Yearly Archives: 2013

Torchbearer impressions

Torchbearer

Torchbearer cover image, by Peter Mullen

This is not a review! It is a haphazard collection of initial thoughts occasioned by a first read-through. I have no previous experience with other Burning Wheel branded games. I gather that Torchbearer is sort of like advanced Mouse Guard. I have a particular weakness for dungeon crawling, especially the kind built around resource management attrition and survival horror. It is for inspiration regarding game systems to facilitate this sort of play that I originally backed this project on Kickstarter. As far as I know, the game is not yet available to non-backers.

My first impression is that this is a complex game. There are a lot of moving parts, and several different kind of game resources (not even considering character resources, such as food and light), which players need to manage. Skills, wises, nature, goals, beliefs, instincts, fate points, persona points, spells, and the list goes on. That’s a lot of mechanism for a treasure hunting game. However, I will say that the complexity is systemic, not character-build oriented. That’s a positive for me. I don’t necessarily mind complex systems, though I don’t generally enjoy games which require consideration of a large number of options (feat selection being the main example of this kind of game design).

The most interesting aspect of the system to me is how the treasure hunting and conditions (afraid, injured, etc) interact with the recovery and resupply system (which happens at camp and at town). Some parts of this are heavily abstract where D&D is extremely concrete. For example, prices are settled in abstract resources, which treasure provides. Characters pay their bills when they leave town using a single roll (things like haggling are skill options that have their own risk and reward). How well a character recovers depends on accommodation quality in town (some options are on the streets, flophouse, and inn). Of course, the better recovery options increase the difficulty of the bill payment roll, making it more likely that the character will end up in debt.

The system of phases (which leads to sequences like: town, adventure, camp, adventure, town) also moves time forward in the game: after three adventure phases, there is a winter phase. I like the sense of actual change this provides. Too often, this sort of thing seems to be an either/or of perfect calendars (the Gygaxian STRICT TIME RECORDS MUST BE KEPT) or not giving a shit at all, which is unfortunate. There are a lot of ideas that could be borrowed in various ways here for trad games.

The camp system is basically a specialized random encounter system, and, shorn of the “check” mechanics, could easily be used in D&D (there are different event tables for camps with different danger levels and locations). I really like this, and my only complaint is that the event tables are relatively limited (I bet there would be repeats relatively quickly). The check system could also be replaced with a simple set of potential camp actions and some quantity of HP recovery (one hit die worth, perhaps?).

There is some great art, as should be unsurprising given the participation of artists like Russ Nicholson and Peter Mullen. I particularly like the troll picture (page 157), the gear chapter header image with the rats in darkness (page 37), and the splash page for the Dungeoneer’s Survival Guide section (page 57). The depiction of the example characters (reused throughout the illustrations in the manner of 3E “iconics”) is less interesting to me (as they are all pretty bland).

Some of the rules are decidedly non-diegetic. For example, every four turns you gain a condition (think of this sort of like a health track), the first being hungry and thirsty (which can be recovered from by eating, assuming you still have rations left). This track goes all the way up to injury and death, which can happen just by adventuring without resting. Another example. The party can’t make camp unless they have at least one “check” between them (checks are a meta-game resource). I imagine that this might be a bit jarring to players used to the “do anything” ethos of D&D (though many versions of D&D have their own list of similar non-diegetic rules, including weapon restrictions and the levelling system).

The magic is heavily inspired by classic D&D spells. Some examples:

  • Dance of the Fireflies (dancing lights)
  • Eldritch Darts (magic missile)
  • Lightness of Being (levitation)
  • Mystic Porter (floating disc)
  • Supernal Vision (detect magic)

And so forth. I really like the implementation of spell components. Rather than being required, they provide a casting bonus, meaning that players can trade GP and encumbrance slots for increased facility casting spells. The number of spells that can be cast per session is on par with traditional D&D, and you have to roll for them too, so I’m not sure exactly how that would play out in practice. I don’t necessarily mind magic being less accessible, but it is an interesting choice.

This is a dense game, and there is a lot more here to consider. I didn’t touch on most of the social mechanics (circles, which are used for connections in town, for example). Or the conflict rules, which involve aggregating character capabilities using teams in a manner that is quite unique (basically, the team as a whole takes an action with various characters adding dice based on how they contribute). I would really like to get a chance to play at least a few sessions by the book so that I can see the game systems in action.

JRPG Basic combat positioning

Black Mage

Black Mage (personal sketch)

Here is an abstract system for managing combat options that hopefully provides trade-offs regarding risk and effectiveness and interesting tactical choices. I think this system has intuitive guidelines for attempting things like breaking off from combat, or setting up a surprise attack, which are often somewhat hard to handle when not using tools like grids or other cumbersome procedures. These are only part of the combat rules. The initiative and turn taking procedures are still to come.

Many early JRPGs make a distinction between frontline and rear combatants. For now, I don’t think this distinction deserves separate positioning rules, as it can be handled by the intercept rules (a character that is protected by an interception is much like a “rear” combatant). It may be worthwhile to add more depth to reach weapons, though.

