Yearly Archives: 2012

Rock, paper, scissors

Image from Wikipedia

Image from Wikipedia

Read magic, as a spell, is often looked down upon. The primary criticism is that it seems like something that a magic-user should be able to do inherently. I don’t want to get into arguments about what a magic-user “should” be able to do, but I do want to talk a bit about why read magic is interesting to have as a spell that must be chosen and what this says about the design of the game.

First, what does read magic do? Here is the text (Men & Magic, page 23):

The means by which the incantations on an item or scroll are read. Without such a spell or similar device magic is unintelligible to even a Magic-User. The spell is of short duration (one or two readings being the usual limit).

So, read magic is the “key” that fits the “lock” of scrolls (most commonly) and even perhaps other magic items. I take that mention of “an item” to be a great suggestion to put instruction runes on all kinds of magic items (and even architectural features). As Talysman writes in his spell series post on read magic:

The Read Magic spell appears to have originally been a “gatekeeper”, blocking immediate access to something; in this case, magic scrolls or activation inscriptions on magic items. You can decipher magical inscriptions later, at great expense over several weeks, or you can cast Read Magic now — but that means devoting a spell slot you might prefer to use for something like Sleep. The intention, then, was that scrolls found in the dungeon would normally not be usable until much later, with Read Magic allowing you to bypass that rule.

That’s what makes read magic as a spell interesting. If you don’t have information about the dangers and obstacles that you will be facing, then picking your spells is much like rock, paper, scissors. Once you have done some reconnaissance of your target, you are then operating with more information, and can react appropriately, but that comes at the cost of time and perhaps alerting the denizens of the dungeon to your presence (an aside: this is also why the “15 minute adventuring day” is a feature, not a bug).

This is also an argument against including spells like magic missile, especially on the low-level spell lists. It’s not a strong argument, as the obvious rejoinder is that not all obstacles can be solved by combat (for example, read languages might be more useful if you need to figure out how to activate an ancient machine). But magic missile does lack some of the interesting trade-off inherent in a spell like sleep, which is incredibly powerful against enemies like orcs or low-level humans, but useless against undead. Magic missile is also less interesting because missiles are how fighters solve problems. Even fireball and lightning bolt don’t really have that issue within the structure of the game, as they attack enemies in novel ways (by area of effect and line of effect, respectively). [Edit: see also Talysman’s post on magic missile in response.]A number of other spells plug into other aspects of the game in ways that may not be immediately obvious. For example, read languages is not just about translation; it is the “key” that fits the “lock” of treasure maps (Men & Magic, page 23):

The means by which directions and the like are read, particularly on treasure maps.

Another example: charm person is not just about getting your way with some NPCs, it is also a way to obtain a retainer while bypassing the negotiation step and the reaction roll social mechanics. From Men & Magic, page 12:

Monsters can be lured into service if they are of the same basic alignment as the player-character, or they can be Charmed and thus ordered to serve. Note, however, that the term “monster” includes men found in the dungeons, so in this way some high-level characters can be brought into a character’s service, charisma allowing or through a Charm spell.

Thus, charm person is more properly understood (in terms of its place in the game) as a more reliable replacement for a high charisma. Almost every single magic-user spell in the 3 LBBs has this quality of being scissors to some situational paper.

This principle almost immediately starts to break down with later versions of the game, however. For example, Supplement I: Greyhawk includes the first level spell ventriloquism. Now, it’s true that use of ventriloquism could lead to some creative problem solving, but it is not clear to me how it fits into the structure of the game in the way that most of the original spells do, and thus also unclear why a magic-user might want to make the trade-off of preparing ventriloquism rather than some other spell.

Just like the equipment list, the spell list is potentially a valuable source of information regarding the types of problems that will be present and thus what the game is about.

Three hearts and three lions

Three Hearts and Three Lions, by Poul Anderson, is one of the core books of Appendix N. In terms of direct influence on D&D, 3H&3L would probably be in any top 10. Within can be found paladins that can fall from grace, trolls that regenerate and must be destroyed with fire, a multi-racial adventuring party, and sorcerers with unseen servants.

As a novel, I prefer The Broken Sword, the other Anderson book that is often held up as influential on early D&D. It has more fully realized characters and a more complete story. 3H&3L reads in some ways like an introduction to a longer tale. That being said, the writing is beautiful, unlike some Appendix N works, and it is filled with wonderful gaming inspiration and fairy tale atmosphere. Holger is also another example of the visitor from another reality as explorer of fantasy worlds.

One of the things that I find most interesting about the various challenges presented over the course of Holger’s quest for the sword Cortana is the fact that, despite being a fearsome warrior, with a few exceptions Holger overcomes most of his foes by cleverness. I don’t want to spoil the details, but the basic idea is that Holger is not trading blows and reducing his enemies to 0 HP (most of the time). Instead, he tricks them, frightens them, uses kryptonite against them (well, not actual kryptonite, but hopefully my meaning is clear). This is how characters can game encounters that are above their level. It works well in the context of a game and it works well in the context of how fairy tales work structurally.

Despite the many tropes of D&D that were drawn from 3H&3L, fairies are notably different than the Tolkienized elves of D&D. They are less sympathetic, for one thing, and have a fascinating Christian gloss, being called Pharisees by mortals. The recent 4E cosmology partakes of Fairy-Land in some ways, through the Feywild and Shadowfell, but the atmosphere is still subtly different. The Feywild is primal nature, and doesn’t quite have the fascinating twilight ambiguity that I like so much about Anderson’s realm of Faerie. Combining the Feywild and the Shadowfell into one thing might approximate the feel, but Fairy-Land is an expression of mythic geography and is thus part of the world (you can walk to it) in 3H&3L. For example, on the lands of Faerie (page 38):

Though the sun was hidden, the night he had feared was not fallen. He could identify no source of light, but saw almost as clearly as by day. The sky was a deep dusky blue, and the same blueness pervaded the air as if he rode under water. Grass grew long and soft, with a silvery hue overlying its pale green; white flowers starred the earth. Asphodels, Holger thought. But how did he know? Here and there he saw bushes of white roses. Trees stood alone and in copses, tall, slim, milky of bark, their leaves the color of the grass. The slow wind blew through them with a tiny ringing sound. He couldn’t gauge their distances well in this tricky shadowless light. A brook ran close by which did not tinkle but played, an endless melody on an alien scale. Phosphorescence eddied white and green and blue over the water.

The Pharisees themselves are not noble savages in silk that are more in tune with nature as elves are often portrayed. Instead, they are dark mirrors. Consider this faerie knight (page 39):

The stranger came over a ridge. He bestrode a tall horse, snowy white, with flowing mane and proudly arched neck; yet the beast was subtly wrong to look at, too long of leg, too small of head. The rider was in full plate armor, his visor down so that he showed no face; white plumes nodded on the helmet, his shield was blank and black, all else shimmered midnight blue.

