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Hexagram Treasure Overview

Excalibur the Sword (source)

There are two major categories of treasure: mundane and wondrous. Mundane treasure includes money, valuables, simple machines, NPC favors, and other such things. The most important quality of mundane treasure is that it is not connected to character traits in any meaningful way. There are no prerequisites for use. A sack of money can be used by a squire just as easily as by a powerful sorcerer.

Wondrous treasure is not necessarily more potent than mundane treasure (though it often is). The defining quality of wondrous treasure is that use is dependent upon character traits. Some traits may also be primarily concerned with using (or even creating) wondrous items. All wondrous items have a rating, from 1 to 6, which relates to a specific character trait. There are traits on every path which relate to different kinds of wondrous items.

Exactly how wondrous items interact with character traits varies by item. Some require a minimum level of a certain trait in order to function at all. For example, a certain magic sword may be inert (that is, function as a mundane sword) for warriors with less skill than 3 in melee combat. Other items may require a successful trait check (less than or equal to the trait value when rolling a d6) before the item can be used, or even per use. For example, an antediluvian gauntlet may allow reaching into stone as if it were water, but only with a successful antediluvia trait check.
The wondrous items related to the path of battle are magic weapons, which are governed by either the melee combat trait or the ranged combat trait (depending on whether the item in question is a melee weapon or a ranged weapon). The wondrous items related to the path of guile are antediluvia (artifacts left over from before the deluge). The wondrous items related to the path of wonder are spell formulae, potions or potion recipes, magic devices, and scrolls. Though anyone can use a potion, it can also be reverse engineered. Thus, potions straddle the line between mundane and wondrous treasure.
As wondrous items are keyed to specific traits, not paths, characters with points in the necessary off-path traits can potentially make use of any kind of wondrous item. For example, a sorcerer with melee combat 3 can make use of a potency 3 sword just as well as a character on the path of battle (though it would have been more costly in terms of experience for the character on the path of wonder to develop that martial skill). The most complex antediluvia might only be usable by a character on the path of guile (based on the cap for off-path traits), but other less complex items are usable by any character with the appropriate trait.
One method for placing wondrous items: roll d6 to determine if there is a wondrous item; on a 6 there is. Then, roll another 2d6 and take the lowest number to determine the potency or complexity. Finally, roll on the following table to determine the wondrous item type.
  1. Potion
  2. Antediluvian item
  3. Weapon of power
  4. Scroll
  5. Magic item
  6. Spell formula
All wondrous items should be unique to a given campaign. Though not all wondrous items need have drawbacks, they should all have quirks and idiosyncrasies. Some wondrous items may have no direct adventuring use, only being able to generate strange seemingly useless effects. Few wondrous items are both of unlimited use and without potential drawbacks.

I am building a system for generating campaign-specific wondrous items as part of the referee scenario design process.

Sorcerer Patrol

Being a sample Hexagram campaign (consisting of rewards and backgrounds).

Talisman of Saturn

There are three types of people in the world: naturals, trained magic-users, and everyone else (the bulk of humanity). Most people just don’t have the talent, instruction, or mental fortitude to dip their hands into chaos, the raw substance of creation and potentiality, and make their will manifest. A small portion, however, with study into ancient mysteries, can learn to work magic. An even smaller portion shape reality whether they want to or not. These are the naturals. They can be some of the most potent wonder workers, if they don’t go mad or destroy themselves and those nearby.

In their worst form, naturals are raw chaotic wounds on the flesh of civilization. They are dangerous, and need to either be trained or destroyed. That’s where the player characters come in, as agents seeking out these wild wonder workers. The catch? Most of the time, those best equipped to destroy or train sorcerers are themselves magic workers. However, after the great disaster, sorcery is forbidden and great college disbanded. However, small cells of the academy continue to operate behind the scenes. Think wizardly X-Men.

Short digression on mechanics for experience. I’m playing around with another variant experience system, which I will use in this post. Rather than 1000 XP required per level, 6 XP are needed. This scale is influenced by more recent games like Vampire and Apocalypse World, and “6 XP per level” obviously fits Hexagram stylistically, and allows me to present XP similarly to any trait.