I may formalize some of the terms that are currently handled more descriptively. For example, I was thinking of calling casting spells or firing missile weapons while engaged in melee a perilous action, but I also don’t want to fall into the trap of legalism.

Rules for cover at ranged position will probably also be added later (which may end up just being a simple AC bonus, as is probably familiar from other games).


Tactical Positioning

The relationship of combatants to each other in battle is managed by abstract positions. These postions determine the combat options available and restrict movement in certain ways.

Combat positions include ranged, melee, and concealed.

The lists of actions provided should not be considered comprehensive. Anything may be attempted. The referee should adjudicate the outcome using the action examples given as a guideline and call for ability checks, contests, or saving throws as necessary. Particular class abilities or skills may provide additional options, such as a thief’s ability to use the steal skill. See the relevant ability description for details.

In general, attempting anything other than attacking in melee should probably be subject to a saving throw to avoid damage (following the example of firing a missile weapon while in melee), though more latitude is reasonable for combatants in ranged position.

Ranged

Combats begin with hostile participants in ranged position relative to each other.

Ranged attacks may be targeted against specific ranged enemies, but targets are determined randomly if firing into a melee.

Characters in ranged position are drawn into melee if attacked by a melee combatant using a melee attack. Not all characters in ranged position are necessarily subject to melee attacks, however. For example, a combatant on a balcony above a room, firing arrows down into the room, is not subject to most melee attacks, and thus cannot be drawn into the melee barring special circumstances.

Common ranged actions:

  • Use a ranged weapon against a specific target not in melee
  • Fire into melee (determine target randomly)
  • Charge into melee and attack
  • Hold action in preparation for an intercept
  • Flee current combat, assuming there is an escape route
  • Attempt to hide using the stealth skill

Melee

Melee includes all characters in a limited, abstract space attempting to physically harm each other. Exact positioning is not tracked. Ebb and flow is assumed as combatants jockey for advantage and defend themselves.

A melee attack against a character outside of melee that is not intercepted draws the target into melee, whether or not the attack was successful. Characters in melee may retreat from the melee to ranged position as an action.

Area effects, such as some spells, target entire melees, which includes all combatants participating in the melee.

Ranged weapon attacks may not be made against specific targets in a melee. Instead, the target is determined randomly and then resolved as normal (attack roll and so forth). This abstraction represents the chaos of battle. Random targeting does not apply to ranged spells with individual targets, however. For example, a black mage may target a specific melee combatant with the shock spell.

Characters that use ranged attacks or cast spells while in melee must succeed in a dexterity saving throw or take 1d6 points of damage.

Common melee actions:

  • Make a melee attack against an enemy in the same melee
  • Engage someone at range to draw them into the melee
  • Retreat from the melee to ranged position
  • Make a ranged attack or cast a spell (this involves extra danger)

Concealed

Concealed characters may take an action with surprise and may not be the target of individua effects. Concealed characters may, however, still be affected by some area effects, depending on the nature of the effect and how the character is hiding.

Characters at ranged position may attempt to hide. This requires a stealth check. If the check is successful, the character becomes concealed.

Concealment is not always an option. This is dictated by the environment.

Some effects allow the detection of concealed characters (such as spells of the heightened senses of some creatures).

Fleeing

Fleeing from combat is only possible from ranged position. Characters in melee must first retreat to ranged position (this is an action). When in ranged position, a character may spend an action to leave the combat, assuming there is an escape route. Any character at range is drawn into melee if subject to a melee attack (whether or not the attack hits). Melee attacks may be intercepted by other characters or effects, allowing retreat. See pursuit for handling situations where enemies attempt to give chase.

Multiple Melees

Most of the time, a single melee area is sufficient to represent an armed struggle. However, there are cases which require the consideration of multiple melees, such as an adventuring party being attacked from both sides in a hallway. Large open spaces may also sometimes demand the use of multiple melee zones which could potentially merge and divide based on game world circumstances. The melee/ranged abstraction is meant to structure combat in a way that logically represents the chaos and risk of armed struggle, and may be adjusted on an ad hoc basis as needed by the referee.

JRPG Basic Black Magic Spells Level 1

Though the power of spells is roughly proportional to their level, I have attempted to distinguish the utility of the various spells such that low level spells retain utility. For example, while the inferno spell is unarguably more powerful than the blaze spell (doing 3d6 +INT damage to all creatures in a melee), the blaze spell remains useful if, for example, there are friendlies in that melee (as blaze allows one to target a specific enemy, even though it only does 2d6 +INT damage).

One sustained effect may be maintained while the mage continues to cast other spells. So, for example, on turn 1 a black mage could cast electrify to boost the damage output of a frontline combatant’s weapon, and then keep that effect going (without need to spend more mana) while casting blaze to directly damage an enemy at range on turn 2. If the mage wanted to cast weakness (another spell that requires sustaining) on turn 3 against another enemy, however, the electrify effect would end.