For sustenance, they take tribute from mortals. The logic of fairy tales mostly obtains, but they are not completely removed from the requirements of mortals. They are also the slavers of the fairies (this can be seen in The Broken Sword as well) and have goblins as menial servants. 3H&3L, page 41:

Faerie seemed a wilderness, hills and woods and uncultivated valleys. Holger asked a much subdued Hugi what its inhabitants lived on. The dwarf explained that they magicked up some of their food and drink, and got some from other realms in the Middle World tributary to them, and hunted some among the weird beasts which prowled their domain. All of them seemed to be warriors and sorcerers, their menial work done by slaves taken from the goblins, kobolds, and other backward tribes. Further questions revealed that the Pharisees knew not old age or illness, but were said to lack souls.

And on the masters of Faerie, along with a great example of an OD&D stronghold encounter (page 43):

The castle gates opened and the drawbridge came down, noiselessly. Trumpets blew again. A troop rode forth with banner and scutcheon, plume and lance, to meet him. He reined in and waited, his hand tight around his own spear. So these were the masters of faerie.

The were clad in colors that seemed luminous against the twilight, crimson, gold, purple, green, but the hue of each garment shimmered and flickered and changed from moment to moment. Some wore chain mail or plate, argent metal elaborately shaped and chased; others had robes and coronets. The were a tall people, moving with a liquid grace no human could rival, nor even a cat. A cold haughtiness marked their features, which were of a strange cast, high tilted cheekbones, winged nostrils, narrow chin. Their skin was white, their long fine hair blue-silver, most of the men beardless.

The Pharisees are not exactly agents of Chaos, though they do seem quite willing to assist the witch Morgan, if for no other reason than to ease their boredom. Here is Alfric speaking, on page 47:

‘You mortals know not how tedious undying life can become, and how gladly a challenge such as this is greeted. ‘Tis I should thank you.’

I would be very tempted to replace the B/X elf class with a Pharisee class, which would probably be similar to the elf in my recent alternate take on races post. Basically, details as elf, but can be turned as undead of similar HD. Vulnerability to iron as specified. Perhaps limited to a custom list of enchantment and charm spells, drawn from AD&D or Second Edition for variety. I’ve seen the elf done by limiting to druid spells before, but after reading 3H&3L, I find the enchanter archetype more appealing and appropriate.

Hexagram Path of Guile Draft

The path of guile is about using misdirection and cleverness. The primary mechanic behind most path of guile traits is the saving throw, as many of them focus on avoidance of bad outcomes (climbing is the avoidance of falling, stealth is the avoidance of being noticed, tumbling is the avoidance of gravity, etc). Most tasks associated with the path of guile may be attempted by all characters (though a few cannot be attempted without training, like picking complex locks or interacting with some ancient technology), but characters with path of guile traits have several important advantages.

Tasks that benefit from guile traits make use of the general saving throw, which in most cases is a character’s worst saving throw value (considering all five saving throw categories). Characters with guile traits, however, use their best saving throw value for these tasks.

Additionally, characters with points in guile traits may size up and prepare for a situation before actually attempting to use a guile trait. The roll happens after the preparation is complete, but before the character must decide whether or not to actually attempt the task. In other words, the player will know that something will be successful or not before trying (and presumably will not try if it has been decided that the task will fail, though the time spent preparing is still expended).

For example, a character may be confronted with a sheer mountain face. They could spend some time carefully examining the obstacle, and then make their roll. The sizing up and preparation only remain valid as long as conditions do not change. Thus, if a character is halfway up a cliff when enemies begin firing arrows, another climb saving throw will likely be required to avoid falling.

In the climbing example, all characters would be able to attempt the action, but they would not be allowed the benefit of the sizing up procedure, and they must use the standard general saving throw rather than the best general saving throw. They must roll their saving throw after taking action, and let the dice fall where they may.

If you think that such knowledge would not require a full turn, consider if the task itself is really deserving of a check at all. Is this something that anybody would reasonably have trouble with? Is the chance of failure an interesting hazard within the context of the game? If the answer to either of those questions is no, the action should just succeed.

At first glance, it might seem more logical to use ability checks as the basis for guile traits rather than saving throws. However, that would make ability scores too important, and greatly increase the variance of starting competency. By using saving throws, improvement is gradual and level-based.

I’m on the fence about the name of the perception trait. That really is the correct name, but I’m tempted to call it listen just to distance it from the 3E perception skill. I’m also still on the fence about including the last chance trait at all. So let me know if you love it or hate it.


Guile

  1. Perception. Save +T to notice details such as noise behind a door.
  2. Stealth. Save +T to move without being noticed.
  3. Devices. Save +T to manipulate small mechanical devices.
  4. Climb. Save +T to climb a sheer surface.
  5. Assassination. +T surprise attack damage dice. Poison use.
  6. Tumbling. Save +T to avoid falling damage if < T x 10'. Free unarmed parry.
  7. Antediluvia. Save +T to utilize artifacts from before the deluge.
  8. Tracking. Follow trails left by creatures. Poison extraction.
  9. Last Chance. T + level % chance to pass a failed catastrophic saving throw.

Perception. This allows characters a better chance to notice details, such as listening for movement behind a door or searching a room for secret doors. Using the perception trait in this way always requires 1 exploration turn (10 minutes). Note that this trait should not be used to decide which clues or details to reveal. Instead, it is a measure of a character’s thoroughness. Perception also grants a saving throw to avoid surprise (though this only works for the character, not companions as well).

Stealth. Save +T to avoid detection when hiding or moving silently. A situation may be sized up for stealthy action beforehand. Hidden characters may attack with surprise.

Image from Wikipedia

Devices. Save +T to pick a lock (requires tools), manipulate a mundane mechanical device, or disable a small mechanical trap (such as a spring-loaded poison needle).

Climb. Save +T to climb sheer surfaces. Note that no saving throw is ever required to climb something like a ladder, unless under great stress. A climb may be sized up.

Assassination. +T to hit for attacks from surprise. If such an attack is successful, T extra damage dice are rolled. In addition, characters trained in assassination may apply poison to weapons without danger to themselves.

Tumbling. Save +T when falling up to T x 10 feet for no damage. On a failed save, falling damage is halved if the distance fallen is less than T X 10 feet. Additionally, tumbling grants one free unarmed parry per turn (which does not stack). Tumbling also includes general training in acrobatics (see skills and ability checks).

Antediluvia. Save +T to activate or use artifacts from before the deluge. Some such artifacts require a successful check for every use, some require only one check to decode, and some are totally incomprehensible without a minimum degree of antediluvia.

Tracking. Save +T to follow the path left by others previously. Tracking also allows up to T doses of poison the be extracted from poisonous monsters up to T hit dice in strength.

Last Chance. T + level % chance to succeed on a failed catastrophic saving throw, which includes things like dragon breath, poison, or the gaze of a medusa. Last chance may not be used for trait saving throws. For example, a 15th level character with last chance 2 will have a 17% chance to succeed on a failed saving throw. (Thanks to Ed Dove for the name suggestion here.)