However, stylish elegance is not enough; the system needs to work structurally as well. The major thing that I like about the more granular D&D method (with thousands of XP required per level) is that XP can be awarded impartially (by treasure value or monster hit dice) and small XP rewards can still provide a sense of progress even if major objectives are not accomplished. So, is that possible with a more compressed XP scale? I think it probably is, assuming that rewards remain objective and are awarded communally (XP acquired per session is totalled and then divided among surviving PCs).

It should be easy enough to translate back to the 1000 XP per level system that was outlined previously. Multiplying all rewards by 100 would work, though it would result it slightly slower progression. The previous treasure hunter reward paradigm can also be done using this system: spend 166 (round up to 200) GP to gain 1 experience point.

Let’s look again at this particular campaign idea to see how rewards might function.

SORCERER PATROL REWARDS

  • Neutralize a wicked sorcerer: 5 XP per sorcerer level
  • Recruit a sorcerer: 10 XP per sorcerer level
  • Recover of an item of power: 1 XP per item level
  • Destroy dangerous item causing chaos pollution: 1 XP per item level
  • Discover the seclusium of renegade sorcerer: 1 XP per sorcerer level
  • Destroy a beast of chaos: 1 XP per hit die
This list of rewards is rough, incomplete, and probably needs some numerical adjustment; I just want to get the basic ideas down. More suggestions for reward-worthy “sorcerer patrol” tasks are welcome.

(Item levels range from, you guessed it, 1 to 6, and will be covered in a future post.)

SORCERER PATROL BACKGROUNDS
  1. A natural, you were trained by an academy cell and feel indebted.
  2. You began as a “special skills” operator for an academy cell. You slowly pieced together the nature of your employer and were forced to make a choice: be disappeared, or join fully. Do you welcome this new role, or rue the day you came across the wizard hunters?
  3. Though not a powerful sorcerer yourself (you may know a spell or two), you are fascinated beyond measure by all things arcane. What led to this obsession?
  4. An ex-soldier, you began as a mercenary employed by a cell and worked your way up to full membership. Why are you interested in this line of work as opposed to other mercenary jobs?
  5. Someone you care about needs an infusion of sorcerer blood to remain stable or healthy. Are they sick in some way, or perhaps a natural themselves?
  6. You craft items of power from the bones of sorcerers. How did you develop this skill?
  7. Just being around sorcerers is a high for you, never mind when they actually cast spells. You crave that experience over all others.
  8. Wizard suprematist. For now you work within the contraints of the academy, but one day you will write your own laws. What experience in your past shaped your confidence that the wielders of magic are destined for mastery?
  9. Sorcerophage. That’s right, you eat sorcerers; you like finding the wicked ones best, because few object to killing them. Why? Is it a religious thing? Do you get power from it? Do your superiors know?
  10. You believe that naturals corrupt the flow of magic power for everyone else and are a danger to trained wizards. They must be controlled or destroyed for the safety of all practitioners and mundanes. What formative experience cemented this point of view?

Black Sun Rising

The first volume of the Coldfire Trilogy, Black Sun Rising is a book which I originally read in high school. I was captivated by the cover art by Michael Whelan (I very clearly remember seeing the slightly beat up hardcover copy at the local public library and knowing that I just had to read it). Rereading, I see that BSR has had a far larger impact on my gaming taste than I had previously thought.

The plot is not the strongest and the characterization is only okay, but where this novel shines is the setting, which seems almost tailored for a D&D type game, and in a way that does not seem contrived. Just for one example, in traditional mythology vampires fear running water. That just falls naturally out of the setting, along with many other such features. If you don’t like overly systematized fantasy, the Coldfire Trilogy might not be for you, but I would suggest that systematized settings are exactly what are needed for a fantasy game. But enough about generalizations; what makes the setting special?

The setting is hard science fantasy in the sense that the world is expected to conform to the laws of physics and is explicitly set in the far future; the characters are the descendants of Earth colonists on an alien planet. The “magic” is a property of the planet Erna which exudes an energy called “fae” naturally. The fae comes in several different variaties, the most common of which is called earth fae, which humans can “Work” in order to create magic-like effects. Additionally, there is tidal fae (protean, unpredictable, lunar, unworkable by humans), dark fae (which waxes in the absence of light), and solar fae (which is not explained in much detail but is associated with sunlight somehow). The earth fae is connected to geological dynamics, and flows strongest in fault lines between tectonic plates. Sorcerers that try to work the fae when an earthquake hits get their mind fried (and Erna is very geologically active, so this is a real and continuous danger). The fae has inspired a number of my recent chaos magic posts (the parallels between manipulating chaos and working the fae should be clear, though I would hope to present chaos more mythologically).

