Category Archives: Rules

Equipment deterioration simplified

The equipment deterioration rules (originally inspired by Logan) that I posted before have seen around 10 sessions of online play testing. In general, I like the idea, but in practice I found that the large number of notches tended to prevent the effects from ever showing up on-screen. Rolling another die on every notch to test for immediate breakage is also too much work (and easy to forget, being outside the standard D&D workflow). The replacement costs I made up were a bit too complicated.

This new version of the rules (included below) feels “finished” to me, though I have only used them for two sessions so far. The complexity overhead and game impact are about where I want them. The new version does away with “null result” notch accumulation while also giving players some warning before their weapon or armor is totally gone.


There are three different gear states: sound, damaged, and ruined. On rolls less than or equal to an item’s quality rating, the item drops a category, which decreases its effectiveness in the case of “damaged.” Repairing a damaged weapon costs 1/2 new price. Some actions may cause an automatic downgrade, such as hitting a statue with an axe. Damaged weapons deal less damage and damaged armor loses one point of protection.

Monological save versus magic

Canto de amor (source)

Canto de amor (source)

In the example of monological combat I posted, I was not quite sure how to handle saving throws versus magic. The traditional approach (of the referee rolling saving throws for each monster) seems to break the design. Though I do not think that having a universal core mechanic is always desirable, I would still like to see if I can get magic to fit within this framework more naturally.

A first sketch of how this might look. Player rolls 1d20, and adds some bonus reflective of magic skill or spell power. This number is then compared to some sort of magic defense target number for each potential target. One simple instantiation of this structure would be 1d20 + magic-user level versus 10 + enemy combat rating. That is, the magic target number would be the same as the combat target rating. Given that many spells have non-damage effects, this would not entirely homogenize action types from different classes (something that I would like to avoid), though for damage dealing spells it does have that effect to some degree.

For example, a monster of level 5 has a target number of 10 (base) + 5 (level) = 15. Hitting it with a sword thus requires rolling 1d20 + combat bonus and achieving 15 or higher. Affecting it with a fireball (say) would also require rolling 1d20 + magic bonus (whatever that is) and achieving 15 or higher (with full damage being inflicted on success and half damage on failure). That seems usable, and has the added benefit of allowing compatibility with most published monsters that have traditional stats (just let level = HD, making the general target number 10 + HD). Exactly what the magic bonus is would probably depend on exactly what base system I was bolting this onto, but in addition to magic-user level, one could also use the max level of spell that could be cast (which is usually approximately class level divided by two).

The downside is that the differentiation between defense modes is minimal. The main difference is that armor (as damage reduction) would not come into play most of the time for resisting spells. Another thought I had is that monsters could be divided between supernatural and mundane, with only supernatural monsters adding their level to the magic defense target number. In this case, a bear, despite having a level of around 4 when considering physical combat, would have a magic target number of only 10, whereas something like a wraith would add level. This would make some monsters more susceptible to magic than others, which could lead to some interesting tactics. There is maybe space for a midpoint quasi-magic type of creature as well (that would add half level to the target number, or something along those lines). I am not sure if this would be too fiddly in practice, but it seems reasonable on paper here. Defaulting to 10 + level is probably easier though.

What about the equivalent of PCs making saves versus enemy spells? That is handled the same way, just with failure meaning the PC is affected and success meaning the effect is avoided (or mitigated). Sorcerous classes should probably add some bonus to this roll, while other classes would be more vulnerable to the effects of spells. Ability score modifiers could also be brought into play if desired without dramatically affecting the system.

See also:

Coverages

St. Sebastian with lantern (source)

St. Sebastian with lantern (source)

Torchbearer has many rules that I think could profitably be spliced into more traditional dungeon crawling games. Of these, light coverage is perhaps one of the easiest to apply. Light coverage is the idea that the amount of illumination provided by a given light source is limited. Rather than trying to measure this using a literal approach of light radii as is commonly done in D&D, Torchbearer measures illumination by the number of characters that can benefit from a given light source (1 for candles, 2 for torches, and 3 for lanterns).

In addition to the number of characters fully covered by a source of illumination, a similar number of characters are in dim light. For example, a party of seven adventurers with one torch would have three characters in full light, three characters in dim light, and one character in darkness. Both dim light and darkness are factors in Torchbearer tests, which could easily be modeled as situational penalties in other games. The exact numbers here do not really matter, and could be adjusted to reflect however various light sources are conceptualized.

