Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

Friday, May 24, 2019

Into the Unknown is now available in print & pdf

Into the Unknown is an Old School game that seeks to blend the Basic & Expert rules and style of play of the '80s with the current 5th edition ruleset of the world's most popular roleplaying game.


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What does the Game have?
The game is divided into five digest-sized booklets, optimized for use at the gametable:
  • Book 1: Characters holds all you need to quickly create a new character (52 pages)
  • Book 2: Playing the Game has all the essential rules for players to get going (28 pages)
  • Book 3: Magic is strictly for those players whose characters are spellcasters (54 pages)
  • Book 4: Running the Game has everything a Game Master needs for running old-school games (85 pages)
  • Book 5: Monsters holds a selection of ready-to-use critters, complete with morale scores and treasure types (65 pages)
These are all laid out and edited to be as quick to scan and find what you are looking for at the table as possible- no more getting bogged down by looking things up in play!

Read a quick Introduction from Book 1 summarising the rules and its differences to 5e. (pdf)

How is this different from 5e or B/X?
Into the Unknown is based on 5th edition of the world's most popular roleplaying game and is fully compatible with it to the extent that you can easily create a 5th edition character and use him in a game of Into the Unknown and vice versa.

What sets it apart from 5th edition is that this is a "non-advanced" version that hearkens back to the "B/X" version of the game. It has been simplified in many places to speed up things such as character creation; "race-as-class" is back; so are old-school mechanisms such as morale, reaction rolls, 'random encounters', 'gold for XP' and henchmen.

For players used to 5e, Into the Unknown is easier and runs faster, and is an excellent game for exploring the old school style of play or introducing new players to the game.

For players used to running B/X, Into the Unknown is an opportunity to explore the latest edition of The Game without losing that Old School style of play you have been used to.

Additionally, the game offers a clear and structured approach for Game Masters to quickly and easily build a sandbox and run open-ended hexcrawl wilderness adventures, with simple and seamless mechanisms for time tracking and resource management to add a sense of pacing, tension and urgency to your old school dungeon-crawling games.

It also comes with plenty of advice on how to play the game in the Old School style, and a toolbox for how to houserule your game into something that fits your game table.

If you like the modern rules but would like to run more Old School games, this is the game for you!

A note on pricing:
There are bundle deals for those who want the whole game and the savings are notable.
Likewise, I encourage people to buy this in print - The revenue from print sales is less for me than with pdf (and even moreso on print bundles) but the hope is that they will be used at the game table.

Wednesday, May 1, 2019

Into the Unknown is complete! (pending proofs for release)

Today, I finished the last bit of writing, editing and proofreading on the last book, uploaded the files to onebookshelf and am now awaiting approval (which will go through no problem I expect) before I can order proofs. When they come in, and assuming they look as I expect them to look, I press the button for release and they are released! I expect this will be no more than two weeks away.
In between there is a few hours work with fitting the pdf products with cover and back cover, writing product descriptions and setting up bundle deals. But the files I have on my computer are basically the ones I expect to go on sale in two weeks or so.

I can't quite believe I am finished. This started out as a small scale project I thought I wrap up in a few months, grew into a complete game with ambitions for proper layout, plenty of artwork and all that jazz that people would enjoy having at their game table. The last year of sickness I've battled with didn't exactly speed things up.

The biggest challenge has without a doubt been book four, the gamemaster's guide. Where the other books were in large part about creative adaptation, much of the gm guide was written from scratch - Add to that, it took a very long time for my vision of it to condense into its current form and structure. The finished guide is my attempt at a definitive old school GM guide, most of which appplies to any ruleset - It straddles between brevity and focus vs completeness, fluff/advice vs. usable toolsets. Unlike the DMGs of D&D, it does not attempt to be a catchall versatile guide to all things D&D.

It's pretty focused on how to build a dungeon, build a wilderness sandbox, and build a settlement; and how to run adventures in these. Sprinkled with some advice on how to do all this in the Old School way. It's been thoughtprovoking to me that since Basic and Expert D&D, it's only really non-d&D products that have offered a tight focus on this aspect of gaming, in a way that doesn't either gloss over lots of stuff that old schoolers would consider integral to old school play (Pathfinder, 5e) or leaves a lot unsaid for newbies to figure out themselves or online (retroclones).

In that sense, Into the Unknown exists in a similar space to Torchbearer, The Perilous Wilds and Freeboters of the Frontier - As a modern and comprehensive light ruleset to emulate old school style of play. The difference to these is that ItU is basically teaching 5e how to play like B/X. "Un-advanced" 5e so to speak, with a focus on OSR style gaming.

I am glad that I did the heavy lifting early on while my enthusiasm was high. There is a lot of number-crunching on damage-per-round, design analysis etc., under the hood to make it fully 5e compatible that most players will probably never notice that I wouldn't want to ever do again. But it's done, and I am quite happy to be able to say that you can take your 5e dragonborn paladin or tiefling warlock and use at an Into the Unknown gametable without any conversion necessary.