Though it is not explicitly spelled out in each spell description, any offensive spell that targets an enemy directly requires a spell check (1d20 +level +INT versus target magic defense). Some spells have reduced effect (rather than no effect), on a miss though (this is indicated by the half property). For example, spells like blaze, frost, and shock always do some damage, unless the target is totally immune to the damage type. (The half property needs a better name.)

I know that the spells are probably overly focused on combat currently, but I plan on adding more utility spells as well.


Black Magic Spells Level 1

  1. Blaze
  2. Charm
  3. Chill
  4. Slow
  5. Darkness
  6. Electrify
  7. Frost
  8. Ignite
  9. Shock
  10. Weakness

Blaze

Properties: damage-2d6, fire, half, ranged.

A jet of flame arcs toward a target.

Charm

Properties: psychic, ranged, sustain.

On hit, improves social reaction by one category. May be terminated as an interrupt to inflict 2d6 psychic damage.

Chill

Properties: ice, ranged, sustain.

Target weapon is suffused with bone chilling cold. This weapon inflicts magical ice damage and does +1 damage per hit. Liquid targets must save or freeze.

Darkness

Properties: area, shadow, sustain.

Area is plunged into inky darkness. In addition all light sources within the area are extinguished. Sight within the darkness is impossible.

Frost

Properties: damage-2d6, half, ice, ranged.

A blast of ice against a single target.

Ignite

Properties: fire, ranged, sustain.

Target weapon is wreathed with arcane fire. This weapon inflicts magical fire damage and does +1 damage per hit. Flammable targets must save or ignite. Weapon sheds light as a torch.

Shock

Properties: damage-2d6, half, lightning, ranged.

Lightning arcs from your fingers to strike a single target. May also be useful to power strange devices or mechanical creatures. Becomes a weak area effect (1d6) in a submerged environment.

Slow

Properties: sustain.

On successful spell check, target acts on initiative count 6.

Taint

Properties: poison, ranged, sustain.

Target weapon gains a sickly aura of poisonous corruption. This weapon inflicts magical poison damage and does +1 damage per hit. Any creature hit by a weapon enchanted with taint must save or become poisoned.

Weakness

Properties: ranged, sustain.

Target takes 1d6 damage and an ongoing -2 penalty to all physical rolls.

JRPG Basic Spell Properties

Much like with weapons, there are some common aspects of spells that can be factored out into properties. In so doing, we can make spell descriptions more concise, and also create other game relationships, such as the oppositional nature of ice and fire spells, or light and shadow spells (I plan on making these oppositional natures part of a basic counter-spell system, in addition to being useful for damaging enemies with certain vulnerabilities).

Some of these properties reference aspects of the abstract tactical positioning system (such as the area property), which will be more fully explained in a separate post.


Spell Properties

Acid

Inflicts acid damage. Save or cause permanent disfigurement, to either sufaces or creatures. Weakens a breakable object subject to acid (such as a door with metal hinges); +2 to future force checks against affected objects.

Allies

Effects all allies that could be reached by a ranged effect.

Area

Affects all creatures in one skirmish melee (the size of a large room). Does not distinguish friendlies from enemies.

Chain

For each hit, allows another target to be selected within the same melee (which requires a further spell check). Think chain lightning, arcing between multiple targets. The first miss terminates the effect.

Damage-N

Inflicts N +INT damage on hit.

Fire

Inflicts fire damage. Flammable objects, such as flasks of oil or bombs, must save or ignite.

Half

Spell still inflicts half damage (or half effect, which should be clear contextually) on a miss.

Ice

Inflicts cold damage. Liquids affected must save or freeze. On successful save, targets still take a -1 physical penalty to actions on their next turn due to the slowing. May be used to create treacherous ice in combination with water.

Interrupt

May be cast out of turn. No more than one interrupt spell can be cast per round by a given spell caster.

Lightning

Inflicts lightning damage. May also be useful to power strange devices or mechanical creatures. Becomes a weak area effect (1d6 area) in a submerged environment.

Poison

Inflicts poison damage.

Psychic

Only works against creatures with a mind or consciousness. If the spell inflicts damage, the damage is psychic, and has no physical manifestation. Generates aura that can be perceived by psychically attuned creatures. On a miss, psychic targets may take a free counterattack as an interrupt. Targets with animal intelligence or lower take half damage on a hit and no damage on a miss if the spell also has the half property.

Ranged

Equivalent in range to a missile weapon. Requires line of sight.

Self

May only affect the caster.

Shadow

The antithesis of light.

Sustain

Spell effect may be sustained indefinitely after the initial mana cast is paid, as long as the caster remains conscious and does not cast another spell with the sustain property.

Touch

Requires touching the target (this is an unarmed melee attack if the target is unwilling).

On the Non-Player Character

On the Non-Player Character

On the Non-Player Character

Courtney Cambell, of the Hack & Slash blog, recently released a supplement for handling NPCs and social interactions, DM3 On the Non-Player Character. It contains many useful tools. Here is a discussion of some of them and a consideration of the product as a whole.