There are two main protagonists, Damien Vryce and Gerald Tarrant, who end up working together despite being polar opposites (the contrast is obviously supposed to be the primary thematic tension of the series; the idealism of Damien the priest and the ruthless pragmatism of Tarrant the sorcerer). Damien is probably the most cleric-like character in any fiction I have read (perhaps to an even greater degree than characters in TSR setting fiction, surprisingly). He’s a tough priest that belongs to an order of church demon hunters that believes in working the fae despite the fact that church doctrine opposes sorcery. Damien partly inspired my recent church sorcerers post.

The fae is not just power though; is is psychologically reactive. The fae gives flesh to the things that people fear, and such faeborn creatures feed on human emotions. Thus, the planet Erna creates the monsters of human myth. Such monsters are most powerful at night, and are mostly unable to threaten people during the day. They are also weakened by deep or flowing water (alluded to above) as that acts as a buffer around the earth fae. Friedman describes how fae-wraiths cluster around the walls of small settlements at night, trying to get in but being repelled by wards designed to keep them out. It’s perfect for D&D, and something that I have been using for as long as I can remember myself, though I may have originally gotten the inspiration from reading this series way back when.

Despite the rationalization and explanation of the magic system, the actual effects which characters generate with the fae are mostly rather subtle. There are few fireballs or magic missiles being hurled around (though Tarrant does engage in some rather dramatic coldfire displays in some parts; he is somewhat special though, for reasons that I don’t want to discuss here lest I spoil the plot). Instead, most fae workings are concerned with information, and are essentially “Seeing” the fae (being able to get information is also controlled by the direction of the flow; if someone is “upstream” from you, more information is available). There are also Healings, Wardings, Banishings, and many other kinds of working. Additionally, some people, called adepts, are born with fae-sight. Essentially, natural born sorcerers, whereas most people must learn how to see and manipulate the fae in a more academic manner (a virtually perfect mapping to the wizard/sorcerer dichotomy in D&D).

I feel like I could go on and on about how many of the setting elements harmonize so perfectly with the assumptions of D&D. The monotheist-style church trying to bring law through faith to the chaotic wilderness, struggling against fae-born godlings which also have their own “pagan” worshippers. But the power of the planetary fae gives these things real corporeal power. It ends up feeling a bit like a less solipsistic version of the World of Darkness Mage setting, where the nature of reality is determined by what people believe. Complicated technology (like guns) are less reliable because people do not completely understand the mechanism and fear that it will not work (and this fear is made into real danger by the fae). Once the original colonists had landed on Erna, they were stranded because their own psychology prevented their advanced technology from working reliably. It’s such a wonderful justification for a world full of adventure and danger.

The God That Crawls

The God That Crawls LotFP module

The short review: based on a read-through, this is one of my favorite Lamentations adventure efforts, probably right below Tower of the Stargazer (my favorite) and Death Frost Doom (my second favorite). I was hoping for a “weird” take on a more traditional fantasy dungeon adventure (with factions and tent pole potential), and that is definitely not what this module is. However, it is a very ambitious attempt at tacking something else that I am very interested in: making exploration time (as a cost) the centerpiece of a scenario. The layout and physical appearance is among the best that LotFP has produced to date. I love the slight fade to gray around the edges, which makes every page almost seem to glow. The standard LotFP digest size also makes the PDF convenient to read on a tablet. The art is, however, not up to the standards of releases like Carcosa or The Monolith From Beyond Space and Time (though it is by no means bad). For the long review, with spoilers, continue beyond the period tower.

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The setting and atmosphere are historical, but in a way that should be easy to incorporate into many fantasy settings. A saint has been corrupted in the past and transformed into a terrible monster. However, the village populace still believes that the creature is somehow holy and seeks to protect it and hide it from outsiders. It’s also part of a higher-up church conspiracy (or at least some church superiors know about the cult and seek to keep it secret if for no other reason than to protect the reputation of the church).