While considering how to handle grenades or other area affect attacks within a monologic combat framework*, Gus suggested that perhaps various area affect attacks, such as grenades or fireballs, could have an explosion rating indicating the maximum number of enemies that could be affected. I immediately thought of light coverage. Splash or blast damage, like movement distances, are hard to resolve satisfactorily and without handwaving when using fictional positioning. In the past, I have thought of area affect

The coverage rating would reflect the most targets that could potentially be affected by a given effect or item. The referee would still need to make a ruling about whether or not this coverage capacity was “filled up,” but the coverage rating would provide convenient and easy to understand guidelines, along with an upper bound. A second tier of effects, similar to how Torchbearer handles dim light, could be used to model something like secondary splash damage from a molotov cocktail. Coverage ratings could also be used for weapons such as nets, or even potentially special attacks using more conventional weapons (two-handed sword sweeps and missile volleys come to mind).

I suspect this general coverage approach could also be applied to abstracting other rules that are difficult to get a clear shared geometric understanding about.

* See: monologic combat.

Monologic combat example

Expanding on the previous idea of modeling combat between two foes with a single roll (monologic combat) rather than a pair of rolls, here is an extended example.

Dramatis personae:

  • Magic-user (PC, level 2, unarmored, dagger, fire wand, HD 1+1, HP 4)
  • Fighter (PC, level 2, armor 3, sword, shield, crossbow, HD 2+1, HP 8)
  • Thief (PC, level 2, armor 1, crossbow, dagger, sword, HD 2, HP 7)
  • Torchbearer (PC magic-user’s retainer, level 0, armor 1, lantern, dagger, HD 1, HP 4)
  • 4 goblins (monsters, armor 1, short bow, cleaver sword, HD 1-1, HP 3)
  • A six-legged giant lizard the size of an ox (monster, armor 2, HD 5, HP 20)
  • Goblin beast master captain (monster, armor 3, axe, whip, HD 3, HP 11)

The scene: a cavern bisected by a crevasse with a narrow stone bridge of ancient provenance. An underground river flows quick and cold, 100 feet below the bridge. The player characters wish to take the bridge and proceed to the tunnel leading out of the cavern’s far side.

Lantern light and a snarling giant lizard make it so neither side is surprised (because I want this example to be less of a one-sided engagement). Surprise could be determined using the standard d6 per side method. I am also going to decide that the goblins are out for blood, but in a real game I would probably roll for reaction.

Bocklin - Fighting on a bridge (source)

Bocklin – Fighting on a bridge (source)

Initiative is important to determine in this system, because going first means you can choose your engagement (if you are not already occupied). Retreating or disengaging requires a successful combat action. To determine if initiative is gained, each player makes a combat check versus a threat number that the referee determines by ruling to represent the opposing forces. In this case, it is 3 (based on the leader’s level; note that this could change based on balance of forces as the skirmish progresses), leading to a target number of 13. Any player that makes this roll (1d20 + combat bonus) acts before the monsters. Otherwise, after. Spell casting must be declared before the initiative die is rolled, and in that case no movement may be taken. Spells resolve at the end of the round. The magic-user elects to begin casting a spell, charm person, against the goblin captain, while remaining in the cavern entrance behind the other party members. (The magic-user’s other prepared spell is hold portal). The fighter and thief succeed in their initiative check. So the order is: fighter, thief, monsters, magic-user, torchbearer (who acts on the magic-user’s count).

The thief chooses to move to the side and take aim at the lizard. Next round, he will be able to take a shot with backstab advantages since the lizard is not yet in melee (a rule I just made up). The fighter (armed with sword and shield) is going to charge across the bridge and take the fight to the goblin archer brigade. Despite winning initiative, the fighter is still going to need to defend against the goblin arrows this round (consuming her combat action), given that missile weapons beat melee weapons (if she was using a missile weapon, she would have a chance to inflict damage as well, but in this case she will not). However, her shield will grant her a +2 combat bonus since she is facing arrows. The goblin archers are ganging up (+1 each, up to +4 max; it seems like these are the “helping” rules). So the final roll is 1d20 + 3 (fighter combat bonus) + 2 (fighter shield) = 1d20 + 5 versus 10 + 0 (goblin combat bonus) + 3 (gang up) = target number 13. Fighter rolls 9, which is 14, and thus defends successfully against the volley. (Had it hit, the gang up bonus would have applied to damage as well.) The fighter’s action resolves and she is now in melee with the goblins, but has already made her combat roll. Thus, the goblins take no damage, but are still in melee and will not be able to fire their missile weapons without disengaging. They have also already used their action and thus will be passed over on the monster count.