There is a character sheet in the making, that I am excited to see myself. But I won't wait for it to finish. I am too excited to share all this with you guys!

Monday, July 23, 2018

Introducing: O5R Games

I am far enough ahead with Into the Unknown being print-ready, that the first two booklets just needs proper cover formatting to be print ready. And am basically 90% done with the remaining three. SO should be only a few months away now from a POD release.

Which also means I've set up O5R Games at onebookself.com. And at this point, I think the game needs a more focused platform than the blog I set up originally to riff on my homebrew setting.

So I've set up this new blog!

That is where all items related to Into the Unknown will go. But also anything OSR related and of general rpg interest. Basically the old blog will go back to being a blog about my homebrew setting and stuff I think only I would care about. I've migrated most of the posts I think belong in the former category to the new blog as well. You can expect this new blog to be busier than this one. In case you actually want to see my homebrew setting musings, you can check it out here:

https://mythlands-erce.blogspot.com

Thursday, December 21, 2017

System and Setting (+thoughts on ASSH)

I received +Jeff Talanian's Magnum Opus in the mail last week - The 2nd edition of ASTONISHING SWORDSMEN & SORCERERS OF HYPERBOREA (Jeff was a real gentleman and let me get in on the kickstarter run even though I missed the deadline).

It's kinda the opposite of what I am trying to do with Into the Unknown. It's built on the chassis of Advanced D&D 1e, while I am trying to build a modular 'un-advanced' edition of 5e. I am going for as lean as at all possible, with six booklets optimised for table play and 200 pages of gaming material being my top limit. ASSH is a massive 608-page hardbound single volume.

I am quite in awe of what Jeff has made though. The feel of the book alone, heavy from quality paper and binding, gives it potential to become one of those treasured tomes on many a gamer shelf. And the content is dead-on. I'd like to 'un-advance' a few bits here and there. But the classes, setting, monsters and spells are just dripping with ready-to-play S&S flavor that begs to be used.

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I like to just hold it. It's that well made.

Which brings me to the point of this post - What ASSH does right is that it has no implied setting. Rather, its setting is fully explicit and everything in the rules is geared towards supporting that. It works. The monster list, the spells, even the class you play - all of it leaves you no doubt that you are playing a game of sword and sorcery - All of them are situated within the lands of Hyperborea beyond the North Wind. I can't think of a better way to establish the theme of a campaign.

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Ranger fighting orc in D&D
Huntsman fighting a giant gorilla in ASSH
D&D wants to be a generic fantasy system, that you can then adapt to your own specific taste. This is a bit of a false assumptions though - Because the rules themselves carry their own implied setting. +Wayne Rossi showed how this is the case for OD&D - By the time of 5e, though D&D still sells itself as an adaptable generic fantasy system, it seems at least self-aware that by now D&D is basically its own genre of fantasy.

The downside of this is that when you adapt such a system to your own choice of genre, you end up with concessions to the implied genre of the game system. Your spells say nothing about the tone or workings of magic of your world. Your monsters neither. Classes and races only to the extent that some may be banned. Your monsters are picked from the same book as any other.

Really, setting publishers releasing D&D settings are too often taking the easy route. Any proper setting realise should have a fresh spellbook, its own set of classes, its own races and its own monster manual. At best we get a few choice additions for each.

Incidentally, this is why I think Dark Sun was such a well realised setting. Every class and race got a new entry in the Dark Sun rules. Only thieves were basically left untouched. And you get to play 4-armed bugs who like human flesh. Although spells were left untouched (a new spellbook just for Dark Sun would have been beyond awesome though), the way they worked was significantly altered - And with psionics so embedded, a distinct tone for the setting was set for this as well. And monsters - I don't recall ever using a non dark sun monster. The ones made for the setting just fit so much better. Even so, the list of monsters from existing generic compendiums that actually exist on Athas is limited to 36 critters. Fuck yeah. We don't ride horses or fight orcs. We ride Crodlu (upright lizards) and fight telepathic Belgoi that ring tiny bells to take over your mind, drain your CON with a touch and want to eat your flesh.
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Belgoi - Upstaging orcs since 1991
ANYWAY....

The point being - Systems explicitly supporting a system really goes a long way towards supporting a setting. And the implied setting of generic systems can actually hold the realisation of your own setting back somewhat.

The upside of generic systems is of course that you don't have to learn a new rules system every time you want to try a new take on fantasy. And everyone knows D&D. But this is what I like about the OSR - We get spins where everyone knows the chassis being used - But with exactly these things being tailored to specific genres of fantasy. ASTONISHING SWORDSMEN & SORCERERS OF HYPERBOREA is just one example. Warriors of the Red Planet another. Fantastic Heroes & Witchery, though not geared towards one genre, understands that different genres require different rules and offers a variety of them. Dungeon Crawl Classics is Goodman Games' attempt to build a more genre attuned version of D&D.