Miséricorde from Wikipedia

Hexagram Path of Sorcery Draft

Image from Wikipedia
The spells trait is the support for Vancian magic. Note that the total number of spell slots is much limited compared to the traditional game, but spells are also retained with a successful save, making spells closer to at-will as the sorcerer gains levels. However, 1s cause spell fumbles (this also explains why cities aren’t lit with continual light spells).
Existing spell lists may be used if desired (for familiarity and quick start), but guidelines for creating unique spells will be built into the process of scenario creation, which happens as the game unfolds, and does not need to be determined beforehand (this also makes the spell list potentially unique to every campaign). As for all traits, max T is 6. The word “rank” is used to measure spells, but that is just so I’m not using the word level to refer to two different things in the same paragraph.

A number of these traits build on ideas I have had before, such as Vancian magic variants and counter-spells.
Banishment is the implementation of turn undead. Thus, characters like clerics and paladins are prototypes that mix the path of steel and the path of sorcery, which is as it should be.
The magical devices and magic research traits still need work. Magic item manufacture is probably part of that, and is related to the setting guidelines for magic items, which are not yet finished.

Magical affinity was developed for an earlier version of Hexagram, and will likely also be featured in some form.


The Path of Sorcery

  1. Spells. T spell slots for prepared spells.
  2. Aegis. +T floating bonus to magic saves and counter-spells.
  3. Magical devices. Use or create enchanted items.
  4. Scrolls. The creation and use of inscribed spells.
  5. Alchemy. Prepare magical concoctions usable by anyone.
  6. Magical research. Create new spells.
  7. Banishment. Turn away undead or force demons back to their home.
  8. Thrall-binding. Summon or create sorcerous minions.
  9. Supplication. Call on favors from demons, spirits, and other powers.

Image from Wikipedia

Spells. T is the number of spells slots which can be used for prepared spells. 1 spell rank requires one slot. The maximum spell rank (called spell capability) which may be prepared is character level divided by 2, rounded up. So, for example, a third level character with spells 3 could prepare one second rank spell and one first rank spell. That same character could not prepare a third rank spell, however, as that would require spell capability 3 (and thus character level 5 or higher). When a spell is cast, the character makes a saving throw versus magic. If the saving throw succeeds, the spell works and is also retained for later use. If the saving throw is a 1, the spell fails and a magical mishap occurs (see magical mishaps section). If the saving throw fails but isnot a 1, the spell works but is wiped from the sorcerers consciousness and may not be cast again until it is re-prepared. Similar spells vary based on their source and have incidental effects in addition to primary effects (such as a blast of cold air or a crackling of static electricity). These effects act as a kind of signature. When learning a spell from an specific external source, the incidental effect is also preserved. For example, if a character learns the spell Flashy Blockade, discovered by Manikelme, players should write Manikelme’s Flashy Blockade on their character sheet along with the incidental effect (which in this case might be a cloudy roiling of smoke around the sorcerer’s feet). There may be other Flashy Blockades with different incidental effects. More importantly however, sorcerers who have learned a particular version of a spell gain advantages in resisting the spell (+2 saves, -1 damage per die, +2 at counter-spell attempts). Thus, sorcerers are hesitant to share their knowledge, because it makes them more vulnerable to potential enemies. Though the number of prepared spells is limited by mortal consciousness, sorcerers may prepare further spells for use by encoding them on properly prepared material receptacles (see the scrolls trait). New spells may be located during play in books or on scrolls, fetched by demons (see the supplication trait), or invented (in which case the spell will bear the character’s name and have a unique incidental effect; see the magical research trait).

Aegis. Magical attacks can’t be dodged like blades, but they can be resisted or countered with practice. +T floating bonus to saving throws versus hostile external magical effects. This bonus may be applied to companions nearby in lieu of the self. Multiple sources of magical aegis do not stack. In addition, aegis allows sorcerers to attempt counter-spells, which may be used once per turn in response to enemy spell casters. The character makes a save versus spells (modified by the difference in spell capability between the two casters). Unused aegis points may also be used to help with this save. Upon success, the spell is temporarily countered (that is, the effect is cancelled, but the spell is retained by the enemy spell caster). If the countering sorcerer is willing to expend prepared spells, the spell may be permanently countered (that is, the enemy may not use it again without re-preparation); an equal number of spell slots worth of prepared spells must be expended for a permanent counter. On a natural 20, the spell may be torn from the enemy’s consciousness and hurled back at its caster. On a natural 1, a magical mishap occurs in addition to any other negative effects from the original spell.

Flying Carpet from Dark Classics

Magical devices. Many magical devices require esoteric knowledge to operate. Save versus magic +T to activate or understand a device. Some items may cause disastrous effects upon save fail or fumble, or may curse users without training who attempt to use them. Sometimes, a check is only needed once, after which a device may be used any number of times, and sometimes a check is needed for every use (this depends on the item in question). Some items require a certain level of arcane master to even attempt to make sense of, and these devices will specify a minimum magical devices score. Magical devices does not only apply to portable things like wands, but also potentially to large immovable things.

Faust image from Dark Classics

Scrolls. Spells may be partially cast and then bound to a material receptacle, needing only a final command to activate. This is much like preparing a spell, but requires valuable components to be expended in the process of preparation. Costs are 100 GP and one day per spell level. Note that the form of “scrolls” need not be paper (though that is common); scrolls may be made of any material. Choose a description for scrolls that you create taking this trait. Add the read magic first level spell to your spell book when you first take this trait. If you do not have the spells trait, you may still cast read magic between sessions with proper ritual preparation (one day required per scroll).

Alchemy allows sorcerers to prepare potions, which are like scrolls, but limited to personal effects. Any such spell known (of level T or less) may be brewed as a potion. Additionally, specific potion-only formulae may be discovered in play. Potions can be imbibed by any character for effect. Potions are not as reliable as scrolls, however, and have a chance of expiring before use. A potion brewed just prior to an adventure will not have a chance of failure, but any other potion will have no effect on a d20 roll of 1. Costs are 100 GP and one day per spell level. Potions usually consist of approximately 8 oz of liquid, and must be fully consumed for effect. Any effect takes 1 turn (10 minutes) to manifest and is thus most useful while exploring (as potions are too slow to take effect if consumed during combat).

Magical research. Create spells up to rank T. [Still working on this one, but I’m pretty sure it will be a trait separate from spells.]

Banishment. Turn away undead or demonic creatures. Max HD creature affected = T + 2. Total HD affected = Td6. May only be attempted once per target. If the max HD affected is 5 greater than the actual target, the creature is destroyed or banished.