Next is the thief, who moves and aims. (A stealth check might be permitted here to make it so that the thief cannot be targeted by enemies until an action triggers, but I am not going to worry about that now.) Now the monsters act. This is just the lizard and the captain, as the archers have already made their attack. Further, the bridge is currently threatened by the fighter in melee with the archers, so advance over the bridge is impossible. The fighter is surrounded in the front by mooks scrambling to hold the fighter at bay, so the referee rules that the lizard cannot enter the melee (not having any reach attacks). However, the captain has a whip, which is a reach weapon, and so will attempt to grapple the fighter at reach and pull her prone so that the goblins may attempt to overwhelm her. The fighter makes another defense roll, with no modifiers applying, of 1d20 + 3 versus 10 + 3 (captain HD) = 13. There is no chance of the fighter damaging the captain, both because the fighter has already spent her action and because she is not wielding a weapon with reach threat and is constrained by the archers. She rolls badly, 5 (+3 = 8), and is pulled prone under the stamping nasty feet of the small goblin horde. The lizard can’t do anything and so retains its combat roll for potential reaction (which will be lost if nothing triggers it by the end of the round).

Finally, the magic-user and torchbearer act. The chanting ceases and the spell goes off. Traditionally this would require the goblin captain to make a saving throw versus spells, which is what I am going to go with here, but in some ways I might prefer a magic-user roll versus target magic defense (which should be lower than the combat defense number based on HD unless the target is magical in some way). But whatever, the referee is just going to break the elegance of the system and make a saving throw for the goblin captain, because I have not thought enough about this part of the system and do not want to accidentally homogenize spell casting and physical combat. The captain rolls 18, making the save. Unfortunate, but it happens. The torchbearer is doing nothing, cowering next to the magic-user, maintaining the light source and reserving his action for potential self-defense.

Next round. If the fighter was not already exposed up in melee, the magic-user might opt to spend the hold portal spell for a blast of acid maleficence, but in this case that is deemed too dangerous, so no spell casting is declared. Initiative is rolled. The fighter is prone and so gains no combat bonus to initiative. (Another discovered rule!) The fighter fails and will act after the monsters, the magic-user and thief succeed, so they will act first. The magic-user defers, not having a spell to cast, and being too far away to throw a dagger (referee ruling). The thief takes the backstab shot (had the lizard been in melee by this point, the shot would no longer have backstab bonuses and instead would be subject to whatever penalties are involved with shooting into melee; probably random target determination). The thief’s combat roll is 1d20 + 2 (combat bonus) + 4 (backstab) = +6 versus 10 + 5 (lizard threat level) = 15. The roll is 16, +6 is 22, which is enough to hit, dealing 1d6 + 1d6 (backstab bonus) + 1d6 (hit margin more than 4) – 2 (lizard armor) = 4 + 5 + 4 – 2 = 11 damage. The lizard is now at 9 HP. (Yes, traditionally the backstab is a multiplier, but I prefer additional damage dice. The overkill bonus is another new rule.) The lizard rears up in agony.

Monsters turn. Still prone, the fighter remains dangerous but looses her attack bonus. The goblins drop their bows and set upon her with cleavers, hacking and chopping. The fighter rolls 1d20 to defend (no bonuses, because prone), versus target number of 10, four times (the monsters are opting for separate attacks rather than ganging up). First roll is 11, successfully defending. Fighter is opting not to count this as her action so that she can attempt to regain her footing and thus get back her attack bonus when her turn comes around. Second three rolls are not so lucky however; 3, 7, and 9. The fighter is thus damaged by three goblins, 1d6 each, for 5, 4, and 6 damage. Her heavy armor subtracts 3 from each of those rolls, leading to 2 + 1 + 3 = 6 damage, leaving her with 2 HP. Can the captain or lizard get off an attack here? I am going to say no, but melee threat rules probably need to be more formalized, because I could see it going either way. Since the captain and lizard are still bottlenecked, their actions are held for reactivity.

Now the fighter acts. She could try to fight from prone (no attack bonus, no fancy maneuvers, no potential cleave), or use the combat action to stand up. Had the goblin mooks not already used their combat roll to stomp all over her, this would have the potential of damaging her, but in this case there is no chance of damage on either side and the roll is just to see if she can regain her footing. 1d20 + 0 (remember, no attack bonus because prone) versus 10 (goblin threat level). The roll is 12, and she throws off the chopping and cackling goblins, ready for another round (but a bit worn down, at only 2 HP).