I really like the main adventure hook. Though it likely traps the PCs in a bad situation, it is entirely opt-in. That is, players are going to be drawn in by their own curiosity (rather than railroaded into the adventure), and there are many possible approaches. Minimal investigation could easily reveal warning signs that all is not right, but I suspect most players will not question the hook. This could be an issue in a campaign where players do not decide which leads to take, but it should be fine for either a one-shot or an extended sandbox game. This also means that if players are smart and come at the adventure from an odd angle, or wait until they are powerful enough to challenge the god directly, they should not be penalized.

Also, questioning adventure hooks is a matter of player skill, in my mind — players should always worry about being used as tools by NPCs for unwholesome ends. It is also possible, through skillful dungeon play, to come out ahead in the end, though I would consider the scenario as a whole to be difficult and potentially punishing. There’s nothing wrong with that for players that are up for a challenge though.

The map itself looks like it might be one of the few labyrinth style dungeons (maze of twisty little passages) that I think might be fun to play through literally and diegetically, mostly because there are so many interesting (if a bit arbitrary, sometimes) tricks scattered around for players to interact with. There is enough variance to keep the areas from feeling too similar (and much of that variance is not merely cosmetic; it also contains real clues). The decision to use one powerful monster as the tool of time pressure rather than an arbitrary number of wandering monsters is interesting and thematically sound (horror stories are much more likely to have one horrible creature stalking the protagonists and getting closer and closer, rather than patrols of orcs or whatever). The time spent reaping the potential module rewards (which are real) directly increases the chances of encountering the god — which is old school dungeoneering reduced to its essence.

LotFP modules are sometimes criticized for only having “screw you” magic items. There are certainly a few problematic items in TGTC, but there is also plenty of treasure that has no strings attached (as described above, explicit risk versus reward is the major design principle of the dungeon). Further, the items with drawbacks are interesting and seem like they might lead to some fun play without just punishing players for interacting with weird elements. I like the book and its new spells, though it would probably require several readings to really understand how to run it. The chariot has some silly player-dependent mechanics (including the painting of a player nose — but those are easy enough to ignore). There are also a few items that have interesting effects but perhaps lead to outcomes that are a bit to final for my taste (such as “I am the gate”) which I would either excise or tweak slightly.

One of the most valuable aspects of this module is that running it successfully seems like it would require a mastery of movement rates and encumbrance. That may sound tedious (or trivial) but stay with me here. The game part of the dungeon revolves around the trade-off between spending time (and making noise) breaking open sealed treasure caches. The time and noise made increases the probability of encountering the god, which is probably too difficult to fight, which means that PCs need to flee if they want to survive. If you can run this module successfully, you should be able to run chases and pursuit in any other dungeon context. Thus, The God That Crawls makes for great practice regarding an important referee skill that is not (in my experience) used as much as it should be.

Overall, this looks like an excellent module, both as a fully realized adventure locale and as a source of ideas to insert into other dungeons (especially the numerous tricks). I think it will require some effort to prepare and run successfully, but I bet that anyone running it will end up as a better referee for doing so.

Shaping Raw Chaos

Image derived from Wikipedia

Reality is a war between the ordering force of civilization and the pure chaos of the wild maelstrom. The farther from outposts of order, the more raw untamed power seethes just beneath the surface. Those that tap this dangerous and sanity bending power are sorcerers, and woe follows in their path.

To work their magic, sorcerers must have chaos to shape. The more chaotic the location, the more power is available. The most dangerous areas, such as deep in the underworld or perilous wilderness are the most chaotic. A wonder worker’s mortal mind cannot perceive chaos directly. It cannot be seen, tasted, or felt. Thus, the character can only speak of chaos in metaphors: trickles, flows, torrents, leaks. But this is not chaos. The way that can be named is not the way. The referee will keep track of quantitative details.

Shaping chaos is dangerous. Sorcerers can’t control exactly how much power they draw. Once tapped, the power must be used quickly lest it consume the sorcerer. Any worker of wonders that ends a turn holding chaos must make a saving throw versus magic. Upon the first and second such failure, they manifest a chaos leak, and the chaos decreases. If there is a third failure, they are consumed by the chaos. Unused chaos may by burned off assuming the sorcerer is not in a stressful situation.