Thrall-binding. Many sorcerers rely on minions to do their bidding, called thralls. This trait controls the number of such creatures that can be controlled at one time. Choose a thrall type. Possibilities include necromancy, golem-crafting, minor diabolism, or something of your own devising. The type may give minor benefits and weaknesses (example: undead are immune to mind effects but vulnerable to holy water and turning). Max total hit dice = T, divided as desired. For example, if T = 6, three 2 HD thralls may be controlled. AC for all thralls is +T (e.g., six 1 HD thralls will all have +6 AC). Attack bonus is also +T, but must be distributed between thralls (e.g., six 1 HD thralls might each have +1 to attack). Additional special abilities (such as flying) count as one HD (so a 5 HD poisonous minion would count as a 6 HD minion). Creation or ritual costs (in GP) are 1 HD: 100, 2 HD: 200, 3 HD: 400, 4 HD: 800, 5 HD: 1600, 6 HD: 3200. Sorcerers must find formulae diegetically (or perform magical research) to learn how to summon/create and bind a given type of thrall. Any number of thralls may be created or summoned (as long as the costs are paid), but thralls in excess of T will be free-willed, and almost certainly hostile and malevolent. Sorcerers must spend an action to give their thralls commands during combat, but thralls will continue any actions to the best of their ability without direct guidance. Sorcerers may take control of monsters that fit their thrall type with a successful saving throw versus magic. Note that perhaps more than any other type of sorcery, thrall-binding is considered chaotic and must be concealed when in civilized areas. (Thanks to Paul from Dungeonskull Mountain for the term thrall-binding.)

Vision de Saint Jean a Patmos from Dark Classics

Supplication. Some sorcerers bargain directly with powerful entities from other dimensions. These may be demons, genies, saints, ghosts of past heroes, or beings totally beyond human comprehension. The kind of entity dealt with should be declared when the trait is taken (and may affect the type of information the entities have access to). Supplication requires performing complex rituals, of which there are several kinds. The cost to perform one lesser ritual is generally T x 100 GP (and T days worth of preparation and performance). Treasure rituals result in the equivalent of a treasure map of level T (see treasure section). Divination rituals may be used to pose questions, the complexity of which is dependent upon the ritual level (and must be adjudicated by the referee; the 2d6 reaction roll is recommended). Spell rituals can be used to acquire a spell of level T. Lesser rituals may be attempted at half cost, but then require a save versus magic for protection from the (usually hostile) entity, as well as a reaction roll for the degree of service ultimately rendered (the charisma modifier applies). Entities dealt with using supplication rituals may be summoned fully for direct intervention in the sunlit realms, but such is extremely dangerous, and is usually the last resort of the hopeless or insane. Thus, supplication is more commonly used for divination purposes. Such greater rituals require T x 1000 GP and T weeks of preparation and performance. When the entity arrives a saving throw versus magic is required for protection for the sorcerer (companions are not protected, and other means must be used if such protection is desired). Services rendered may be determined by a 2d6 reaction roll, and additional means to garner favor (such as sacrifices) may be attempted, but nothing is guaranteed when dealing with greater rituals. Such entities, when summoned, may choose to stay or return as they see fit (many demons would like nothing better than to trick mortals into opening such doors). Characters that begin with the supplication trait may start with T x 100 GP worth of ritual components (which may not be redeemed directly for money).

Hexagram Path of Steel Draft

Image from Wikipedia

Here is the first of the Hexagram paths, for the warrior traits.

Traits all range from 0 to 6 and describe some core capability (broadly understood) of an adventurer. The design is built around the idea of niche protection, popularized recently by Lamentations of the Flame Princess. For example, characters do not get better at melee combat in any way other than taking ranks in the melee combat trait. That being said, unlike Lamentations, the ability to take off-path traits (with diegetic assistance) allows any character to get better at anything, though at a greater cost, and only up to a certain limit (that limit being 5 by default). Thus, a sorcerer can get better at using a sword, but at the cost of an entire level’s worth of learned trait progression (as the choice is between 2 path trait improvements or 1 off-path improvement).

The limit of 6 on any trait combats the tendency toward numerical inflation and keeps the range of any specific trait reasonable (preventing problems like falling off the RNG). E6 was one attempt to solve that problem that works okay in the context of 3E, but feats and multiclassing are not acceptable solutions to me (I believe the path, prototype, and trait system models the same thing with superior approachability and flexibility). Thus, hexagram emphasizes broad development at higher levels over deep development. A 20th level 3E fighter gets +20 to hit. A 20th level Hexagram path of steel character will have a collection of traits accumulated over their career.

You will note that the style of the traits is not a list of powers that can be used, one per level of skill, but rather a particular kind of benefit or talent that increases with the number of points in the trait. This is maintained, by the way, in the sorcery traits too. I think you will find that cool things to have or do are present in all the paths.

I’m still not sure exactly what the best term to use for trait units is. Points have an association with point buy systems that is connected to a “character build” style of play that I don’t want to emphasize. “Ranks” is another potential term (as in: 4 ranks of spells, 3 ranks of melee combat). In any case, in the final draft I’ll normalize the language to only use one term, once I decide what is best.

Many of these trait names are still insufferably bland and will certainly be improved. For example, certainly there is a better trait name than bonus HP. (Yes, toughness would work, but I don’t want to use the same name as a common SRD feat.) The exact number and ordering of the traits is also not final (the order is important as the table may be rolled upon with arbitrary dice, and the more iconic and common traits should be toward the bottom).

I think it should be easy to create either a generic traditional fantasy game fighter by concentrating improvement on the first few traits (this is encouraged with the prototype system and ease of advancement in starting traits). Further, using the guided randomness of rolling d6 (for example) on the trait table upon levelling will result in an interesting and viable character. And a large diversity of character concepts should be possible using this list of traits, all while staying within the domain of the traditional fantasy game (no need to resort to “melee spells” or something similar, as was done with 4E powers).

I am particularly happy with the implementation of tactical superiority (forced movement and mobility without the need to use a grid) and warband (a small group of fiercely loyal followers that derive their combat skills from their leader and also create obvious hooks into domain level play). And, if you just want a fighter that gets really good at hitting things, the first six traits on the path table provide 18 levels worth of advancement.

T is the number of ranks in the trait. So, melee combat 3 means T = 3 which means +3 to attacks with melee weapons (in this case). I think this is clear in context, but let me know if it isn’t.


The Path of Steel

  1. Melee combat. +T to attack rolls with melee weapons.
  2. Missile combat. +T to attack rolls with missile weapons.
  3. Damage. +T to weapon damage rolls.
  4. Bonus HP. +T HP on top of normal hit dice and constitution bonus.
  5. Defense. +T floating AC bonus (may apply to companions).
  6. Cleave. T extra attacks usable after taking an enemy down.
  7. Unarmed Combat. +T Attack, max damage T, and T cleaves while unarmed.
  8. Tactical superiority. T x 5′ worth of reaction/forced movement.
  9. Warband. Attract T loyal followers.
  10. Frenzy. Use berserk rage in combat.
  11. Animal companion. T HD worth of animal companions.

Image from Wikipedia

Melee combat provides +T to attacks with melee weapons. Melee combat is also used for improvised thrown weapons. Weapons designed for throwing (such as throwing knives or shuriken) may use the most advantageous of melee combat or missile combat.

Missile combat provides +T to attacks with missile weapons such as bows, crossbows, and slings.

Damage provides +T damage on any attack with melee or missile weapons (but not unarmed combat; see the unarmed combat trait below for details).

Bonus HP. +T HP on top of the normal hit dice total.

Defense. Experienced combatants learn tricks to more easily dodge blows and turn deadly blows into minor wounds, even when unarmored. +T AC. This bonus does not stack with armor, and using this bonus requires active engagement with combat (it is not, for example, useable when picking a lock or casting a spell). This trait allows warriors to fight effectively when lightly armored. Defense is a floating bonus that may be applied to companions as well. Assistance to companions must be declared on the warriors turn, and must make diegetic sense (for example, a warrior must be adjacent to a companion, or able to move into an interposition).