Round three. Magic-user starts to cast maleficence at the captain (only a single target, limiting overall damage potential, but safer). Fighter and magic-user succeed on initiative. Thief fails. So the order is fighter, magic-user (torchbearer), monsters, thief. The fighter attacks the mooks surrounding her, and the combat roll is 13 + 3 (attack bonus) for 16, which is enough to hit a goblin (target number being 10, the 1-1 HD not contributing). Hit margin is more than 4, adding an extra die of damage. Damage roll is 5 + 2, running one goblin through, and allowing another attack against a nearby goblin if desired, with a +1 bonus (cleave). Thus another combat roll is made, this time 5 + 3 (for attack bonus) + 1 (for cleave) = 9, which fails, resulting in the goblin hitting the fighter, d6 damage = 5 – 3 (for fighter armor 3), dealing 2 point of damage to the fighter and slaying her. The three remaining goblins hoot with glee. The magic-user’s spell is still going even though he won initiative, and will resolve at the end of the round.

Now the monsters go. The mooks and lizard will charge across the bridge and attempt to get to the magic-user before the spell goes off. Though the thief lost initiative, he is able to take a shot at the leading goblin since he has a missile weapon (and is not in any danger doing so because all the enemies are currently only armed with melee weapons and so cannot shoot back). He hits and kills one of the charging goblins, who plummets into the chasm with a shriek. Two mooks, a wounded lizard, and an unwounded captain (who stayed on the far side of the chasm) remain. The referee rules that the charge by the monsters was slowed by the successful arrow shot, and thus they are not able to attack this round, or disrupt the spell (some formalization of these movement rules would probably be welcome, as this feels a bit arbitrary to me). The spell goes off and the captain fails his save, taking the full 2d6 acid damage (which ignores armor). The damage roll is lucky, 5 + 6 = 11, burning the face and half of the chest off of the captain, leaving a smoking corpse with protruding ribs and a sickening smell. In their bloodlust, the mooks don’t notice their leader fall (otherwise, they would need to pass a morale check at the beginning of the next round).

Back to initiative. The thief succeeds, the magic-user fails, the fighter player takes over the torchbearer (and fails). So the order is thief, monsters, magic-user, torchbearer. The thief takes this opportunity to hide, and climb partly up the walls of the cavern. He makes his stealth (or hide, whatever) check. (Hiding would not have been an option had he been in melee or if the captain on the other side of the chasm was still alive.) The monsters act, only two able to bring offense to bear on the magic-user given the narrow confines of the passage. The referee dices to see which, and it is one mook and the lizard. The magic user rolls defense, brandishing a dagger, attempting frantically to keep the monsters away. The player opts to not attempt a counterattack, as that would consume the magic-user’s action, and the player wants to attempt to break from melee and flee. Unfortunately, the two rolls go badly for the magic-user, 3 and 9, and both enemies hit. The magic-user is unarmored, and takes the full brunt of gnashing lizard teeth and goblin cleaver, for 3 + 4 = 7 damage, which kills him.

The torchbearer attempts to flee, but fails his combat roll and is cut down by cleavers during the next round (which I won’t bother detailing). The thief waits above as the monsters feast on the corpses, and then slinks away once the coast is clear. And so ends this example combat.

Note that one could easily swap in a different system for determining surprise (or many other aspects of this combat), without substantively affecting the underlying dynamics. For example, a roll less than or equal to dexterity could be used for initiative rather than attack bonus versus monster threat level.

I am not entirely satisfied with how ranged combat was handled here. Should the goblins have automatically been able to force defense on the fighter? Similarly, should the thief have been able to take a bow shot as the mooks were crossing the bridge? It makes sense fictionally, but could also be represented with initiative bonuses, perhaps. In that case though, the group of monsters should probably be partitioned into two groups, ranged and non-ranged, which starts to increase the complexity in a way that seems like might be a hassle at the table. Distances seem important for the charging actions, and I am not sure the way I modeled that above is best.

The first melee attack of the goblins against the fighter could perhaps have used helping rules, which would have used a single combat roll with bonuses and extra damage on a hit. This might make sense to overcome armor, but I would want to make sure that expected damage (taking everything into consideration) does not yield a consistently optimal strategy. I think that is beyond the scope of this post, though.

Monologic combat

Dore - Don Quixote (source)

Dore – Don Quixote (source)

The traditional D&D combat system is sometimes criticized as being “whiffy,” which means that missed attacks are frequent and frustrating. The idea is that, especially when there are a large number of players, it kind of sucks when your turn comes around, you finally make your attack roll… and miss. Nothing happens and then you need to wait for the next round before you can do anything.