Chaos may be contested. As an action, one sorcerer may attempt to steal chaos from another. The target makes a saving throw versus magic. Upon failure, the target takes one point of damage and loses a trickle of chaos. The aggressor gains that same amount.

As an action, wonder workers may attempt to siphon off power directly from chaotic creatures. The target must make a saving throw versus magic, and upon failure the creature takes 1 point of damage and the sorcerer gains access to some chaos. The referee will track how much, and this may vary by creature. The chaotic entity so targeted is now linked to the sorcerer, and is usually enraged by the theft. This link may manifest in a variety of ways, and can often be quite dangerous to the wonder worker (thus, many sorcerers attempt to destroy the sources of chaos that they feed upon in this way).

Sentient life energy, taken without consent, may be used in lieu of chaos. A sorcerer may target any intelligent creature within the range of a dagger throw; the target then makes a saving throw versus magic. Upon failure, the target takes 1d6 points of nonlethal damage, and the magic-user gains access to a trickle of chaos. In either case, the sign of sorcery will be upon the victim and the two will be connected. There may be other more violent and permanent methods to harness the power of sacrifice.

General considerations. Sorcerers may draw and cast in the same action. For all chaos manipulations (contesting, etc) the sorcerer must be within dagger throw range. An area has Nd6 points of ambient chaos available, where N is the dungeon level or distance in wilderness hexes from civilization. As alluded to above, those points will never be directly communicated to the player. Instead, the referee should use the following language:

  • Trickle: 1d6 points
  • Flow: 2d6 points
  • Torrent: 3d6+ points

A sorcerer may attempt to draw up to 1d6 points per round. They may cast immediately, or hold the power and attempt to build up more (save against chaos leak as specified above). A spell requires 1 point of chaos per spell level (thus, a traditional fireball would require 3 points of chaos). Spells cast with insufficient chaos fail and require a save versus magic to avoid a mishap (see bottom of that post for one possible table). Casting rules could be reliable or require a casting check. All such effect tables (leaks, mishaps, overloads) should regularly be refreshed. Consider replacing used entries between sessions to keep things interesting.

An “area” should be approximately defined beforehand by the referee, but follows no strict rules. A small cluster of rooms or a subzone could be appropriate area sizes. Think about how many rooms your players can explore in a single session and go from there. Certain areas of power may break any and all of these rules.

Mechanical transparency or mechanical opacity? In the transparent model, the referee tells the player, you harness a flow of chaos, 7 points, and then the player is responsible for tracking those points and can make decisions based on that quantitative knowledge. In the opaque model, the referee tells the player something like: you can sieze only a trickle of chaos. Does this mean 1 point or 3? The player doesn’t know. The referee needs to track the numbers, which might be a hassle, but all else being equal the danger and mystery of magic will be reinforced by uncertainty. The above model as outlined assumes the opaque model, but I expect that it would work in both modes.

This is necessarily a rough draft. It has seen no play testing. I’m certain that some of the numbers, probably the offensive drain abilities, will need to be adjusted, and that the writing could be clarified. Also, I think side effects from extra ritual considerations would add to the system, along with some other consequences for deriving chaos from sentient suffering within civilization. Some corruption tables might fit. The ranges might need modification as well, but how much more interesting is it to suck unstable chaos from an enemy (that might blow up in your face) rather than tossing yet another magic missile? (And you wonder why sorcerers build their towers far away from the prying eyes of villagers and other busybodies.)

Chaos Overload

Image derived from Wikipedia

Being a collection of messy sorcerer deaths. Use for particularly dire magical mishaps or upon magic-user death for interesting variation. Consider crossing off entries when used and replacing with new options (unless you think it would be interesting for another magic-user to dissolve into green slime or whatever).