So what does this mean for generic Into the Unknown? Well, one reason I think B/X was so popular is that being so lean makes it easier to build your own stuff on top to suit your needs. And I want to do the same with ItU - Basically to realise one of the stated design goals of 5e that were only half realised: Making a genuinely modular D&D. It's easier to add stuff from a lean base than take out stuff from a more complex base. So in the future, I hope to release a Sword & Sorcery module, with a different Classes book, Spell book and monster book. A Low Fantasy module. Etc.

In the future. For now, with playtest being open, I am just focusing on getting the basic system out the door.

Tuesday, December 19, 2017

Call for Playtesters - For "Into the Unknown" (B/X hack of 5e)

I've basically finished the DM Handbook - Still missing the treasure and monster book, but these should not be needed for review and testing. All the player material, save a bit of art and layouting in the magic booklet, is done.

SO - Anyone who would like to try out, or simply take a look at, a hack of 5e that harkens back to the simple days of B/X - where the rules properly support old-fashioned dungeon crawls and hexcrawls (and make them easy to run). Where reaction rolls, morale and race-as-class is still a thing.

Sign up to playtest "Into the Unknown"! Just join the playtest group here, and all the files will be made available to you. Any and all feedback is greatly appreciated.

https://plus.google.com/communities/104545421866073203092

Both there and on the blog, I will also be sharing designer notes in the upcoming weeks.

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The proposed cover for the boxed set

Friday, November 10, 2017

"Social Combat" in D&D (B/X vs 3e/5e)

Writing the GM's guide for Into the Unknown has definitely been the biggest challenge of the project, forcing me to examine hard my own assumptions and understanding of what is good game mastering. But at this stage, I think we're close enough that playtest is only a few weeks away. All sections are laid out, page count is finalised - It just needs some text added to a handful of sections.

Blending 5e and B/X has been an excellent study in the differences between the two and trying to understand the implications of some of the changes. Reaction rolls and Morale for example, are among the more beloved parts of B/X that were abandoned in 3e and haven't been seen since. I've spent a fair bit of time examining both sides of the fence and figuring out which way to go.

Here's a sidebar I ended up adding to the section on social interaction that sums up how I feel social interaction should work in D&D:
“Social Combat”
The reaction roll is not a structured system, as combat rules, that should be rigidly interpreted and adhered to. It is meant as a creative inspiration to jolt the GM into thinking differently about encounters than one might habitually do. 
Nor are reactions just a DC for high rolls to beat, but a reflection of the NPC’s agency, that players may attempt to influence but can’t just overcome. 
As such, social ‘rules’ favor the more gradated and advisory reaction table over ability checks. Social interaction is a good time for remembering “When not to roll” and “Ability Scores & Proficiency Areas as Narrative Modifiers” 
When die rolls are made, use them to support the players’ social interaction, not replace it. As always, let the fiction dictate the action.
Unpacking all this, it may help to ask why 3e+ abandoned reaction and morale rolls and never looked back - The best reason I can find for this, is that it was replaced by an entirely different resolution mechanic that was not present in B/X - Skills.

With reaction & morale rolls, outcomes were a function of the NPC's mental attitude and fortitude reacting to its surroundings (of which PCs influencing the NPC was just one factor).

With the universal d20 resolution mechanic introduced in 3e, these were reduced to a target number (DC) - Basically making social mechanics akin to a Social Combat system - Roll high to overcome your opponent's resistance (DC).
Skills such as Intimidate and, most infamously, Diplomacy offer resolution mechanics to replace most of what the reaction and morale rolls handled in the past (one results of that being that fewer encounters ever flee in 3e+, unless prompted by a player "skill attack").
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Maybe seeing monsters flee more often in B/X after failing morale rolls inspired old school players to run away more often too.
Nevermind the fact that with enough ranks, a "diplomancer" build in 3e was essentially casting "Dominate Person" at will (out of control numbers for this sort of thing was fixed in 4e/5e) - The issue with making it all a DC vs Player roll is that this isn't how these interactions work. 

A person's mental defences isn't being assaulted by some sort of telepathic attack, the outcome of which will produce a binary result (success/defeat) - He is being influenced, swayed towards a certain direction - And besides this is the fact that there is an unassailable defence any person has, that skill rolls struggle to account for - Deciding for oneself. 

The closest combat analogy for an influence skill roll is a Shove, pushing an opponent five foot in a certain direction. No target number or critical hit will shove a foe more than five 5, much less shove him all the way out of combat reach. And unlike a shove, an NPC can always decide to just ignore the push.

Any roll made should not be to determine whether the character succeeded in converting the other party to the desired position. It should simply be to determine how the other party decides to react on the situation - Modifiers can apply to such a roll of course, but it is a fundamentally different thing the die roll is resolving - The NPC's mindset as opposed to the player's skill.

So for Into the Unknown, I determined fairly quickly that Reactions & Morale rolls needed bringing back - They put the onus of the mechanic back where it belongs - The NPC rather than the one trying to influence the NPC - and make clear that what is being resolved is not "player chance of success vs a target's resistance", but basically just letting the dice decide how the NPC reacts instead of the GM, with ways for factoring in different circumstances (such as a player attempting to influence said reaction).