Now, I do not believe this is a major problem with old school D&D, particularly where combat is often something to be avoided or stacked in your favor prior to engagement, and where HP totals are relatively low, even for powerful creatures, leading to quick resolution. The occasional miss, miss, charm spell… save made (nothing happens), miss, etc sort of combat happens, but is rare. This is obviously a bigger issue in a game like Third or Fourth Edition, where combat is more of the focus, but in a game focused on exploration and creative problem solving, it is less important. With that caveat out of the way, might there be a way to make old school combat even faster and more interesting by taking this complaint seriously? Here is one method.

When the players decide to engage an enemy in combat, an attack rolls is made as normal. If it hits, damage is dealt (or an effect happens, depending on the circumstances). If the attack misses, however, the enemy succeeds in damaging the PC. “Automatically.” Automatically is in scare quotes there because of course it was not actually automatic. The player first needed to engage the enemy, which put the PC in danger, and then the roll went badly. Either the enemy takes damage or the PC takes damage, driving the eventual conclusion in one direction or the other on every action. HP being abstract, this of course does not mean that someone is physically being wounded (though it could), but instead that one side is getting the best of it for that particular combat turn.

Since what we really care about here when making at attack using this system is the threat level of the enemy, not the enemy’s armor or defensive skill specifically, the target number should probably be based on enemy HD or level rather than using a traditional armor-based AC number (though the actual fictional meaning of AC has always been a bit ambiguous). 10 + HD seems like the natural, intuitive value. This means that when a first level fighter (assume no attack bonus, for simplicity) attacks another first level fighter, the target number is going to be around 11, leading to a roughly even chance of the either combatant taking damage (5% in one direction or the other is irrelevant, and in any case the numbers can be adjust to make this work in any mathematically desired way). Armor is probably best represented as damage reduction (light = DR 1, medium = DR 2, heavy = DR 3), given that monsters never make attack rolls directly. At most, an enemy forces a PC into a position where they must defend themselves.

And how exactly might that work, given that monsters don’t make attack rolls per se? The simplest answer is that each combatant takes an action and resolution happens as necessary. If this results in a PC attacking and then defending themselves from other enemies as well, it seems like that would work, though combat rolls could also be limited (perhaps to one per round, or something based on level). This could make being surrounded particularly dangerous, if you can only defend against one attack (the others would presumably just deal damage minus armor). The benefit to a proactive versus reactive combat roll is of course that you get to choose your target, rather than having your hand forced by a particular enemy.

How to handle some other common cases using this system might not be immediately obvious, but are not too difficult to figure out with a bit of thought regarding the underlying dynamics. What about missile weapons, for example? If it is possible for foes to engage each other with missile attacks, the player makes a combat roll. On success, the enemy takes some damage, assuming that makes sense in terms of what the PC is doing (the PC would need to be armed with a missile weapon to actually deal damage over distance). On failure, the PC takes a shot to face (or whatever).

This is partially inspired by Dungeon World and Numenera. However, this is not just a port of either of those systems. Dungeon world involves more mechanical choices depending on move details rather than using a separate mechanic to represent combat abstractly. Numenera uses a system for lowering the target number rather than stacking bonuses, which requires understanding how various powers and situational actions can be used to do this. Neither of those approaches are bad, of course, and though their player-focused design has informed this system, the end results are a bit different.

There are a few other details that would probably need to be nailed down to make this fully functional. There are also a few additional features that I think would work well as added tactical options, but I am going to leave it here for the sake of comprehensibility.

Edit: I wrote up an example of a potential monologic combat.

Attack wands

A while back, I wrote these wand rules, which have been active in my Vaults of Pahvelorn OD&D game. I still like them just fine, but they are a bit more complicated than needed, and several of the flourishes (such as the final strike), have never actually been used, and could probably be removed without much loss. Below is another, simpler system for wands in traditional fantasy games that I think might be an improvement. It preserves the same basic dynamic of allowing magic-users to target an enemy’s save versus magic (which is a proxy for “magic defense”) rather than armor class.


Ace of wands (source)

Ace of wands (source)

The power of a wand is measured by damage die size, and follows the progression of d4, d6, d8, d10, d12. Wands cost 100 GP per die size and can be replenished or improved as a downtime action for 100 GP per die increased. All wands inflict damage of a specific elemental type, which is determined upon creation, and elemental damage may have additional effects depending on circumstance. Common elements include fire, ice, and lightning.

Wands may be used to attack a single enemy in sight within 60 feet. Damage inflicted is determined by rolling the wand die. The target then makes a saving throw, and decreases damage taken by the margin of success. If the wand die comes up 1, the wand die size decreases. If the wand was already at d4, it becomes exhausted until replenished.

