of a race resurrected out of time in a world where little matters anymore).

Atomic age science-fantasy wizards manipulate cosmic matrixes in their towers, Thor requires company to explore a titanic ancient generation starship arc, Mi-go conduct ancient star rituals and trolls sleep under bridges.

All myths are potentially right here. And all past events potentially here too. As dreams of a dying earth, they appear without rhyme and reason as caleidoscopic re-interpretations of the past.



For those who haven't read it, Mythago Wood is a fantasy novel from the 80s. It's about a guy who explores an old forest that acts as a kind of receptable for the racial consciousness and memory of mankind, storing archetypical jungian myths from now to way back to the ice age and incarnating them inside the woodland (robin hood, king Arthur, etc. but often not quite the memories we have of them today, although these also play a part).

I found it a very inspiring way to look at fantasy and thought "what if the earth has it's own storehouse consciousness where it remembers all the myths, stories and real events that sapients have been sufficiently conscious of over time?" And then fast forward to a Dying Earth setting where this Gaia consciousness has grown senile and, rather than just storing it, has started replaying its old memories, or facsimiles of them (it is senile after all), as actual incarnated and embodied places and people on earth, without regard for what was history, history embellished with myth or just plain fiction.

Post-apocalyptic fantasy future-earth with just about anything from earth history, myth and fiction you want in it. I think this could make for a fun setting for D&D. Some parts of the setting might be stable and 'ordinary' (or at least, ordinary by the standards of the future fantasy dying earth) - separated by vast stretches of mythland (and also dotted by pockets of mythlands) where the dreams of the Fading Earth have taken hold - where Alice in Wonderland Reimagined is as likely to show up as the historical figure of Casanova.

Tuesday, April 25, 2017

B/X-inspired Monster book for 5e / Into the Unknown

I known I said that making the Magic Book was without a doubt the most editorially demanding of the set. But the monster's book is not far behind. Might be more demanding in the end.

I've done all the rough trimming and editing by now. Removing monsters that are obviously not a fit for B/X, removing those of unsuitable challenge ratings and trying my best to make the stat block simpler and take up less space.

this has trimmed my original 140 page draft down to 63 page working document (for comparison, magic went from 122 page draft to 39 pages). I want to get down to 50 pages or less, but the choices from here are harder ones.

I currently have 198 unique entries - Compared to the 186 entries found in B/X. It is not a like for like list of critters. And there is a few I will have to create on top of that (dwarf, elf, halflings and of course - Devil Swine).

Not to mention, most of these have no description in the SRD! They will have to be added on top (groan).

And cutting out monsters is hard. Monsters are cool. Almost all of the ones left speak to me.

Here are some examples of non-b/x monsters I have included in the working document so far:


  • Aboleths
  • Young dragons
  • Five demons
  • Five Devils
  • Hags
  • Rakshasa
  • Remorhaz
  • Sphinx

How do you leave these out? Maybe young dragons can go - There are there basically to have dragons to fight at lower levels. But there rest are just very cool and iconic to my mind.... (It's just weird B/X has no devils or demons).

Below is the table of contents so far for it, and two sample pages to give an idea of where I am at, in regards to the stat block format. I am sharing here mostly for feedback purposes - 5e is not as bad as 3e and 4e for monstrpously large stat blocks, but it is still quite removed from the simplicity of 2e and lower. I think I've come a long way towards condensing it, but there may well be more gains to be made here (ie, do stat blocks need a language entry?).




Thursday, March 30, 2017

5e Race-As-Class: Dwarf (Into the Unknown)

The Dwarf is up for review.

Full version at the bottom of page
The Dwarf in B/X is basically the fighter with better saves. I decided to let Extra Attack be a unique feature of the fighter in Into the Unknown. So the Dwarf is instead based around being a a good mook horde breaker (from 3rd level onwards) and otherwise being a reliable hard damage dealer against solitary foes, who can also take a good amount of punishment.