Since I already dropped skills (as D&D knows them), this was easily done, as no players will be left wondering what to do with his Persuasion and Intimidation skills when there are no ability checks to actually use them with.

Nonetheless, it is as true for Into the Unknown as it is for 5e, that there are social interactions where Charisma and proficiency are factors at work and any reaction and morale system susceptible to such factors needs to be able to account for them.

Without further ado, here is a pdf presenting all the rules for handling reactions and morale in Into the Unknown, which can be easily dropped into any 5e game.

Reactions & Morale for 5e / Into the Unknown [PDF]


Most of it will look extremely familar to B/X players. Explanatory note regarding terms in the sidebar on the last page: Itu replaces skills with "proficiency areas" and the rogue's skill Expertise with ability "Mastery" - They are sufficiently similar that they mean the same in this context.

As a side note, this also gives a nice preview of how the formatting and layout will be for Into the Unknown once it hits print.

Friday, July 21, 2017

Game Balance vs Old School Fun in 5e (follow-up post)

This is a followup post to Against the Funnel of Game Balance - Old School Fun

In that post, I laid out how the impact of character death shaped the style of play and how expectations of character death was very much shaped by other parts of the system. In other words, choice of game system is a strong factor in whether game balance should be a factor or not. I drew the lines up between TSR-era games, such as B/X and OSR retroclones, and WotC-style games like pathfinder and 3rd and 4th edition of D&D. But I didn't really cover 5th edition D&D.

So where does the current edition of D&D fall on this spectrum of Old School Fun --> Game Balance Fun-nel?

In this, as in so many other ways for this edition, it falls sort of in the bland middle - It doesn't do either style particularly well, but honours both enough that both types of players can enjoy it.

The first point to make is that it is different from 3e and 4e in this regard. In making this observation, I do not look to the stated rules (recall, 3e did not explicitly encourage game balance, but other parts of the game created a culture demanding it) but for how people are using it - Let's start with the major factor - The mini-game of character creation and planning:

One of the things that showed me that the culture had shifted focus away from the mini-game of adventure-as-character-actualisation in 5e was looking at the character optimization guides online.

Your classical 3e guides were assumed a culmination at level 20 as the pinnacle of the fully realised character.
5e guides as a rule depart from this, arguing "what is the point of building towards level 20 when the vast majority of gametime will be spent between levels 1-10?" They've brought a renewed focus on the experience of adventure gameplay at the table as opposed to the adventures as a means to the ultimate actualisation of your character concept.

Nonetheless, we can see 5e as a solid "in the middle" kind between TSR and WotC style game evidenced by the fact that we do still have character build and optimization guides. For those who enjoy this, it remains an option. The difference is that you can still opt to just roll a character in 20 minutes and play, and level up with a minimum of decision points, without ending up with a character that the charoppers will leave in the dust.

In 3e, this was not possible. In 4e, you wouldn't necessarily be left behind, but the breadth of choice and the fact you had to choose also did not encourage disregarding this mini-game (there is a reason the online character builder was so popular - in 4e, it was a lot of work).

The gains, demands even (feat chains - looking at you 3e), to be earned from optimization and planning ahead have radically decreased in 5e. The options to go simple have been placed more at the forefront of the game. In other words, it is easier to make 5e the kind of game you want.

The actual rules for encounter balance are a bit shit. In the comments to the first post, +Wright Johnson  hit the nail on the head I think in his analysis of 5e game balance in actual play:

I've found in running 5e that the game is straight-up more enjoyable if you ignore the encounter building guidelines and throw whatever makes sense in the fiction at your players, using CR to ascertain just how scary something is. The increased survivability and bounded accuracy mechanics not only work for "unbalanced" play, but actually work better.
The game generally gives the players plenty of chances to learn from their mistakes before they die horribly, and random treasure is given out on a per-encounter-CR basis, so the players can generally expect increased reward for increased risk. Clever play allows them to mitigate the risk through the advantage/disadvantage mechanic. And if the PCs take the increased risks, they often gain magic items which allow them a chance of triumphing in high-CR encounters they wouldn't have survived otherwise, not to mention the obvious benefit of speedier advancement. It turns "unbalanced" play into a virtuous cycle.
Which is why it's so baffling that the actual rules for encounter building in the DMG throw that virtuous cycle out the window and impose 3e's bonkers "adventuring day" nonsense on top of a system which feels worse when constrained in that way. It's harder for the DM to manage (have you seen the math you're supposed to do?) and less interesting for the players.

On the combat front, XP for killing is still the baseline - The DMG offers some alternative options that seem to have some usage - But it's fairly diffuse stuff, with no good discussion of how to use XP awards as incentives to set the campaign style. It's the 5e DMG in a nutshell - It does a great job of covering all bases, but not really in sufficient detail, or with crisp precision, for it to be the best option.

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In the interest of the full overview, I do think it is worth noting that some measure of challenge rating and game balance has existed in the game from the beginning. The math may not have been properly attempted until 3e (or actually working until 4e), but ideas about estimating how deadly an encounter is, and whether this is desirable or not, has been part of the game from the outset.