For example, a magic-user buys a wand of fire d8 for 300 GP. This wand may be used to make any number of ranged fire attacks until the damage die comes up 1, at which time it becomes a wand of fire d6. The wand does fire type damage and thus may also ignite flammable materials, melt frozen objects, and so forth.

As an out of turn reaction, no more than once per turn, the wielder of a wand may counter another wand attack. Though no damage is dealt in either case, both wand dice must still be rolled to test for wand exhaustion.


This method does give the magic-user more combat options (though without completely avoiding resource management), and as such may not be appropriate for all campaigns. It is possible that the costs might need to be adjusted, but this will likely depend at least partly on other elements of a particular campaign setting. In the past, I think I have erred in setting the cost of consumable items too high to be attractive to players. Consumables need to be relatively cheap to seem worth it. Just expensive enough to seem like an actual expense, but not much more. In comparison, the prices in the Expert rulebook seem kind of out there: who would spend 10000 GP for 20 arrows +1 (page X52), even at high level, especially if magic items are sometimes found during adventures or if a party magic-user has access to a renewable attack spell?

Six sided die progression variation

1d6-1, 1d6, 1d6+1, 1d6+2, 1d6+3. These dice expressions have the same expected values as the polyhedral version given above, but smaller deviations. This method is thus slightly more consistent, but also has the potential for zero damage in the first case. That could be removed by specifying that minimum damage is one, at the cost of slightly increasing the statistical complexity (expected damage becomes 2.67 with deviation 1.49 compared to 2.5/1.71). The d6 chain also has a lower upper bound.

Expected wand damage
Rank Polyhedral Six-sided Expected damage
1 1d4 1d6-1 2.5
2 1d6 1d6 3.5
3 1d8 1d6+1 4.5
4 1d10 1d6+2 5.5
5 1d12 1d6+3 6.5

Optional capacity below d4

There are states less than d4, which are d3, d2, d1. These all count as a single step together for purposes of replenishment, however, so 100 GP is sufficient to bring a wand back to d4 if it is at any of those lower states. This variation would be appropriate for those that desire wands to be always at least a little bit useful.

See also

Saving throws by HD

A shortcut that I sometimes use for monster saving throws is 1d20+HD >= 16 (because who wants to be bothered looking at the fighter save matrix all the time?). The number 16 may seem arbitrary, but it is easy to remember one constant, and using that value has some nice properties with regard to the resulting probabilities by HD. You can also grant specific monsters bonuses or penalties on the fly as appropriate without jeopardizing impartiality, as long as the bonus is set before the roll happens, though I personally do not go more than +2 or -2.

Recently, I have been considering using ability checks directly for saving throws (I know, this is not new, Castles & Crusades, etc). The way I usually do ability checks is a d20 roll less than or equal to the stat in question, as described by Moldvay (page B60). Rolling under a single target number with no modifications in the common case is about the simplest resolution system possible (even though it does mean that rolling low is better, which some people find confusing). One potential downside to this method is that the target numbers are hugely variable based on chance during character creation.

Thinking about these two systems together (1d20+HD >= 16 and just using ability checks as saving throws) made me think that perhaps I could combine these two approaches without relying on improvised DCs. What I came up with does require using ability score modifiers, rather than just relying on the full score, but that is probably more familiar to most people by now anyways. It would probably work well with both the B/X bell curve progression (13-15 = +1, 16-17 = +2, 18 = +3) or the 3E linear progression (12-13 = +1, 14-15 = +2, 16-17 = +3, etc).

Here is how it works:

  • PC save versus monster: ability check vs. 10 + monster HD
  • Monster save versus PC ability: 1d20 + monster HD vs. 10 + PC level
  • PC save versus dungeon hazard: ability check vs. 10 + dungeon level

For the purposes of these rules, HD values with additive components are always collapsed (so HD 1+1 is treated as 2). Using the ability modifier rather than the full ability score makes the chances less variable, addressing one of the issues with using the older roll-under style of ability checks as saves. The way I am thinking about this right now, the saves (as ability checks) would not improve with level (because I am interesting in seeing how that affects play), but level (or half level) could easily be factored in if you don’t mind one extra term. It might also be reasonable to have PCs gain some bonus for checks directly relevant to class (magic-users versus magic, thieves versus traps, etc). This could be operationalized as a flat bonus (perhaps +2), adding level to the roll (for games that have significant power gain with level increases), or rolling two checks and taking the best result (for games that prefer less numerical inflation).