  1. Acidic blood dissolves body
  2. Head explodes, gore sprayed 10′ radius
  3. Body falls apart at the joints, no bleeding
  4. Flesh dissolves into green slime
  5. Drawn and quartered by invisible forces
  6. Blood turns to deadly poison (1 dose/level)
  7. Bones vanish, body collapses like rag doll
  8. Body becomes portal to random dimension
  9. Spine/ribs gain malevolent sentience and tear themselves out (1 HD)
  10. Pillar of incandescent fire, all within 10′ save or take 1d6 heat damage
  11. Irreversibly transformed into brittle glass; shatters at slightest touch
  12. Internal organs swell 10 times in volume and burst from body
  13. Metamorphosis into a dead tree-like thing, filled by foot-long worms
  14. Spirit driven insane and forced from body; treat as hostile wraith
  15. Pulled down to hell by clawed arms; portal remains for 10 minutes
  16. Aging process accelerates such that an entire lifetime passes in seconds
  17. Transforms into ash from outside in and crumbles or blows away
  18. Body absorbed into shadow; attaches to companion as double-shadow
  19. Implodes to chaos opal: detonates when thrown (3d6 damage, 10′ radius)
  20. Confused hostile goblin emerges from caster, old body shed like skin

Chaos Leaks

Image derived from Wikipedia

Being a collection of side effects indicating that a magic-user is beginning to lose control of harnessed power. All chaos leaks last for 1 turn (10 minutes) and then slowly fade away.

  1. Loud discordant music fills the air
  2. Eyes glow like orange lanterns
  3. All nearby shadows begin to dance
  4. Steam rises from eyes turned white
  5. Whirlwinds from nowhere envelop the caster
  6. Gravity ceases to function within 10′
  7. Bloody tears pour from eyes in a torrent
  8. Heartbeat echoes audibly like a war drum
  9. Phosphorescent insectoid creatures seem to crawl just beneath skin
  10. Movement leaves a color trail which dissipates slowly
  11. Breathes out clouds of iridescent butterflies
  12. Loud but whispered mutterings attend every motion
  13. Strange astrolabe-like orbital halos accompanied by 360 degree vision
  14. Electricity plays between floor and ceiling around caster
  15. Every step causes tremors and shaking nearby
  16. Effects of gravity on all weapons within 10′ reverses
  17. Body (but not possessions or clothing) becomes invisible
  18. High pitched squeal from ruptured reality shatters all fragile objects
  19. Footprints grow multihued flowers and glittery plants (even in stone)
  20. Skin becomes glassy and translucent, rainbow blood pulsing beneath

Church Sorcerers

Cleric magic and wizard magic are often considered to be inherently different, with cleric magic flowing from gods and wizard magic flowing from something else. Third Edition formalized this by creating the categories “divine” and “arcane” for spells. Fourth Edition added the concept of power sources explicitly, including several other categories like “primal” for druids and “psionic” for mind powers. The differentiation was present before in the “spheres” of Second Edition and spell lists of First Edition too, but the metaphysics was ambiguous. The OD&D text hints in several ways that maybe the two kinds of magic are not actually so different.

What if there was no difference between cleric and wizard magic, and clerics were just church-sanctioned sorcerers? There would be no question about whether church-wizards were conversing directly with gods or causing miracles. In a way, it would be like governments controlling access to weapons, with the added wrinkle of “purity” systems that come with religion. The restricted spell list would make sense, because those would be the spells known and taught by church authorities. Perhaps they are only taught by certain sects, and are subject to schisms within the church proper. Such conflict could be grist for an entire campaign. Clerics less oriented to the holy warrior archetype could use the magic-user class mechanically, but with the cleric spell list.

This probably demands some sort of colors of magic system as well, to prevent the blandness of a magic-user without principles just accumulating and casting all the spells. A while back I wrote this thing about magical affinity, which is one way of doing it if you want to penalize stepping outside the archetype without totally forbidding it. Alternatively, you could also just handwave the restriction and assume that black wizards can’t cast white magic and vice versa (or maybe white wizards can be tempted to the dark side, but the transition is irreversible or very difficult to reverse).

Level as saving throw

A Close Call (from Wikipedia)

So if the saving throw is really just a shorthand for level, a reward for extensive successful play, why do we need another number at all? Maybe Swords & Wizardry doesn’t go far enough with its single saving throw. Why can’t we just use the level directly? As frequently noted, I really like saving throws (see here, here, and here). Seriously, why am I writing this? The save system is maybe the least perverse part of the traditional game. Anyways, I have these ideas in my head, so here I go.