The form factor is a 62 page saddle-stapled paperback booklet. This is a good size, due to its convenience and portability. Using this format also means that the PDF renders nicely on a tablet without zooming. The book is divided into sections on the core social encounter system, persistent relationships (“agents”), creating NPCs (with numerous tables), and a social combat system built around subdual damage. The focus is on game systems that interact with player choices, such as what NPCs want, what they can offer PCs, and what specific interactions trigger various results. Less emphasis is placed on general motivation, though there are some tools for integrating personality traits into the design of NPCs.

A quick note on the price. Courtney has decided to set his price high relative to current market rates, around $30 for the print version and $20 for the PDF. I suspect this will cause perturbation in some individuals. Niche RPG supplements are not necessities, however, so I don’t think Courtney has any obligation to price competitively. Personally, I think supporting thoughtful hobby publishing is worth paying the premium. I’ve also gotten lots of use out of his other supplements, which are available for free, on treasure and trap design, not to mention his blog, and this feels like a nice way to give back and also get something useful in return.

The core of the social interaction system should be familiar to players of traditional D&D. The referee makes a 2d6 roll, modified by PC charisma and circumstances, to determine NPC reactions. The DM3 version of this system has PCs continue to make 2d6 rolls for every social action attempted. The initial roll determines the basic disposition (which imposes a modifier to the following social action rolls) and the number of social actions the PCs may take before the NPC ends the encounter. This differs from the system in the original Basic line: “Don’t roll more than three times. If by the third roll the monster hasn’t achieved a roll of 10 or better, it will decide to attack or leave” (Rules Cyclopedia, page 93).

Each further social action is resolved as one of several options. There are 18 different “moves” provided, including options such as converse, question, and threaten. All of these have game weight. Some of the options provided are surprisingly specific, such as drink, which indicates an offer of alcohol. Players can either state their move directly in game terms (“I intimidate the NPC”) or describe actions and rely on the referee to interpret which move is attempted. Each move includes a target number for the 2d6 roll, potential modifiers, potential results, and so forth. The number of options is a bit overwhelming, and the differences between the various moves also adds to the complexity. Luckily, there is a nice one-page summary table near the back of the book. Any referee that wanted to use this system as written would need a copy of this chart at hand, at least for a while. There are also four possible “stances” that PCs can take which may interact with NPC personalities. The stances are neutral, hostile, friendly, and obsequious.

I haven’t tried to run an encounter using all the options, but I suspect that I would want to simplify them schematically somewhat (perhaps into friendly, neutral, and hostile acts, sort of like the stance categories) and generalize the target numbers so that I wouldn’t need to constantly reference a table. The specifics do create some interesting possibilities though, such as the ability to convert NPCs using the (somewhat awkwardly named) pray action (which plugs into the bond system, discussed below). So I think there would be some value in using the whole, baroque mechanism. Obviously, some parts of the system could be combined with improvisation, so this is not an either/or.

I do think that using the codified system to its full potential would require some practice. It is important to note that it is not necessary for players to master this list of moves in order to engage with NPCs, but if they don’t the referee will need to be able to translate diegetic PC actions into social moves. Might this introduce an element of system mastery into this part of the game? That is, would a player that studied the moves carefully and understood the underlying system more comprehensively have an advantage over a casual player? Perhaps, though a reasonable and attentive referee should be able to mediate between the player and the rules well enough to avoid that issue (in the same way that a referee might need to know when to apply the rules for a contested ability check or bull rush during combat even if the player does not invoke the rules directly). This issue probably deserves more attention, especially given Courtney’s position against “fiction first” (that is, diegetic or game world focused) player interfaces, but that is a subject for another post.

DM3 distinguishes between NPCs that are are strangers and NPCs that are known, which are called “agents.” This terminology is not my favorite (“agent” has so many other meanings), but I suppose you have to call them something. Persistent NPC state relative to PCs is measured by a bond number, which is the core of the persistent relationship, mechanically. This is a brilliant system, and is probably my favorite part of the overall framework. Every interaction has a chance of converting a normal NPC into an agent, or increasing the bond of an NPC that is already an agent. Bonds can represent anything from employee to rival, and there are several custom social action moves that work specifically with bonds, including gift and seduce (which is used for any conscious attempt to improve a bond, not just sexual seduction). I could easily imagine collecting bonds on a PC’s character sheet, which would be an interesting way of letting a character develop mechanically outside of the standard level/power and gear tracks that D&D characters usually follow. I woud probably add a house rule to periodically decrease bonds with neglected friends (you never call, you never write!).

Creating an NPC requires noting down a few stats, but not the stats you might expect (strength, dexterity, HP, etc). Instead, they are a few numbers that interact with the social actions and stances (and by default, of course they are all zero, so you only need to specify the interesting differences). This format looks very friendly to simple stat blocks, especially compared to the walls of text that are the usual presentation of NPC motivations. This method for recording the important (gameable) parts of NPCs is quite elegant. It also includes locks for keeping track of how a given NPC reacts to specific types of interaction. I could see using this record format almost unmodified, and it might be adaptable to other, abstract entities such as towns, organizations, or other aggregate bodies. NPC locks probably deserve clues as well, just like traps or hidden features in a dungeon, to help make sure that players can gain access to the interesting potentialities available, but the most efficient format for such clues probably requires more experimentation. A huge volume of tabular data is also provided to serve as imagination fuel for quickly creating a memorable NPC.