Some examples. A magic-user casts a sleep spell on a group of orcs, which have 1 HD each. The monsters roll 1d20 + 1 (from the HD) versus a target number of 11 (10 + PC level). An adventurer touches a yellow mold, which squirts out a deadly cloud of spores. As written in the rules, a successful saving throw versus death ray is required for the adventurer to survive. Using this system, the save would be dexterity versus a target number of 12 (10 + yellow mold HD). As you can see from these examples, weaker monsters and lower level PCs have slightly improved chances compared to the traditional saving throw progressions, but that does not bother me.

At first glance, this looks something like the Third Edition approach to setting DCs, but I think this method is a worthwhile simplification, and it opposes known, objective values (ability modifiers, levels, hit dice) rather than needing to make any kind of determination about whether something should be a “hard” DC or an “easy” DC. This is a system that you can use entirely based on the HD value listed for a monster and the ability scores and level written on a PC’s character sheet. As such, it is easy to graft on to virtually any traditional-style fantasy RPG, as long as the game has ability score mods and hit dice listings for monsters.

This leads me even further toward the (perhaps slightly idealized) position that all you really need is HD and AC to specify a monster (along with a few interesting abilities, of course). And for monsters that are not humanoid, 10 + HD is a reasonable guideline for ascending AC as well.

See also:

Genie binder

Image by Henry Justice Ford (source)

Image by Henry Justice Ford (source)

I was just recently glancing through the D&D Classics PDF of Arabian Adventures, and thus reminded about the sha’ir class, which is a wizard that consorts with genies. Conceptually, the sha’ir shares space with the warlock as a class that derives magic from powerful, but probably sub-divine, entities. As written in Arabian Adventures, genies bring the sha’ir spells, which can then be cast. While the concept is great, the second edition mechanics leave something to be desired, so here is a simpler take on a similar idea.

A formatted PDF version of this class is available.


Genie binder class

  • Hit dice, saves, and combat as magic-user
  • Genie consultation (see below)

I do not generally do weapon or armor restrictions, but if I did the list would be dagger, staff, scimitar, and light (leather) armor.

Unlike most sorcerers, genie binders do not use magic directly. Instead, they study the cosmic bureaucracy and compel services from minor genies. These minor genies have an aspect which determines the nature of their magical powers. Sample genie aspects include fire, time, desire, storms, and so forth (appropriate aspects should be less general and more specific).

Between downtimes, a genie binder may compel a number of genie services equal to class level. Thus, a third level binder may compel three services. Bound genies are not generally helpful types, and delight in following commands to the letter and twisting meaning where possible.

Services include commanding the genie to:

  • Perform a complex task
  • Retrieve a magic spell from another dimension
  • Engage in combat for an encounter

The material form of a bound genie becomes more impressive as the genie binder gains experience levels. At first level, bound genies are small, usually humanoid, creatures of between one and two feet tall with otherwise unique (but fixed) characteristics that reflect a genie’s particular cosmic aspect. They maintain their general form but increase in size and power as the binder’s experience level increases. Bound genie hit dice and combat stats while in material form are as a magic-user of one level lower than the binder (and thus as a zero level person for first level binders) with an armor class bonus equal to genie binder level. Slain genies are not fully destroyed, but merely banished to genie-land, and can be summoned back as a downtime action.

Bound genies have the ability to fly and to inhabit a specially prepared talisman (such as a lamp, jar, or other solid container which is equivalent to at least one encumbrance slot).

A genie binder may only ever have one bound genie in service, but may dismiss that genie at any time and summon another (as a downtime action). Binding a new genie only has a 3 in 6 chance of success, however, so previously bound genies are not generally dismissed lightly, though dismissal is the only way for a genier binder to gain access to a genie with a different aspect.

Retrieving magic spells

Bound genies may be sent to retrieve magic spells. Any spells sought must be related to the genie aspect (by referee ruling). For example, a genie of desire aspect would be able to retrieve charm person, but not fireball. Spells from any spell list may be used with referee permission. The maximum spell level of retrieved spells is equal to binder level divided by two, rounded up and a genie can hold only one spell at a time (the spell must be used before another spell can be retrieved). Fetching a spell takes one exploration turn per spell level.

Skeleton class

Most skeletons are mindless automatons, but a select few have free will and autonomy, and find themselves on the path of adventure. Small flames hover in a skeleton’s eye sockets, and their voices have a strange character, either high and shrill or dull and seeming to echo from a great distance.