In fact, I think the designers of 4e put forward the best argument for why challenge ratings are worthwhile:
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The basic premise being that there is a certain sweet spot in combat, where combat is not too easy nor plain impossible - that is just plain more fun. Being able to consistently challenge your players meaningfully in combat is more exciting than a run of too-easy encounters followed by a run-from-the-TPK encounter. Being able to determine in which ballpark that sweet spot lies goes a long way towards making combat encounters more fun and exciting.

So having a challenge rating for guesstimating this sweet spot can be useful - Whether it is the DM being experienced enough to just eyeball it, or the complex encounter building system of 4e.

It was never the "challenge rating" systems that my original post argued against, but rather what they were used for. The 3e DMG, before the designers realised that the game system as a whole implied the need for a social contract on game balance (which the challenge rating and encounter building systems were the means to enforce), actually states that around 5% of all encounters should be out of the PCs league.

Monday, June 26, 2017

4th edition's implied setting is Old School as f*ck

4th edition really turned me off D&D, at least as far as keeping up with its current state goes. At the time, I was already souring on 3.5's existential crisis with wanting to be GURPS in a class and level based system with abstracted combat. GURPS I felt simply did that better and I was coming to realise older versions of the game did the D&D parts with class, levels and abstracted combat, better.

When 4e then came out, I read all the reviews and play examples to get a feel for the game and see if I wanted to tag along. Nothing new under the sun from me there - I was instantly turned off by the extremely gamist nature of it - A roleplaying game so standardised by rules, it had abandoned all pretence of players playing out the scene and using rules as an aid - Players were playing out the rules with the scene as a background prop. Combats taking forever. 9 page character sheets. Characters defined primarily by boardgamey tactical roles. The hours spent on the mini-game of charop taking almost as long as actual gaming sessions. As with all things, I am sure it's possible to use 4e differently than this, but I've seen nothing since to suggest 4e does not at heart encourage this style of gaming. The players I know who play 4e in fact play 4e not because these criticisms aren't true, but because they like this style of play (in addition to liking other styles of roleplaying as well). But I didn't - at all - So 4e got a pass from me as the edition where corporatist D&D finally went off the deep end and shed its legacy and connection with former editions to go off and be its own thing in the 21st century.

The flavour parts of the game didn't seem much better at first glance either. Dragonborn and Tieflings are core classes now? And what's an Eladrin? Ugrh. For me, D&D has always been about mundane heroes journeying into the wilds to encounter the Weird and fantastical. And through this touch of Chaos, become greater than they were, gradually breaching the gap between the world of men (or even risk becoming alienated from it) and the world of myth on the other side of the fence.

4th edition at a glance seemed to totally break down this dichotomy and bring the fantastical right into the hearths of the mundane households, letting fey rub elbows with demonic offspring and dragonchildren in your regular tavern. When there is no Otherness to the fantastical, no sense of the Unknown,  the sense of wonder evaporates. The fantastical becomes mundane. 4e looked to have jumped the shark on its fluff to me at first glance. To be expected from such a gamist edition I figured and went on my way.

It was only around the time of the D&D Next playtest that I, thanks peeking at the flamewars that were inevitably sparked by the changes of a new edition, was inspired to look a bit deeper. Not for the rules, mind you. I still would rather play just about any other version of D&D. But the fluff. The fluff was just downright.... inspired!

Set that one critique about mundane vs the weird to the side for now though (we'll revisit later), and the implied setting of 4th edition reveals itself to be imaginative, bold, absolutely dripping with adventure potential and above all - Old school as fuck.

4th edition's implied setting feels far more mythic than any of its predecessors. This often translates into "gaming disconnect" (Tolkien, Glorantha, Dragonlance) as it setting becomes more pre-occupied with its own stories and mythology than its gaming potential - For Nentir Vale though, making it more mythic actually makes it more gameable. Gone are the tolkienesque angelic-racist elves of 2e & 3rd edition. The eladrin realms of the feywild have that dreamy otherworldly "journey into faerie" feel that traces its legacy back to the folkloric tales of the middle ages.

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This happened in 4e. I wasn't around to witness it, but it did.
4th edition may have ditched alignments - Yet they crafted a mythology that is absolutely about the eternal conflict between Law & Chaos - Giving us a setting with all the principles of Keep on the Borderlands knitted straight into the fabric of the setting (moreso, I would argue, than any D&D setting before it) . The only thing they didn't do was explicitly call out that this dichotomy was their guiding principle (because officially - no alignments.

I mean, their cosmology is basically like this: The Astral sea was boring, so now it's Spelljammer with planes instead of planets (fuck yeah). The astral dominions are basically where the entities of Law took residence - They are all platonic embodiments of various concepts.

The Elemental Chaos is the other side of the cosmos - And far more visceral and, well... "elemental".  The font of creation - Basically Limbo, always in flux, but with elements of various kinds floating around in pockets and realms. Still, you can take your spelljammer ship and ride the elemental waves here as well (unlike the para-elemental plane of Ooze that we fucked off with the rest of the great wheel).