Cleave. +1 free weapon attack per round. A free attack may only be used after taking down an enemy.

Image from Wikipedia

Unarmed Combat. Training to fight without weapons. Allows more than 1 HP damage to be inflicted with unarmed strikes (max = T, re-roll any damage results higher than T), and damage may be lethal. In addition, functions as melee combat and cleave for unarmed attacks (i.e., grants attack bonus and cleave attacks when unarmed). Allows one free parry per turn while unarmed. If T = 6, parries of missile weapons may be attempted. See combat section for details about untrained unarmed combat and parrying.

Tactical superiority. Experienced combattants know how to move about the field of combat while keeping their defences up, and also how to force enemies into the position of their choosing. T x 5′ of extra movement per round, which may be applied to either the character or enemies the character is fighting (following a successful attack roll, which may also do damage as normal). Forcing a large opponent 5′ costs 10′ worth of forced movement (or more for even larger creatures). All uses of tactical superiority must make sense within the particular situation (no shifting through force fields or levitating across pits, for example, unless the character has some other method of accomplishing those tasks). This extra movement may be used in reaction to an enemy’s action, for example to become the target of an attack meant for a companion, but may only be used once per round (remember that everything during a round is really happening at the same time, so this should not be considered dissociated).

Image from Wikipedia

Warband. Warriors of repute often attract followers who wish to partake in the glory of adventure. Up to T warband members will gather to your standard. Warband members do not consume XP as normal retainers and derive the following traits from their leader (-2, minimum 0): melee attack, missile attack, defense (only personal), damage, HD, HP, unarmed. Thus, a master archer’s warband will also have skill with the bow. Slain warband members will be replaced gradually, at the rate the referee deems reasonable (for example, it may be several months following a great defeat before new warband members arrive). For very experienced fighters, warband members often become trusted lieutenants. Warband members are fanatically loyal, though they will not needlessly endanger themselves (by, for example, sampling random potions or walking forward to trigger a likely trap). They never desert due to fear or betray the warrior they follow for money. If mistreated (referee discretion), they may leave, but in time a warrior will be able to recruit replacements. Further, each warband member can lead up to T x 100 trained soldiers and hold a cleared 6 mile hex worth of territory. Warband members do not expect treasure (fighting alongside a great warrior is enough) though they will be more valuable allies if well-equipped.

Frenzy. Rage is a gift in combat to some. This may be mundane berserkergang or the channeling of dark spirits. Initiating a frenzy might require rituals, stimulants, or other forms of preparation (referee discretion). Characters will only use melee weapons or unarmed combat while in a frenzy. Minimum damage T with any successful attack. +T attack (does not stack with melee combat bonus). Intelligent enemies with fewer HD must immediately make a morale check when confronted with a frenzying warrior. Will not retreat or flee while frenzying. At the end of a frenzy, the warrior takes 1d6 damage and must succeed in a saving throw versus paralyzation or fall unconscious. All actions for the next 6 turns (one hour) take a penalty equal to the post-frenzy damage.

Animal companion. The character has an extremely well trained animal or mount. In some cases, there may even be some sort of subtle mind-link. One creature of T HD, with special abilities being worth 1 HD (such as poison or flight). Animal companions are not subject to normal morale rules (unlike standard mounts or dungeon dogs), but can only be given simple and direct commands, which they will seek to accomplish to the best of their ability (players may direct movement and attacks in most cases, but exact actions are always subject to the referee, as the animal companion is still strictly speaking an NPC). Animals slain may be replaced (diegetically). Animals are given the same saving throw versus death at 0 HP as are PCs (see combat section).

Hexagram Character Generation Draft

Learned traits are referenced in the lists of prototypes, but definitions will need to wait for posts focusing on the different paths. I am not satisfied with all the trait names yet (or even all my terminology in general), so in some cases I have simple descriptive names which may be replaced later (such as “listen”). Prototype names may also change, but should get the basic idea across.

Note that by default prototypes provide pretty much all of the game benefits of traditional classes, and default (though not set in stone) advancement up to at least level 9 if players focus only on improving the starting path traits (3 traits to begin with, two improvements per level, leading to three traits at 6 by level nine). This, then, is your stereotypical mechanically simple fighter, magic-user, thief, etc. The variety of traits (hopefully not overwhelming) should, however, give a sense of how more specific character concepts could be represented (or, even better, developed through play).

I like the idea of backgrounds, but they are certainly the least core element of Hexagram so far, and could easily be omitted (though I like having a named thing that differentiates one soldier from another, for example; it gives players an easy descriptor to hang meaning on). Still considering how to handle them exactly, but I have some ideas about plugging them into the scenario design system (as a way to quickly communicate the tenor of a particular game).

Zero level play is supported by not picking a prototype or any learned traits at the beginning. In this mode, all advancement is considered off-path and requires diegetic justification (finding an item or teacher) for every point gained. Path may also be selected at any point diegetically in a similar fashion. Gaining 100 XP is perhaps a good threshold for path selection (and is how I’ve been determining when zero level humans get a class in my OD&D game). To summarize, a player need only perform stems 1, 4, 5, and 6 in the checklist below to create a zero level character. See also the section on scenario design to work diegetic goal features into the beginning campaign (basically, one can place a few options for how to pick up a prototype within the game beforehand as a kind of treasure).

As always, I expect the language to tighten up in future drafts (I always start out too wordy). Also, thanks to Paul from Dungeonskull Mountain for the trait name thrall-binding.


Character creation checklist:

  1. Ability scores (3d6 in order or arranged to taste)
  2. Path: steel, guile, or sorcery
  3. Prototype (or distribute three +1s among path traits)
  4. Background
  5. Possessions, both general and trait-specific
  6. Intrinsic and derived traits (HD, AC, saving throws)
Talisman of Saturn

Ability scores are the measure of basic character potential, and consist of the traditional 6: strength, dexterity, constitution, intelligence, wisdom, charisma (see ability scores section). Unlike many fantasy roleplaying games, ability scores do not have a strong determining effect on character power, potential, or survivability. They do not control things like maximum power attainable, do not provide large modifiers to other tasks, and are not used in life or death situations such as catching yourself if you fall off a cliff (saving throws, which are dependent upon level attained, are used to resolve those sorts of situations). However, ability score checks are used to resolve the outcome of less critical actions, such as how many characters are required to lift a heavy gate and provide minor modifiers (such as +1 to missile attacks for extraordinary dexterity). They are also an aid to individualizing characters. 3d6 in order can assist you in developing characters that you might not otherwise play, but if you have a clear concept in mind, feel free to arrange them to taste. In general, below average ability scores (less than 9) will come with a small penalty, and above average ability scores (above 12) will come with a small bonus.