A social combat system is included that makes use of hit points and subdual damage. This doesn’t really fit into the way I usually run games, but I can see how it might be useful to others. It requires many calculations that look like 10 + Wisdom OR Morale + 1/2 hit die (+4 if Animal Intelligence). You also need to track at least five different kinds of damage separately (damage types include fear and confusion) which each have different effects and effect thresholds. It looks like it would work if you don’t mind shuffling the numbers (at base, it’s still pretty much just subdual damage), but I think it’s more complexity than I want to handle in play. This subsystem is not necessary to the other systems presented in DM3, however.

There are a few ad hoc rules that could probably be better handled with a core mechanic. For example, monsters (that is, unintelligible NPCs) that get the “freeze” result have a 20% chance to attack and an 80% chance to flee. Am I ever going to remember that during play? Nope. Am I going to spend the time to look it up during play? Highly unlikely. The few fiddly bits like this can be easily ignored though, without affecting the basic integrity of the system. There are also some references to other unexplained house rules that don’t really detract from the work as a whole, but do stick out. For example, what are alchemists, jesters, and swashbucklers? None of those are standard classes, but they are mentioned alongside fighters, magic-users and other, more traditional classes. The fivefold encounter area categorization scheme from DM2 is also referenced (empty, treasure, special, trick, and trap) without much explanation. Some extra text to explain these references would be helpful, or even just a footnote mentioning the external work. Otherwise, it feels a bit like an excerpt from a larger work.

The NPC modifiers to stances make me think that something like a general “temperament” score would be useful for monsters or NPCs. I don’t think I have ever seen anything like such a stat in a game before. It is not exactly the same thing as morale, which is more about confidence. My first attempt at such a stat would probably just be a modifier to the initial reaction roll. For example, something like a wolverine (or other nasty critter), might have something like a default temperament of -4, making it much more difficult for the initial reaction to be positive. Why isn’t there something like this already? It seems so obvious. Maybe this is something that is expected to be a situational modifier, but to me it seems like such a thing should depend on the nature of the creature or NPC (some creatures or people are just naturally prickly).

DM3 contains lots of food for thought and a tightly focused, comprehensive system for resolving social interactions impartially. I am definitely going to use some form of the bond system, though I likely will modify it to be a scale that stretches from enmity to friendship rather than multiple possible tracks each with a single magnitude. The NPC locks are an excellent way to include NPC depth in a way that is instantly relevant to what PCs do in the game. Even if you don’t agree with Courtney’s dictum that NPCs must be designed, slightly simplified versions of some of these rules could greatly assist in running impartial NPC encounters based on player skill. Just considering the issues covered systematically is quite valuable, as there are very few other discussions of the higher level design issues involved in social encounters.

You can buy DM3 in paperback or PDF. Courtney’s original publication announcement is here. There are also some related free downloads, such as the personality traits and NPC record sheets.

JRPG basic magic

Here is the core of the magic system. Spell crystals alone function sort of like scrolls (consumed when used, no mana cost), or they can be inserted into foci for repeated use (such use requires mana). I think this creates an interesting and diegetic magic economy while not compromising either simplicity or flexibility. They system for sustaining spells also reigns in the complexity of stacked effects without artificially limiting the power of spells. Right now, I see black and white mages starting with a wand (focus) and 3 crystals of 1 mana spells and red mages starting with a wand and 2 crystals of 1 mana spells.


Magic

Magic is the ability to use the power of mana to reshape reality. On its own, however, mana is raw potentiality. It is dangerous and overwhelming. Only some character classes, notably mages, have the ability to use magic.

Types of Magic

Magic comes in two varieties, black and white. Black magic is mostly destructive and offensive, while white magic is mostly supportive and defensive. The two types of magic are different enough that they require different skills to master. Black mages can only cast black magic and white mages can only cast white magic. Red mages learn how to manipulate both kinds of magic, but this generality comes at the cost of specialization.

Spell Crystals

In order to focus and tame the dangerous power of magic, mages have learned how to encode spells in special, alchemically prepared crystals.

Spell crystals may be used directly to cast the spell contained. No external mana is required, as the spell draws upon the mana originally used to encode the spell, but using a spell crystal in this way consumes it. In other words, when using spell crystals directly, spells may be cast “for free,” but this uses up the crystal, leaving only a worthless, burned out husk.

Spell crystals are considered insignificant items for purposes of encumbrance.

Creating Spell Crystals

Mages can manufacture copies of any spell crystal they have access to, though the process requires expensive material components (50 GP per point of mana spell cost) and takes a full town turn. Sometimes special components, such as unrefined meteor crystals, may be used in place of purchased alchemical reagents for spell crystal creation.