And below that, the nasty side of Chaos - Entropy leading into oblivion. The Abyss sitting between existence and nothingness.

Oh, and just to be even more mythic on y'all, our Law/Chaos struggle mirrors the Olympians/Aesir vs Titans/Jotuns struggle.  So you can instinctively grog this because this story is already in your cultural consciousness. And giants sided with the titans primordials.  Giant losers are therefore cosmically inimical to Law, gods and mankind. Ergo, go fight the good fight, adventurers.

And the underdark? Back in the mythic time when gods and primordials fought over law and chaos openly, one god was cursed and thrown underground for eternal torture. All these caves and passages is him dragging his tortured corpse around underground, creating open spaces as he boroughs through.

And we get mirror planes, basically reflections of life/nature and death/shadow - Because not all world-walking is about cosmic power and opening portals to new realities. Sometimes, the farmer just stumbles into faerie by accident. So your low and mid-level characters can walk into the realms of myth as well. Remember my criticism about the barriers between the mundane and the Weird? Turns out they cranked it up once you look past the player races. 4e's implied setting hardcodes this dichotomy into the setting (and blends law/chaos into the division on top) (too metal, man) and then turns up the volume on the fantastical once you go into the Weird. It's like they drank from Odin's mead of poetry Gygax's mountain dew of Appendix N when creating the setting for 4e.

It's easy to grog and get into, thick in mythic flavour and basically IS D&D embodied and distilled into setting form.

And yet, for all the flavour, it doesn't get self-absorbed in its own history or style. There is something accessible and basic, almost saturday morning cartoon style, in the way it grabs you. "These are our memes and archetypes. You have met them elsewhere, even if you don't know it. So just plug and play."

Part of the reason it is so accessible is that it is intentionally sparse. There is tonnes of stuff simply left out, or barely hinted at. Because it was designed to be nothing more than the most basic of frameworks for DMs to fill in the blanks on and make their own worlds out of. I know, right? Old School as fuck.

In fact, the publication history of its implied setting is like some sort of tragic homage to another very old school setting. We get the bare bone outlines in the DMG - 24 pages of teasers (mostly about stuff like "what is a town", "fantasy worlds tend to have religions", "here are rules for weather") that open with "the world of D&D doesn't have a map - until you make one" (so fucking metal) and then talks about the higher level assumptions of the D&D world. Things like:

  • Civilization is scattered points of light amidst a vast wilderness full of monsters in which ancient and mysterious wonders are nestled
  • gods are distant
  • It's your world
and another 15 pages on Fallcrest and the Nentir Vale, a pocket sandbox area+home base in a forgotten corner of the implied setting. That's it.  Old. School. man.

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This is Fallcrest, the homebase. Shadowdale can fuck off back to Tolkien's Shire.

From here, the rest of the implied setting is revealed in scraps and pieces in various modules and articles in dragon magazine. You know which setting I am talking about now, when I said it was a homage, right? Yeah, this is basically World of Greyhawk all over again. Only, this one is dripping with flavour already and has the law vs chaos angle built right into its mythology with direct access for adventuring potential.

Except for one, tragic, difference. Greyhawk got its boxed set to set the word on what the world is like, even if it is an open-ended, loose framework, word. 4e's implied setting, Nentir Vale, never got that far before they killed the line. The setting book was on display on amazon and all. But then D&D Next happened and what was probably D&D's most D&D-like setting ever fell off a cliff.

That setting book could have been its last old school hurrah. "here's your setting book. It leaves out most things for you to create, but now at least you finally have your setting map. You will never see another supplement for this setting again though. Create the rest yourself." But we never got even that.

There is no "canon", no well defined history (myths in fact are far more prevalent than history) or even list of countries. It will remain forever an individualistic hodge podge of scant notes in the DMG cobbled together with hints and tidbits from supplements and adventures, some scholarly attempts at making sense of it all from fans online and the vast majority of it left for DMs to fill out with their own imagination. Old School. as. fuck.

If I were to run a non-homebrew setting these days, I'd probably pick 4e's or the Wilderlands of High Fantasy. I'd have to find a way to make those dragonborn and tieflings palatable to my sensibilities somehow, but that ain't hard. Other than that, it's just straight up D&D.

Tuesday, June 20, 2017

The D&D endgame has always sucked (except for *that* edition)

In the grognard-sphere, you can find many examples of grognards decrying the loss of D&D's endgame.

As I am working on B/X-ing 5e for Into the Unknown,  a cursory look at end-game approach is also on the menu (though mostly for a later Companion supplement since the core will only go to 10th level).

I've never really played with domain and stronghold rules. I was certainly aware of them and of the fact that the game was supposed to move in that direction. I just didn't understand how non-wargamers would think they are anything but an exceptionally boring endgame.

"You have over countless sessions fought everything from orcs to dragons, progressed from saving villages to saving kingdoms. Now, as you move into high-level play, new destinies and high level rules appear. Forget about resource management of rations and arrows. That's for noobs! At high levels, you get to manage the resources of an entire keep! Track the cost of building a new wing of the stronghold. Retain reeves and chamberlains. Collect taxes. Explore the intricacies of domain resources and incomes. Hear the complaints of peasants and track the cost of holidays. Graduate from low-level hero to high-level administrator! Play the domain game."