Path determines what capabilities characters have to confront adversity. There are three paths, in service of three broad traditional fantasy archetypes. The path of steel, for characters than focus on solving problems through force of arms; the path of guile, for characters that focus on solving problems through cleverness and misdirection; and the path of sorcery, for characters that focus on solving problems through magic and the intercession of arcane powers. Path controls only what traits characters advance in most easily, and the final degree of power attainable; it does not limit which traits may be taken. For example, in the default mode of play, Hexagram characters may only attain level 5 (of 6) in any off-path trait. See the section on advancement and the sections on specific paths for further details. The specific selection of the three starting traits is governed by prototype (see below) or may be selected directly by players.

Prototype is a selection of starting traits in service of a narrow archetype. Selection of traits by prototype will support progression up to ninth level with no player choice required (though, of course, players may deviate from expected prototype progression at any level gained). Characters who draw all or most of their traits from a single path will end up advancing slightly faster due to their focus, but at the cost of flexibility. A prototype is not required, however. Players may opt instead to select three initial learned trait improvements. No trait may be selected more than twice at the beginning. Note that off-path traits will advance more slowly (see the section on advancement). Off-path traits are noted in italic.

Path of steel prototypes:

  1. Soldier: melee combat, missile combat, HP bonus
  2. Archer: ranged combat, defense, stealth
  3. Commander: defense, melee combat, warband
  4. Barbarian: melee combat, frenzy, defense
  5. Knight: melee combat, missile combat, defense
  6. Paladin: melee combat, defense, banishment

Path of guile prototypes:

  1. Scout: tracking, stealth, missile combat
  2. Assassin: assassination, stealth, missile combat
  3. Thief: climb, stealth, pick locks
  4. Acrobat: climb, tumbling, unarmed combat
  5. Antediluviest: listen, pick locks, antediluvia
  6. Infiltrator: listen, stealth, pick locks

Path of sorcery prototypes:

  1. Sorcerer: spells, magical devices, scrolls
  2. Warlock: supplication (demons), spells, thrall-binding (demons)
  3. Necromancer: thrall-binding (undead), spells, magical devices
  4. Witch: potions, spells, banishment
  5. Artificer: magical devices, potions, thrall-binding (constructs)
  6. Spellblade: spells, aegis, melee combat

Some prototypes may draw from all three paths:

  • Demon hunter: banishment, assassination, melee combat

In such cases, path determines which single starting trait is “on path”; the other two will advance more slowly and have extra diegetic requirements. Such is the cost of flexibility.

Note that it’s relatively easy to put together fun goofy prototypes, which should work within the game framework just fine. For example:

  • Ninja: assassination, stealth, unarmed combat
  • Super villain: thrall-binding, assassination, warband
Note: these prototypes are preliminary, and will probably change as I work more on the traits.

Background determines what your character did prior to adventuring. A small list of potential backgrounds is provided here, based on the idea that the referee will grow the setting slowly through play (see scenario design section). In general, all backgrounds should be an answer to the question: why is my character an adventurer? Note that any die may be rolled on this table, including d1, providing for a reasonable default “treasure hunter” type background. (The background table is still incomplete, and will be included in a later draft.)

Possessions at the beginning of the game are a function of path, prototype, and background. The general idea is that you get one thing relevant to each learned trait in addition to a random selection of adventuring gear satisfying some basic needs (such as light sources and at least one weapon). For example, a character with ranged combat +1 starts with a bow or crossbow. “Possessions” should be understood broadly as anything external to the character; for example, a sorcerer with the thrall-binding trait begins play with a thrall. I plan on building a default table per path for people who want to pick the three starting traits directly, plus more specific tables per prototype (players roll on one or the other, not both). Background will also add one or two items, or, if I’m feeling ambitious, perhaps there will be a random table of extra equipment per background.

Intrinsic and derived traits are the finishing touches. All characters begin with 1 hit die at first level, so write that down on your character sheet (characters with extraordinary constitution and/or the path of steel bonus HP trait will add a small amount of bonus HP). You don’t need to roll for hit points until your first session; maximum HP is transient (the number of HD and bonus HP is the persistent measure of a character’s survivability). Write down the AC based on your armor (which should have been determined from the equipment granted by prototype, background, and any purchasing) and your starting saving throw numbers (which will all be 15 to being with other than the one path-specific bonus).

Hexagram Advancement Draft

Here is a draft of the way Hexagram characters gain levels and accumulate traits, which are the measure of bonuses, powers, and pretty much everything else associated with progressing. Tables of traits will be included in future posts about the specific paths. The three paths are: steel, guile, and sorcery. I’m sure it should be clear which archetypes the various paths should represent. Right now, there are approximately 10 traits per path, each trait being measured from 0 to 6.

A future post will also cover character creation, but for our purposes here just know that beginning characters have two or three different learned traits, making the choice set for improvement eminently tractable, but flexible through the mechanism of diegetic quests for new traits or off-path traits. Please let me know if the distinctions are not clear in the text below. Also, all five saving throws begin at 15, with one trait-specific bonus (that is, one of the five will start at 13, based on the character path). That will also be covered in more detail in the character creation and saving throws sections.

Hit dice end up being limited to 6d6 (reached at 7th level) for most characters. Constitution potentially offers +1 HP per die, and the path of steel offers a specific “bonus HP” trait, which allows the HD for the toughest characters to potentially reach 6d6+12, upon reaching the medium levels (which, as you will see below, come slightly faster than in the traditional XP progression, though of course advancement speed is ultimately determined by referee placement of rewards).


Quick summary: gain a level every 1000 XP, either improve two path traits or go on a quest to improve an off-path trait. If improving path traits, you can either advance in traits you already have, roll on the trait table for your path, or go on a quest in search of an item or teacher to help you learn a specific new trait.

Checklist for gaining a level:

  1. Improve one inherent trait (+1 HD or +⅙ ability score)
  2. Improve saving throws
  3. Improve 2 path traits or 1 off-path trait

IMPROVE AN INHERENT TRAIT

Inherent traits are things all characters have that can also improve, and include hit dice and traits associated with ability score advancement. All characters begin with 1 hit die (HD). The number of hit dice is the number of six sided dice rolled at the beginning of each session to determine hit points (HP). After gaining six levels, characters will have maxed out their hit dice trait and can no longer gain any more hit dice. Note that an extraordinary constitution score also provides a small bonus to HP (see the section on ability scores and the section on combat for more details). Additionally, there is a path of steel trail which provides another small HP bonus.

Each ability score has one associated inherent trait for advancement. After that trait has been improved six times, the ability score increases one point. Improving ability scores by mundane means may only be done once per score, to keep the initial 3d6 in order meaningful. (Diegetic features, like enchanted fountains, are another matter, but are generally just as likely to hurt a character as they are to help.) For example, if a character improved no other inherent traits, it would take three levels to improve one ability score one point, and it would not be possible to improve that ability score again. This option is mostly available for high level characters who have already maxed out their hit dice. How characters work within their limitations is one of the most interesting consequences of the game, so unlimited ability score progression should not be possible, but limited and gradual improvement of ability scores fits the Hexagram philosophy of logarithmic advancement.