I've tried to focus on mechanics that doesn't require extra die rolls or new mechanics to learn (or if they do, ride on existing ones - two abilities look at the ignored die of advantage/disadvantage for their effect - And two other abilities involve invoking advantage and disadvantage for nice synergies).

Oh and I added favored enemy. Because it's well known that dwarves carry a mighty grudge against their enemies.

Overall, I am really happy with the result. I think it would be would to play (combining free shoves on advantage with opportunity attacks on prone foes has a definite cool factor when you are swinging a heavy mace or axe).

I've tried to balance it against the fighter and revised ranger. It may seem heavy loaded from levels 1-5, but that compares directly against second wind, action surge, extra attack and improved critical/battlemaster shenanigans. It strikes me as more or less on par. I would of course love to hear people's opinions - On balance, fun factor and all that.

In other news, I've decided to split Into the Unknown so the main rules set only goes to 1-10. Besides the good reasons in terms of accessibility and focus, it also makes the job of writing the GM's Handbook part actually doable. Once the Companion volume has been written, it will be simple enough to make a "complete" version collating the two. And since it's all "Pay What You Want", by then it will really be more a question of what presentation is preferred. It also made work on the dwarf a fair bit quicker. :-p. Elf is up next.







Monday, March 27, 2017

Splitting "Into the Unknown" into a B/X and later a Companion set

Throughout the proccess of developing Into the Unkown I've been resistant to the idea of splitting the rules set into staggered releases the way B/X and BECMI did. The 5e SRD has rules going all the way to level 20 for free, why impose limitations on what should be in ItU's ruleset when the material for higher is already there and just need some adaption and editing? If it's there, put it in.

One rules set to rule them or or staggered sets for different tiers of play?

I am getting close enough to the finishing line now that I did a projected page count, minus cover, toc and formalia (but including internal artwork), for the player booklets.

Book 1: Characters - 55 pages
Book 2: Playing the Game - 23 pages
Book 3: Magic - 72 pages

Spread out like this:
40 pages of intro and character creation
26 pages of rules
15 pages of equipment
69 pages of spell lists and spells

So basically 150 pages of player material. For comparison, the equivalent chapters in the player's handbook is 290 pages. But 150 pages is still a very high number to me. The equivalent player material across B/X is 55 pages.

So I've been giving some thought to letting the main rules set be "Basic and Expert rules", running up to 10th level (11th level is where 5e kicks off into superhero mode) and following up later with a "Companion" dedicated to high level play.

The page count doesn't really improve that much. Intro and character creation is reduced by 6-7 pages, spells reduced by 30 pages. Even if I do a trim of the equipment section, it's over 100 pages. But at least it's thereabouts.

More importantly, I think there are good reasons to split it up. In the OSR group on Google+, +Charlie Mason recently asked about the highest level people usually played to. Out of 160 votes, a whopping 79% capped at 11th level. In other words, a game covering levels 1-10 is a fully self-contained game for the vast majority of campaigns.

The more I've been thinking on this, the more I am realising that high level play really is a different beast to the regular game. And putting it all in the same volume doesn't do justice to that fact.

A 1-10 rules set is focused - dungeon and wilderness exploration. check. You might save the kingdom, but you're not a kingmaker just yet. Making the rules set focused is also one of those things that should make the game more accessible to dive into.

Above that, whether it is the domain game of older editions or just the high level adventuring of later editions, the tone and setting changes. A companion volume (which I'd also stack with various 'advanced' and optional rules for class building, etc) has a much better shot of properly addressing gameplay at levels 11+.

I'd love some opinion on this though. Maybe I am barking up the wrong tree?

In other news, as the player's section is getting closer to release, I reckon I will release two versions. The three booklets, optimised for table use and a singular "Player's Guide" for those who prefer to have it in one volume.

PS. To follow up on my save entry the other day - After much deliberation, I'm going with "all saves add proficiency bonus and attribute modifier". It's clean, the simplicity is to die for and the numbers make good sense. Thanks S&W.