Foci

Spell crystals, on their own, are consumed when used. However, with the help of a focus, mages can use spell crystals multiple times. Foci allow a mage to supply the mana required for spell casting themselves rather than drawing on the inherent mana infused in the spell pattern. Most foci are wands or staves, as something about that shape helps facilitate the channeling of mana. Each focus may hold one spell crystal. Traditionally, all apprentices of the three primary mage orders are given a wand (that is, first level mages begin with one wand focus). Each focus carried is encumbering. Special foci exist that can add benefits to the casting of certain spells. For example, a particular magical staff might add extra damage to fire spells that are cast using it as a focus.

Modifying Foci

Attaching a spell crystal to or removing a spell crystal from a focus is a complicated and delicate procedure, and may only be done during town turns. Any number of foci may be modified (within reason), however, and this does not consume an entire town turn.

Mana

Mages often need to draw on their own personal mana to cast spells, such as when using a focus.

Recovering Mana

A character’s mana is replenished following a night of restful sleep. Certain items (such as mana potions) or spells (such as the black magic spell leech) may allow limited mana recovery between rests.

Temporary Mana

Some items or effects may provide temporary mana. This mana functions like normal mana, but should be tracked separately, and evaporates after combat or one exploration turn.

Casting Spells

To cast a spell, a character must have the ability to use the type of magic in question (black or white) and either consume a spell crystal or spend mana to cast a spell through a focus. No magic is possible without spell crystals.

Magic Defense

PCs use wisdom saving throws to determine their magic defense, but most NPCs have a static magic defense (10 by default).

Spell Checks

Offensive spells require a spell check to determine their effectiveness. Mechanically, this is an intelligence check opposed against the magic defense of any targets.

Spell check: 1d20 +level +INT vs. magic defense

This functions sort of like an attack roll, but for mages, though there are a few important differences, the biggest being that spells that “miss” can sometimes still affect the target, though in a lesser manner. For example, spells with the save-half property still inflict half damage on a miss. For spells with multiple targets (such as area effect spells that affect an entire melee), roll once and compare that roll to each target’s magic defense score to determine the outcome.

Add INT to damage done by spells (to the whole damage, not to each die). For example, a black magician with INT +2 does 2d6+2 damage with a blaze spell.

Sustained Spells

Some spells have effects that persist. Only one persistent effect may be maintained by a mage at any given time; sustaining a spell does not consume any additional mana beyond the initial cost. If another spell with the sustain property is cast, the previous sustained effect ends. Instantaneous spells (that is, any spell that does not have the sustain property) may be cast while sustaining a spell. For example, a black mage that is sustaining the fly spell may cast a shock spell from the air, but if they cast a darkness or invisibility spell (both of which also require sustaining), then the fly spell will end. Sustained spells also end if the caster becomes unconscious.

JRPG Basic Town Inventory

For this JRPG game, I want to create an impartial “treasure table” style system for determining what is for sale in a given town. I’ve had good experiences doing something similar in my Vaults of Pahvelorn OD&D game (Thracle’s Grand Emporium). I wanted to create something similar, but more transparent, simpler, and also reactive to player actions such as selling items into the economy. Here is the basic structure, which I think should be easy to remember and manage. Some lists of uncommon and rare items will come in future posts. “Town turn” procedure will also need to wait for the main gameplay and movement post.


Town Inventory

There are four types of items available in a town. Common, uncommon, rare, and special.

Common items are generally always available and may be purchased freely. Items may have a chance of running out if PCs buy a large number of them, however. This threshold will differ based on the town in question, but a reasonable default would be to have a 1 in 6 chance of running out if more than 6 common items of the same type are bought at once (how many grappling hooks is a small town likely to need, anyways?). Assume that they come back into stock during the next town turn. By default, all common items cost one gold piece.

There will always be a few uncommon items available also, and occasionally a rare item. Uncommon items usually cost around 50 GP, and rare items much more than that. In addition, there may also be special items available to reflect particular residents or capabilities of the settlement in question. For example, a town with a witch might always have 1d6 potions available. It should be clear how to handle those sorts of special inventories based on the other systems described below.

Initializing the Town Inventory

  1. Roll 1d6 for the number of uncommon items available.
  2. Determine each uncommon item randomly.
  3. Check if there is a rare item available (1 in 6 chance).
  4. If so, determine that rare item randomly.

This procedure only needs to be done once per town. The inventory will then fluctuate naturally based on further die rolls and how PCs interact with the economy.

Updating a Town Inventory

The referee’s town turn should include updating the current town’s inventory. Follow these steps.

  1. Check if each uncommon item was sold (1 in 6).
  2. Roll 1d6 to see how many uncommon items should be for sale.
  3. If there are not enough items for sale already, determine new uncommon items randomly to fill any vacancies.
  4. If there is a rare item for sale, roll to see if it was sold (1 in 6).
  5. If the rare item was sold, or if there was no rare item for sale, check to see if a new rare item becomes available (1 in 6). If so, determine that rare item randomly.

The inventories of other towns may be updated similarly, but this is not necessary. Don’t bother unless you enjoy watching fictional economies fluctuate. A town that hasn’t been visited for a long time can always be reinitialized when it is visited.