IMPROVE SAVING THROWS

There are 6 intrinsic traits for improving saving throws. Every level, players may choose one to improve. The first is a general saving throw bonus which applies to all saving throws. The other five are each specific to a particular saving throw. For example, there is a specific bonus trait for the dragon breath saving throw. So for the first 6 levels, all five saving throw categories improve at every level. After that, the saves improve individually; a single +1 bonus per level may be allocated to the save of the players choice.

IMPROVE TRAITS

Upon gaining a level, characters may improve two path traits or one off-path trait. The same trait may not be improved twice per level.

Players may choose to improve any two learned traits that the character already has numbers in. For example, if a path of steel character has melee combat +1 and damage +1 the player may just choose to improve both of those traits by 1 (each to +2).

To learn new traits, more is required. Instead of improving existing traits, players may instead opt to gain training in new traits. There are two ways to go about this. The first is to roll on the path trait table for the chance to begin advancing in a new trait. The tables are designed with the most general and archetypal traits at the bottom, so any die may be used for this roll (including d1; the first entry is always available for improvement, assuming it is not already at 6). Traits selected randomly in this way that are already at 5 or 6 may be re-rolled (if desired).

Another option is available if the player wishes to improve a particular trait that they don’t already possess any skill in. To do this, the character must seek out a teacher or item diegetically which will allow them to progress. Note that such self-directed quests are the only ways a character can advance in a non-path trait. Additionally, such quests are always required for advancing to 6 in any learned trait, even path traits.

The default mode of Hexagram is to support non-path trait advancement up to 5. For example, a character on the path of steel may learn to prepare spells, but the spells trait may never go above 5, will take 5 dedicated levels of advancement (5000 XP) and will require locating special items or teachers (to be determined by the referee) before each advancement is attained. Referees, see also the section on setting up scenarios for advice in placing such diegetic advancement necessities prior to play. For a game that privileges archetype role more, consider limiting off-path advancement to 3.

EXPERIENCE POINTS
The increase in the number of XP required to gain a level in most games is a numerical illusion, because the reward for defeating a high level challenge (whether it is a powerful monster or a valuable treasure) is usually scaled as well, yet the inflation of numbers to support such illusionism affects all the other aspects of the game, including the economy of both threats and rewards. One of the primary goals of Hexagram is to eliminate numerical illusionism, so that approach is no good. Instead, gaining a new level always requires 1000 XP. Improving traits, however, becomes more and more specific, and very high level characters can always advance in non-path traits (though the advancement is even slower, due to the fact that non-path traits can only be advanced at the rate of one per level and in place of normal path trait advancement, as described above).
Why 1000 XP and not some other number? Some degree of granularity is required for objective reward based on value, and 1000 gives a nice resolution and allows the traditional 1 GP of treasure = 1 XP equivalency. The fact that levels always require 1000 XP also means that treasures do not need to become necessarily ever more valuable as the game progresses. A somewhat objective standard can be maintained. For example, a 5000 GP emerald will always be a fantastic reward, because it is objectively worth a level for an entire small party of adventurers.

Further, as treasure is the primary way to gain XP (the other ways are through exploring hexes and conquering hexes), money will likely remain somewhat scarce, meaning that spending character money is likely to be done more carefully (though note that it is also possible to gain more GP in ways other than just recovering treasure; such earned GP does not award XP). The one downside of this approach is that referees will need to adjust treasure values downward if using modules, but generally modules require numerous adjustments in any case, so I don’t see that as a significant problem.

Hexagram Introduction Draft

I’ve been working sporadically on an RPG system. Well, it’s not exactly a system. It’s more like my gloss on traditional fantasy gaming. Bits and pieces have already seen light (like the recent post on weapon abilities, and several trait ideas shared on G+, like this post on frenzy and this post on potions). I made good progress working on this over the past weekend, and now feel like I have enough of a real thing that I can start sharing parts and getting feedback from people. The text is still necessarily rather rough, so please excuse the unfinished edges.

This is a draft of the introduction. And for players of my OD&D game, no I don’t intend on changing anything about how we have been playing, though small things may creep in as optional rules now and again (like the weapon details).


Hexagram: A Fantasy Roleplaying Miscellany

Contained herein are a set of subsystems ready for use with any traditional class and level fantasy roleplaying game. Hexagram also constitutes a complete set of rules, with a particular philosophy, and may be played it as such.

This is what hexagram is about:

  1. Character advancement that tapers off, but never halts. 
  2. No numerical inflation or numerical illusionism in game mechanics. 
  3. Recognizable jargon where possible. 
  4. Balanced choices through trade-offs. 
  5. Lack of requirement for or benefit from system mastery. 
  6. Fantasy archetypes, but with flexibility. 
Image from Wikipedia

Character advancement that tapers off, but never halts. Advancement of specific traits is limited, but there are often further traits available that have lesser or more specific impact within a given domain. Thus, character advancement should be logarithmic rather than linear, but there should always be something that a character can improve. Complexity should not be overwhelming, because the more specific traits only become relevant when the general traits have been maxed out, and are slowly introduced throughout play. This design also allows characters to remain at the human scale throughout their entire career, even as they accumulate magic, treasure, and political power.

No numerical inflation or numerical illusionism in game mechanics. (To be expanded upon later.)

Recognizable jargon where possible. Hexagram character sheets should be mostly intelligible without needing to read any word of this rule set. The following is a valid Hexagram character: HD 3+1, AC 12 (leather), melee combat +3, floating AC bonus +3, sword, standard six ability scores, standard five saving throws, some adventuring gear (yes, the real character sheet would explicitly detail the last few things, but you get the idea). If you don’t already know what those things mean, they will be explained, but if you do, you should already feel at home.

Balanced choices through trade-offs. Though roleplaying is about immersing yourself in an imaginary reality and being awed the the wonder therein, it is also about solving problems. Potential solutions, at the mechanical level, should not generally be clearly optimal or suboptimal when divorced from specific situations. Game mechanical choices should always have interesting trade-offs, or they are not worth inclusion.

Lack of requirement for or benefit from system mastery. Options at any given point should never be overwhelming, but ultimate potential should be limitless (in terms of uniqueness if not character power). Choices are facilitated by random determination (dice rolling), but can also be guided by the player if desired. That is, random by default but not requirement. Limiting system mastery also keeps the character sheet small. It is intended to focus the game on problem solving and interaction with the diegetic environment, rather than management of character features.

Fantasy archetypes, but with flexibility. Beginning characters should be easy to create, but able to grow into unique variations on classic archetypes. All types of characters should be interesting to play at all levels. In addition, various character abilities can be gained at different times during a character’s career, depending on what makes sense for the particular campaign. This should allow some aspects of endgame content to be present throughout the entire game, rather than being cloistered in the high levels, since few games last that long. For example, sorcerers may brew potions at first level if they choose to focus on that activity, and some warriors may accumulate loyal follows immediately. In addition, characters are not limited to advancement within their primary archetypal domain, but advancement within that domain is easier and more direct.

Most game information (including potential character backgrounds and abilities) are presented in the form of random tables. There are several reasons behind this. The primary (practical) reason is to allow players to get started quickly. The secondary (theoretical) reason is the creative power of juxtaposition. Seemingly contradictory results can be the beginning of something memorable, and is related to the idea of synthesis out of thesis and antithesis.