There are a few problems with using level directly. For one thing, saving throws shouldn’t be too hard at first level or too easy at high levels. In the original game, a fighter has to roll 12 or higher at first level to successfully save versus death. A beginning magic-user has to roll 15 or higher to save versus spells. The endgame saving throw target numbers range from 3 to 8, depending on category and class. They cluster around 5. These probabilities should be our guidelines.

In discussion on G+, Lance T. pointed out that Searchers of the Unknown does something very similar:

Saving throws: when such a roll is needed for any reason, roll 1d20 under the character’s level, +4. So 7th level adventurer must roll under 11 to escape a magical charm from a harpy. This “level+4” rules apply to every other action which aren’t covered by the “stealth & stunts” rule, but fits the common adventurers knowledge like searching for secrets doors or picking locks.

That’s good, but the magic constant of 4 is aesthetically unappealing. Also, as written, at high levels the saving throw becomes either 100% or 95% (if 20 is always a failure). I think more risk should remain at high levels. Like many D&D rules, it breaks down somewhat at high levels. It would be nice to avoid that.

Claytonian JP suggested how bout just a d20, roll under level plus ability mod? Lethal, but dramatic. That’s relatively pleasing. Maybe factoring in class too, so it would be under level + class and/or ability bonus (assuming something like the B/X ability score modifiers). The class modifier could be get a +2 bonus to the if it made sense (magic-users versus spells, thieves versus traps, fighters versus dragon breath, etc); similarly for ability scores. This means that in the most favorable case, with class factoring in and a maximum relevant ability score, the chance of success at first level is 6 or less, which is 30% (and most saves will have the insane difficulty of 5% at first level). Given the guidelines given above, this is probably too hard at first level, and also unbounded at high levels (and thus too easy). So that doesn’t quite satisfy the requirements for a good saving throw system.

Paolo suggested limiting the level bonus to the hit dice total, which is nice and elegant, especially for a system that caps hit dice at or around name level. It also made me think of how I have hit dice and traits set up in Hexagram. Hit dice total, like pretty much everything in Hexagram, is limited to 6, and characters get one every level for the first six levels. So that could be the beginning of the save bonus, and each path (battle, guile, wonder) also has a pseudo-defensive trait that could be applied to appropriate saves. This is starting to stray from the clean idea using the level number directly though.

4E (and 3E, I think) use “half-level” bonuses for some things, but I think that’s ugly. If we’re going to replace the saving throw subsystem with something more streamlined, I want it to be really elegant. This is similar to something I hacked into my previous Fourth Edition game (see the luck throw), but that was designed to explicitly fit with other 4E assumptions (like the level range of 1 to 30).

What about d20 + level, 16+ = success and 5- = failure? That’s simple enough to remember, is symmetrical, and handles low and high levels well. Ranges from 30% success at first level (since there is a +1 from being first level) to 25% failure at level 10 (after which saves wouldn’t functionally improve anymore, though you never need to track anything other than the level). That’s kind of what Paolo suggested, but is independent of hit dice (which is nice, as level and hit dice are not always so correlated; consider the all d6 progression of OD&D that uses +1 bonuses at some levels).

Here are some examples of how this system might work. Roll an 8 at level 3, total is 11, which is less than 16, so failure. Roll a 10 at level 6, total is 16, which is a success. Roll a 3 at any level, that’s a failure because it’s 5 or less. Roll an 18 at any level, that’s a success because it’s more than 15. I think this satisfies all my original contraints, though you have to remember the slightly odd failure and success ranges.

So… what do you think of replacing saving throws with an explicit level check? Too far off the deep end?

Hexagram Ability Scores

Image from Wikipedia

Following my recent general discussion about ability scores and their role in tabletop RPGs, here are the actual Hexagram rules. Let me know if I have left out anything important that you think belongs in a section about ability scores.


Ability scores help define characters by quantifying strengths and weaknesses. They affect the game directly in two ways. Each ability score provides a small bonus or penalty. For example, an exceptional dexterity (greater than 12) grants a bonus of +1 to missile weapon attacks (or -1 for a score below 8). Additionally, the referee may call for ability checks to resolve some situations. To succeed at an ability check, you must roll less than or equal to the score in question on a d20.