Selling Item

The maximum number of items for sale with rarity of uncommon or above that a given town’s shops can support is as if the dice had come up at their full value. That is, a town that rolls 1d6 for the number of uncommon items available can support up to 6 such items. If the town only has, for example, 3 items currently for sale, then there are three vacant “uncommon item slots.” Assuming there is space in a town inventory, PCs may sell items for 50% of the list price. Add any sold items to the town inventory. This may prevent the town from getting new stock in, as those items must go through the same process of selling before the merchants will invest in new items.

Larger Towns

The system above is designed for a small town, but it is easy to adjust for a larger settlement. Just modify the key numbers to reflect greater availability. For example, a larger town might have 2d6 uncommon items available, and 1d3 rare items.

JRPG Basic Starting Weapons

In JRPGs, weapon upgrades are a big part of advancement. To facilitate that aspect of gameplay, characters start with only a common weapon, and must find or purchase better weapons. I have created a town inventory system (which will be a future post) to go along with treasure tables so that upgrades can be bought and sold according to core rules as well as discovered (though randomness is still involved). Acquiring the most powerful gear will still require adventuring.

I’ve attached some properties to these weapons, but that might end up being overly complicated for this project. In the final game, I may go for something less involved. Maybe just 1d6 for one handed and 1d8 for two-handed common weapons.


Common Weapons

  1. Bamboo pole (1d6, reach)
  2. Cudgel (1d6)
  3. Hunting bow (1d8, ranged, two-handed)
  4. Knife (1d6, throwable)
  5. Scythe (1d8, two-handed, unreliable-1)
  6. Sling (1d6, ranged)
  7. Smith’s hammer (1d6)
  8. Quarterstaff (1d6, two-handed, parry/melee)
  9. Wood axe (1d8, two-handed, unbalanced)
  10. Wooden sword (1d6, quickdraw, riposte)

Bamboo pole (1d6, reach)

Though perhaps the most primitive of spears, and lacking the weight for proper throwing, bamboo poles can still be wickedly sharp. Also useful for poking things from a distance.

Cudgel (1d6)

This heavy oaken club probably once belonged to a town guard, merchant convoyer, or barkeep. What, you are expecting some added ability? It’s just a heavy stick! Being made of wood, it probably floats though…

Smith’s Hammer (1d6)

Good for smashing heads or boxes (+1 to force skill checks).

Hunting Bow (1d8, ranged, two-handed)

This simple hunting bow should be unstrung when not in use and takes one round to string.

Knife (1d6, throwable)

Common tools of daily life, knives also make good weapons of last resort.

Scythe (1d8, two-handed, unreliable-1)

Not the most reliable weapon for combat, the scythe is nonetheless terrifying to behold and can inflict gruesome wounds, though it requires two hands for proper use. Some black mages carry scythes purely for the visual impact.

Sling (1d6, ranged)

Basically just a cloth cup attached to a pair of cords, the sling is one of the simplest, lightest, and cheapest weapons around. You can often pick up ammo from the ground, though metal sling bullets are more effective (improvised ammo only does 1d4 damage).

Quarterstaff (1d6, two-handed, parry/melee)

Quarterstaves are heavy wooden staves that are often shod in metal at the ends for durability. They excel in defensive maneuvers.

Wood axe (1d8, two-handed, unbalanced-1)

This heavy axe was designed for splitting wood, but can split skulls as well. It requires both hands, and does not have the best balance for use in combat. On a natural 1, swinging the axe has left you overextended or unbalanced, and your effective AC is decreased by 2 until your next combat turn.

Wooden sword (1d6, quickdraw, riposte)

This practice sword is well-carved, and weighted with a core of metal. Though intended for practice and lacking a keen edge, in can still deliver brutal strikes.

JRPG Basic Retainers

It’s true that retainers are not really present in most of the JRPGs that serve as inspiration for this project, but retainers have become far too important to how I like to run games. In any case, this game is just as much influenced by traditional tabletop fantasy RPGs as it is by the console games, and doctrinal purity regarding either domain is neither desired nor attempted. These rules are heavily informed by my experiences running OD&D online in Pahvelorn over the past year. I think they are really good, and should be easy to bolt on to any trad game or simulacra.


Retainers

Retainers are sidekicks and support characters. PCs may have up to 1 +CHR retainers. PCs may always hire more NPCs as well, but such NPCs beyond the CHR limit are entirely controlled by the referee and do not use the loyalty system described below. Most retainers found in town are zero level characters, though occasionally a more specialized retainer will be available for hire (availability is determined by the town inventory system).

Zero level retainers have 1 HD (1d6), AC 10, a loyalty score from 1 to 6, and a maintenance cost. The only other details that need to be recorded for retainers are a name and any equipment carried (up to 10 items). Don’t assign ability scores to retainers unless they are promoted to PCs.

From a game perspective, retainers are very useful. In a game where PCs can die, they allow players to keep playing without any “bench time” (by taking over a retainer right away). Also, having a retainer means that you don’t have to start over entirely from scratch if your main PC dies (because a retainer can be promoted to PC).