It is possible to play Hexagram as a game built around character options (and it should work just fine that way) but it will really shine if you surrender to the dice and allow the character concept to emerge through play, rather than planning beforehand. That is why so much of the game (on both the referee and player sides) is built around guided randomness. A fully actualized Hexagram character should be a complex amalgam of player desires, setting opportunities acted upon, and dumb luck that nobody could ever see coming.

Even if that vision doesn’t do anything for you, there should be plenty of variant rules useable with your favorite class-and-level fantasy RPG.

The name Hexagram was not chosen arbitrarily. It represents several important aspects of this design. The hexagram, as a six-sided figure, embodies a limited number of short term possibilities. As a map division (from wargaming history), the hex also represents the starting point of a limitless and unconstrained journey. The juxtaposition of two triangles shows the reconciliation of opposites through synthesis. The number six has a lot of power and resonance. It is also the number of faces on the most common die, the number of the original set of ability scores, and the number of spell levels in the original game.


This document expects basic familiarity with tabletop roleplaying jargon (PC, NPC, referee, d20, etc) and also traditional fantasy gaming (HD, HP, XP, AC, etc). Here are a few other terms that either may not be in as wide usage or have specific meanings in the Hexagram context.

  • Diegetic: within the game world. Something a PC could reason about. 
  • Extradiegetic: often used in film theory for things like music which only the audience can hear. In roleplaying, it means something that is for players to reason about (rather than PCs). 
  • Trait: some character aspect, ranked from 0 to 6. May often be used as a bonus to a die roll. 
  • T: As in, +T or -T. This is a variable intended to refer to a trait value. Use should be clear in context. 
  • Path: a collection of related traits in service of a broad archetype. All characters have a primary path. 
  • Path trait: a learned trait that belongs to a character’s primary path. 
  • Off-path trait: a learned trait that does not belong to a character’s primary path. 
  • Prototype: a small set of traits for starting characters in service of a narrow archetype.

Lead Character Charisma

I was recently browsing my copy of ACKS, and I noticed this passage about the impact of charisma on reaction rolls (page 99):

In cases where the reaction of the monsters to the party is not obvious, a reaction roll may be made. The Judge rolls 2d6, adding the Charisma bonus of the “lead” character (or applying his Charisma penalty) along with any other adjustments he feels are reasonable, and consults the Monster Reaction table below…

This is, of course, just the standard 2d6 D&D reaction roll (the best social mechanic in the history of RPGs). The part that stood out for me was the application of the lead character’s charisma to the check. For games with a Moldvay style ability score modifier, this would lead to an interesting trade-off, as the character with the highest charisma is unlikely to be the best frontline fighter. Do you want to expose a potentially more vulnerable character to frontal assaults in return for a greater chance at indifferent and friendly reactions? Trade-offs like this are what make the game interesting to me.

For comparison, here is how the D&D Rules Cyclopedia handles charisma and encounter reaction rolls (page 93):

After the first round, the DM should modify the 2d6 roll of the character talking for the group by the character’s Charisma bonuses or penalties. For the first reaction roll, the DM shouldn’t take Charisma adjustments into account.

So I think this “lead character charisma” thing is an ACKS innovation (please correct me if you know otherwise). Moldvay does not include any mention of charisma in his section MONSTER ACTIONS (page B24), though his section on charisma (page B7) does mention the applicability of charisma to talking with monsters (implicitly, this seems to agree with the RC version, that the initial reaction should not be modified by charisma):

The adjustment to reactions may help or hinder “first impressions” when talking to an encountered creature or person (see Monster Reactions, page B24, and NPC Reactions, page B21).

It’s interesting how many variations on this there are, even just within the original and basic D&D traditions. OD&D, for example, does not list charisma as something that should affect random actions by monsters. See The Underworld & Wilderness Adventures, page 12:

The dice score is to be modified by additions and subtractions for such things as bribes offered, fear, alignment of the parties concerned, etc.

As expected, the OD&D version plays down character attributes in favor of player skill and strategies.

For me, the ACKS passage brings to mind images of monsters slithering in the darkness of the underworld, but still fascinated by the otherworldly beauty or presence of some character like a bard, paladin, or elf. For some reason I find this compelling. It’s an interesting idea, though if followed strictly it might lead to characters with leaders that have 18 charisma (+3 in ACKS) never being attacked immediately by creatures that use the reaction table (some creatures, like undead and mortal enemies, are of course a special matter).

Another Approach to Races

An elf? Image by Sidney Sime

Here is another way to do some classic fantasy races without relying on things like ability score bonuses (which are boring and lead to optimization). Ability scores are rolled using the standard 3d6 in order method, but one or more ability score (depending on race) uses 2d6 instead. This means that the average member of any non-human race will likely take a penalty in those scores, which is intended. Of course, the best approach to maintaining the weirdness of non-human races is to limit them to NPCs, but even I admit it can be fun to play strange races sometimes.

Elf. 2d6 constitution. Time flows differently in Fairy-Land. Elves are ageless, and will live forever unless they are killed by violence, though they must return to Fairy-Land periodically or become mortal (and slowly forget their memories of Fairy-Land). (Note that being ageless can be a real game benefit.) Some elves speek the languages of animals, and may select animal languages in addition to standard languages (if they have extra language slots due to intelligence). Fairy-Land is a dark mirror of the Sunlit Realms, and the two realities connect in many places. When exploring a wilderness hex, elves have a 1 in 6 chance per day of finding a shadowed glade or other location that exists in both realms simultaneously. Elves cannot abide iron, will not use iron weapons or armor, and take +1 damage from iron weapons. Elves begin with elf-metal weapons, and may acquire replacements in Fairy-Land. Elves bleed something strange.

A dwarf? Image by Arthur Rakham

Dwarf. 2d6 charisma. +4 saving throws versus poison & magic. Despite being creatures of Law, dwarves originate in the Underworld. When exploring a wilderness hex, a dwarf has a 1 in 6 chance per day of locating (or summoning) an entrance to the Underworld. Dwarves are the only race that can forge magical weapons (not sure how this should work, but it requires some other rules). Dwarves may create elf-metal weapons. Dwarves can smell treasure, especially gold and gems (thanks for that one, DCC RPG). Large creatures take -1 penalties when attacking dwarves.

Beastling. 2d6 intelligence, wisdom, and charisma. Servile by nature, beastlings are humans corrupted by sorcerers to serve as slaves and soldiers. Sometimes, beastlings are spontaneously generated by the concentrations of chaos. May not have retainers. Beastlings are ferocious and hard to kill, and gain a +4 bonus to death saving throws. In addition, they are never knocked unconscious, and instead fight on at 1 HP upon a successful death saving throw. They do not, in general, understand the concept of retreat and will not do so unless commanded by others. Free-willed beastlings only come about when their sorcerous creators are slain (or, occasionally, if spontaneously generated). They are not welcome in civilization and must conceal their nature or be driven away (at best). Evan over at In Places Deep has a nice beast-man post too.