If that was the kind of campaign I wanted to play, I'd have gone for Birthright from level 1. The domain game fading from D&D was a natural consequence of it having nothing to do with the kind of game you thought you'd be playing when playing D&D.

That doesn't mean it was replaced by anything better though. 3e seemed to just go with the assumption of "why should high level play be any different from low level play? Just add more hit dice!"  Ignoring for a moment how awful the execution of this was in 3e, this assumption is, in itself, not terrible, since this is, after all, the kind of game you are playing D&D for.

Freebooters of the Frontier embraces this conclusion by declaring a simple endgame condition: amass 10,000 silver pieces and you win the game. This is perhaps preferable to the 3e's approach of "just keep doing the same thing with ever increasing numbers and levels of complexity." If D&D is to have an endgame, it should be somehow different, or at least an evolution, of the basic "kill creatures and amass treasures to defeat the villain" model of D&D. And preferably one that doesn't hand me rules for pricing the cost of holidays in your barony.

5e is not much better. Basically, the only edition who seems to have gotten the right idea is 4th edition (drops truthbomb, runs away).

4th edition D&D introduces epic destinies. They come on board about 8-10 levels too late, but they play to a good assumption of high level. While low-level play is often reactive and about a party walking the land waiting for destiny to happen, high level play ought to be about crafting a destiny for yourself.  Epic destinies enable this deliberate approach towards building your character into something larger than life the way you want to be larger than life. Low-level D&D play is "choose your own adventure", high level play should be "choose your own destiny." and 4e is the only edition to really grog to that.

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In terms of flavour, 4e often does it quite well, presenting a good load of destinies that are essentially about transitioning from mundane hero to genuine mythic paragon. From legendary generals or sovereigns, becoming an archmage or epic lorekeeper, to questing for demi-godhood, heimdall-esque defender of a cosmically significant place, or an entire people, becoming consort to a deity to emerging as an actual avatar of a deity, thieves who can steal actual concepts, to becoming a literal parable yourself.

A lot of this is very high level stuff of course (and oftentimes more a culmination of a path of estiny) and some might want some intermediate high level play, on the level of domain play, becoming a guildmaster or similar. That is sort of what the Paragon tier (levels 11-20) was supposed to accomplish for 4e, except the execution amounted to little less than "choose your next splash option".

But the point remains - In either case, high level play should be about crafting your destiny and the rules for high level play should be in support of this - Rather than assuming that the end game should revolve around one goal (domain play) or none at all (3e).

So basically, the high level endgame I would want to introduce for Into the Unknown has very little to do with B/X and its endgame (cosmic adventures, a la the Mentzer Immortals set, would probably come closest as a possible destiny to choose from). I don't think I want to take an old-school approach just for the sake of doing it old-school.

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).

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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:
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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.
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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.

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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.

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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.

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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.

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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?).


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Thursday, March 30, 2017

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

The Dwarf is up for review.

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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.



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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.

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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.

Sunday, March 26, 2017

5e spells complexity and verbosity vs B/X

Making the Magic book for Into the Unknown is without a doubt the most editorially demanding of the set. 5e magic is verbose and overly focused on spelling out everything. Re-arranging (I am sorting spells by level) and cutting superfluous stat blocks helps, even if it takes a lot of time.

For comparisons, here is the B/X presentation of two simple spells:

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And here is the 5th edition presentation of two simple spells:
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Here are two simple spells in Into the Unknown:
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I am pretty happy that most 5e spells can have their stat block simplified to B/X standard of range/duration with mostly just a different approach to presentation (unless otherwise specified, casting a spell takes an action and requires verbal and somatic components - and I've eliminated material components without a cost).

The screenshots here aren't so bad as they are all simple. But there are just so many spells in 5e that are ridiculously detailed. Paring them down is a lot of work. And 5e's explicit language is getting to me. You don't have to tell me in every spell description that a spell effect lasts for the spell's duration and can be cast within range in every frigging spell. Going through a couple of hundred spells to remove all the superfluous verbosity is a lot of work. 

That said, I started with a 125 page document. Now down to 81 pages. The rules for magic have been pared down from six to three pages. Still a lot to go through. So far, I've been reticient to cut out spells, except a few that just don't fit. But something is going to have to give. 
B/X devotes 25 pages to spells (going up to 6th level spells). The 5e Player's handbook is 91 pages. I'd like to get at least below 70 somehow, without sacrificing too much.

Wednesday, March 22, 2017

Jesus saves - the rest of you take full damage

Saving throws have always been quirky in D&D - The original categories were.... eccentric to say the least. Why is save vs wand different from save vs staff? Is petrification really widespread enough to get an explicit mention? And what is a death ray anyway? Finger of death? What else? That said, it was charming and that has its own sort of saving grace. It is a lot more menacing when the DM exclaims "save vs DEATH RAY" than "make a fortitude save".