Loyalty

The influence of a PC over a retainer is measured by a loyalty score. Base loyalty is 1 in 6 +CHR. Each successful adventure increases loyalty by 1, to a max of 5 in 6. Rolling a morale or loyalty check is like a skill check. Whenever you tell a retainer to do something dangerous, you must succeed on a loyalty check. If it goes badly for them, their loyalty will decrease (probably by 1, but maybe more depending on the level of disaster that ensues). If the retainer maintenance cost is not paid during any town turns, a loyalty check must be passed (or the retainer will leave). Even if such a check is passed, loyalty will decrease by 1. If loyalty ever reaches 0 for any reason, the retainer will leave at the first opportunity.

Retainer Advancement

Retainers are always one level behind their employer. Thus, when a first level character becomes a second level, any retainers gain a class and become first level characters. This may be any class, but if the retainer’s new class is not the same class as the PC, special actions may be required (talk to the referee). In the case where a higher level character takes on a zero level retainer, that retainer increases in level by 1 after every session until they are one level behind their employer.

Retainer Promotion

If your main PC dies permanently, you can promote a retainer to PC. To do this, assign ability scores as if creating a new PC, remove the maintenance cost, remove the loyalty score, and create new loyalty scores for all other retainers as if they had just been hired.

JRPG Basic Skills

An X in 6 skill system fits very nicely with the 3 level cap of a “complete” basic game, because level can be directly incorporated into the probabilities without overwhelming the possibility set. No extra system or math is required. You will notice a simple nod to difficulty classes with the climb skill (two potential levels of penalties, for smooth and slippery surfaces) that I think works well, fits into the thief skill math, and is easy to remember. I may add similar tiers to the locks skill as well. In general though, I want to avoid the idea of difficulty classes, which is a concept that I think rarely works well outside of armor classes or other, similar combat targets.

I plan on including LotFP-style “fill in the dice” skill boxes on the character sheet, to remind players about the mechanical interfaces available to them (for example, X in 6 search in exchange for spending an exploration turn and risking a random encounter check). More details about how the skill system plugs into gameplay is contained in the section on movement and turns.


Skills

Skills represent the chances characters have at accomplishing certain common adventuring tasks within the game world, such as sneaking up on enemies or picking a lock. They are not meant to restrict potential actions, but rather to provide an impartial system for resolving actions with clear risks and rewards. Creative play may often allow characters to accomplish a task without recourse to a skill roll, and thus avoid the potential risks associated with a skill roll (such as the noise made by attempting to use the force skill on a door or chest). All characters begin with (at least) a score of 1 in 6 for all the basic skills. Expert skills are only available to characters of certain classes.

Thieves have access to the following expert skills: devices, locks, and steal. Thief skill chances start at 3 in 6 and increase by one point at each level gained. Thus, thieves have a chance of 4 in 6 at second level and 5 in 6 at third level.

Basic Skills

Force

This skill is used to break open things like stuck doors and locked chests. Add +STR to this skill roll. Using a tool like a prybar or hammer may add another +1 depending on the object being forced. Because forcing something is noisy, it requires an dungeon turn. Note that thieves do not increase their force skill when gaining levels.

Climb

The climb skill allows you to climb surfaces such as rough walls. Climbing a rope or ladder does not require a skill check. There is a penalty of -1 when attempting to climb smooth surfaces and a penalty of -2 when attempting to climb slippery surfaces. Climbing gear imparts a +1 bonus on climb checks. Climbing requires a dungeon turn.

Listen

It is often useful to know what is behind a door before you break it down. Two characters may listen at a standard sized door simultaneously. A good effort requires quiet and time, so using the listen skill requires a dungeon turn.

Search

If you don’t know exactly what to examine, you can just search an area from top to bottom. Using the search skill requires an dungeon turn, and allows a character to examine an area about the size of one skirmish melee (or a medium sized room). Note that examining specific features and interacting with them descriptively often does not require a full dungeon turn, and may not require a skill roll at all, so descriptive interaction is usually advantageous, as you may be able to avoid a random encounter check.

Stealth

Sometimes you want to avoid danger rather than face it head on. Perhaps this is to set up a surprise attack, or to just avoid detection entirely. In any case, succeeding on a stealth roll allows a character to automatically gain surprise if it comes to combat. All characters attempting to sneak in this way must make separate stealth checks, but discovery of one character does not automatically reveal all sneaking characters. Stealth checks may not be attempted by characters in melee, but might be possible for those outside of melee during combat depending on the specific situation.

Expert Skills

Devices

The devices skill can be used to disable or manipulate small mechanical traps and mechanisms. Using the devices skill requires a dungeon turn. Failure does not trigger traps.

Locks

This skill is used to pick locks, and requires tools. Attempting to pick a lock requires a dungeon turn.

Steal

Take something without being noticed. Steal can even be used in melee. On failure, the attempt is not noticed but the desired item is not acquired. Items held directly by others may be stolen, but this can’t be done secretly.