Ability checks may be used to impartially resolve outcomes that are not covered by other, more specific rules. Ability checks are also used to determine how long something takes under trying conditions even if it is assumed that the action will be ultimately successful. In rare cases, bonuses or penalties may be levied on the check due to situation. Because of the large variance of the d20 roll, treating abilities as five points lower or higher when adjusting difficulty is suggested, but the unmodified score should be applicable for most situations where an ability check is useful.

Character path need not be determined by ability scores. For example, it may seem like a character with an average or low dexterity is unsuited for the path of guile. However, a character that focuses on using antediluvian technology may be better served by a high intelligence! A warrior who aspires to lead soldiers rather than stand on the front line with sword and shield may be better served by a high charisma!

Further, ability scores do not have enough mechanical weight within the Hexagram system to determine success. They should more correctly be looked upon as a tool to tell you something about your character as an individual, with minor system effects to keep the abilities salient without being overwhelming. Your wits and creativity as a player are far more important than your character’s ability scores. Feel free to try counterintuitive ability score / path combinations; such may lead to idiosyncratic and memorable characters.

Ability Scores
Ability Modifies
Strength melee weapon damage
Dexterity ranged attacks
Constitution hit points per hit die
Intelligence using antediluvian technology
Wisdom saving throw versus magic
Charisma social reaction

All modifiers are a penalty of 1 if the score is less than 8 or a bonus of 1 if the score is more than 12.

Strength is physical power. It allows you to hit harder and so modifies melee damage rolls. Potential strength checks include:

  • Shifting a heavy statue
  • Forcing your way out of a grab
  • Winning a tug-of-war 

Dexterity is agility, quickness, and reflexes. It helps with aim and so modifies ranged attacks. Potential dexterity checks include:

  • Catching a falling vase
  • Remaining standing on ice
  • Slipping out of a grab or restraint

Constitution is endurance, stamina, and toughness. It modifies hit points per hit die. Potential constitution checks include:

  • Resisting the effects of a toxic swamp
  • Holding breath
  • Recovering from an affliction

Intelligence is reason, cognition, and analytical skill. A strong intellect helps with manipulating ancient technology. Potential intelligence checks include:

  • Recognizing an ancient script
  • Identifying the basic purpose of an antediluvian machine
  • Repairing a simple mundane machine

Wisdom is intuition, willpower, and magical acuity, and thus modifies the magic saving throw. Possible wisdom checks include:

  • Throwing off a minor curse
  • Engaging in psychic combat given a psychic link
  • Noting the presence of hedge magic

Charisma is leadership and force of personality. A high charisma inspires devotion and trust, and thus modifies the social reaction roll. Possible charisma checks include:

  • Having a lie believed
  • Staring down a thug
  • Calming a panicked prisoner

VARIATIONS ON ABILITY CHECKS

Time-based tasks may require more than one successful ability check to complete. For example, pushing a heavy box through a door while under attack by enemy archers. The longer it takes, the more shots the archers will be able to get off. Some such tasks may allow multiple characters to contribute, at the cost of being unable to take other actions at the same time (such as return fire).

Ability checks may be opposed. For example, to resolve arm-wrestling, two characters might each make a strength check and compare the degree of success (that is, the number by which the check was made or failed by). Best of three is recommended to resolve such head-to-head conflicts.

It’s not always necessary, however, to determine everything by checks, especially if nothing interesting is at stake. The above arm-wrestling example could just as easily be resolved by comparing strength scores directly.

THE SAVING THROW RULE

Ability checks are never used to resolve a potentially fatal situation. Instead, saving throws are used in such cases. It is important to use saving throws because they improve with level and thus reward extensive play. Several of the example ability checks above may seem like they are resolving life or death situations (like the holding of breath), but what they are really doing is postponing the necessity of a saving throw. Ability checks will often buy time, one of the most valuable resources to adventurers.

THE PERCEPTION RULE

Ability checks are never used for gathering situational information. All obvious features are communicated directly by the referee. Locating hidden features, however, requires further explicit character action. For example, if there is a room with a map concealed beneath a rug, the referee will only describe the rug. If characters do not look under the rug, they will not find the map. Players may also opt to perform an abstract search, at the cost of spending time (this often has potentially deleterious consequences, such as encountering enemy patrols, and so is wise to avoid when possible). See “searching” in the adventuring procedures section, and note that characters on the path of guile gain bonuses to such abstract searching (though time must still be spent).