3e did an admirable job of simplifying and clarifying saves. 3 instead of 5, keying it to dexterity, constitution and wisdom gives you an idea of how you are trying to save yourself, making saving throws a lot less disassociated. Good job allround.

The only recurring complaint against 3e saves were lacking the charm of older editions. Which, as complaints go, fall somewhere between obstinate and petulant.

For me, it is mildly aesthetically displeasing that there are 2 physical saves and only 1 mental save. But it works fine enough.

The biggest change, besides the simplification, is that saves now go from being a purely class+level based number to a class+level+ability modifier (lets ignore the manifold multiclass shenanigans).

This change has rarely been scrutinised (whether that idea ended up working or not in 3e sort of drowns in allround modifiers bloat), but it's a point I think is worth considering. What does it actually add to the game to also key saves to ability modifiers? It makes saves a lot more variable, making it harder for DMs to gauge what DCs to set. And in return we get... ?!?

A minor element of verisimilitude for an already largely disassociated mechanic. It seems to me something that got added because it seemed to make some sort of sense, but no one really considered whether it actually improved the game.

4e, ever the red-headed stepchild of the D&D family, made saves something totally different: Are you currently suffering a condition where "save ends"? roll 11 or higher to end it. That's all. Saves is basically just a static duration tracker. Interesting in its own sort of way, but too different for my considerations in this post.

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Which is saves in 5e, and by extension Into the Unknown.

5e saves are most similar to 3e, but with the abstraction of "reflex, fortitude, will" shaved off, making it basically similar to an ability check. Proficiency bonus+ability modifier. Nice and simple. It's more of a level+ability than a class/level+ability thing now really, though class does determine which saves get proficiency bonus.

There are six saves now instead of three, one for each ability, which on the surface is fine, since the model is so simple it doesn't really add much complexity. The spells that target the three new saves (cha, str, int) are very few in number and have longer casting times or very survivable and shortlived effects. Re-tooling it to just have three saves would be very easy (STR/CON float to Fortitude, DEX/INT float to Reflex, WIS/CHA float to Will - This also gives a fairly even distribution, based on saves in the PHB and MM).

The tricky part about 5e saves is that 4 out of 6 saves aren't even level+ ability based. They are just your ability modifier and shall forever remain so. Bragbar the 20th level barbarian who dump-statted charisma is as susceptible to a magic jar spell as he was at 1st level. A 9th level spellcaster throws spells with a save DC of 17. Woe betide the fool with dumb stat and no proficiency in that save. Bragbar our 20th level barbarian with CHA 8 gets sucked into that gem 85% of the time that 9th level caster gets his spell off.

Spellcasters now have a plethora of dumb saves to target that their victims will almost always fail. This basically makes group buffs mandatory at higher levels.

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So for Into the Unknown, I've been thinking to address this. I've got a couple of solutions.

A/ One is to give half proficiency bonus to all saves as standard. Bragbar now saves 25% of the time against the magic jar instead of 15%. It's a help and it's simple, but feels more like a band-aid on the issue. But maybe that is all that it needs.

B/ Another is, in vein of 2e and lower, to once again de-couple saves from ability scores. You add proficiency bonus to all your saves. If proficient, you double it. Bragbar saves against the magic jar 50% of the time. and 80% if he is proficient. Against a 20th level caster (DC 19), it's 40%/70% for Bragbar. Seems sound.
Aesthetically, it's a bit weird though to have six "ability saves", but ability modifiers don't add to it. This might have flown better with 3e's three, slightly more decoupled, saves.

C/ A third option is to give full proficiency to all saves, but only "proficient" saves can add ability modifiers (or cancel negative modifiers). It does make saves work a bit different from other combos of ability+proficiency,  but not terribly so. It makes saves a lot closer to Sword&Wizardry's singular save mechanic, but with some opportunity to differentiate.
Wizards and cleric get to add their CHA to the magic jar (it's a circle of necromancers now - Bragbar is just one target) if they have it. The majority save 50% of the time against it, bragbar dumbstatted cha though, so it's 45% for him. Aleena the cleric is gorgeous (CHA 14), so her chances are 60%. Sound.

D/ Same as above, but forgetting all about having proficiency in saves. When making a save, you just add proficiency bonus+ ability modifier. the end.

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Right now I am leaning towards B/ + reducing number of saves to 3, 3e style, folding STR and CON saves into a Fortitude save, DEX/INT saves into a Reflex save and WIS/CHA saves into a Will save. Fighters double proficiency bonus for Fortitude saves, rogues for Reflex and wizards and clerics for Will saves. Low saves is still at proficiency bonus.

It makes saves even easier to keep track of than in B/X - For players sure, but most especially for DMs when estimating threat levels. The numbers seem to make sense and the right classes get the right saves.

The only downside is a small amount of conversion needed for using existing 5e material. But it's a pretty easy conversion to make. If not this, I am leaning towards D/, maybe float it to 3 saves, to avoid vastly favouring rogues, clerics and DEX-based fighters who have their primary stat in one of the most frequent category.

Input welcome.