  • XP progression, armor, weapons, attacks, and saves as fighter
  • Max level 4
  • Natural AC as light armor if unarmored
  • Fourth level skeletons are known as skeleton heroes

The general creepiness of talking to an obviously undead creature gives skeletons a -2 reaction roll penalty in polite society.

Automatic reconstitution

When reduced to zero HP, a skeleton falls apart (no save is allowed). However, if the bones are not scattered or smashed into powder, the skeleton will reassemble after one exploration turn passes. If the referee is uncertain, intelligent enemies have a base 2 in 6 chance to destroy skeleton remains following a battle where the skeleton’s remains are left behind.

Special defenses

Additionally, skeletons are not easily damaged by all attacks. When hit, the damage taken depends upon the type of weapon, and is:

  • 1 damage from piercing weapons
  • Half damage (round down) from slashing weapons (includes claws)
  • Full damage from bludgeoning or crushing attacks (included bites)

Skeletons do not require sustenance, do not need to breathe, and are immune to sleep and charm magic.

Vulnerabilities

Like all undead, skeletons are vulnerable to being turned or commanded (as an undead of HD equal to their level). However, PC skeletons have exceptional power of will, and are thus additionally permitted a saving throw versus any turn effects. Skeletons may reconstitute as described above following D (“destroyed”) results.


Le triomphe de la mort (source)

Le triomphe de la mort (source)

Rethel - Horse final death (cropped, source)

Rethel – Horse final death (cropped, source)

Thanks to Jason Z. and Roger G. S. for suggestions regarding appropriate images.


2014-06-14: mods for skeleton without level limits:

  • Class: choose fighter or magician
  • HP: divide by two, round up (after mods) to represent fragility
  • No save at zero HP or negative HP (skeleton just falls apart)
  • Reconstitute after one turn with chance 5 in 6 (ignore stuff about smashing bones)

So there is a 1 in 6 chance of final death any time you are reduced to 0 HP and otherwise you come back after 1 turn.

Overloading the encounter die

Uccello - 24 hours clock (source)

Uccello – 24 hours clock (source)

The nature of the random encounter check is that of a timer. While it is not a literal countdown (since random results are mathematically independent), it simulates one. It is the danger clock, always ticking, giving meaning to the decision to search (or not), investigate just one more room (or not), or engage in any other potentially fruitful exploration activity.

There are a number of dynamics within the game that seem structurally similar to the periodic encounter check. Randomizing when light sources expire has also been suggested in several different places. Many systems as written specify that PCs should rest every sixth turn (though I have never once seen this in practice). Torchbearer imposes conditions on characters as turns pass to represent exhaustion and the abstract effects of other dungeon hazards. John B. suggests sometimes interpreting a random encounter as a monster spoor rather than an actual encounter.

Why not put all these things together systematically? Consider the following rule:

When the party moves into a new area or spends time on an exploration activity, roll the encounter die and interpret the results as follows.

  1. Encounter
  2. Percept (clue, spoor)
  3. Locality (context-dependent timer)
  4. Exhaustion (rest or take penalties)
  5. Lantern
  6. Torch

One might object: does this not lead to absurd results such as torches going out on the first turn or PCs needing to rest on the second turn? Well, yes, but you are an intelligent human, so ignore results that do not make sense. A result should be interpreted as not “X happens,” but rather as a prompt. A result can be deferred, but only so many times. The weight will naturally build up in the back of your mind as events proceed. As a guideline, ignore results above 3 for the first 6 or so turns.

You could have a general “light source” entry and just pick one light source randomly each time (this has the advantage of not having all torches go out at once), but I prefer to distinguish between the two main types of light sources given their differentiation on the equipment list. Conceptually, I think it helps to have different spaces in your short term memory for each, as you can have the sense that 5 has come up several times already and know that is relevant for lanterns. Torches should probably go out almost every time a 6 six comes up and lanterns should deplete approximately every third or fourth result of 5.

“Locality” is meant to be used for area-specific state that should be kept separate from standard random encounters. Examples: water rising, the stalker drawing nearer, a prisoner loosing an appendage to the torturer, doors locking behind PCs, and so forth. The possibilities are limitless and make every location potentially mechanically different in a way that is player-salient.

In addition to streamlining gameplay and decreasing intrasession bookkeeping, such a procedure also decreases null (“whiff”) results. Almost every turn result means something. This may or may not always be a good thing. Maybe there is something to be said for not having something happen on every roll. However, given how dungeon exploration tends to play out in real (player) time, I suspect this is about right.

The results table could be replaced with a custom one for a given location, but the above spread seems like a reasonable default to me.

See also: a method of play.