Hexagram Introduction Draft

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

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


Hexagram: A Fantasy Roleplaying Miscellany

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

This is what hexagram is about:

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

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

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

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

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

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

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

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

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

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

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


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

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

Lead Character Charisma

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

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

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

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

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

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

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

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

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

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

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

Another Approach to Races

An elf? Image by Sidney Sime

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

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

A dwarf? Image by Arthur Rakham

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

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

Turning Variations

Excerpt from Men & Magic page 22

To the right you can see an excerpt from the original turn undead system from OD&D. This basic idea has filtered down through all TSR editions, though it was finally replaced by the bland damage mechanic of Third Edition. The way this table works is really nice mechanically. As the cleric gets more powerful, more types of undead can be automatically turned or destroyed, but a random roll is still require to see if the more powerful undead are affected. As elegant as the results are, it still requires a table. Maybe we can approximate the table with a simple rule? It’s been done before, but here are some other approaches.

The original system works by having auto-turn (and auto-destroy) values based on cleric level, and then adding a bonus of 1 to 3 from a random roll. The percentages behind that random roll are:

  • 2d6, 7+ = 58.22%
  • 2d6, 9+ = 27.78%
  • 2d6, 11+ = 8.33%
So, considering the max HD of the affected target, rolling 7+ gives you one extra HD, rolling 9+ gives you two extra HD, and rolling 11+ gives you three more HD (corresponding to skeleton, zombie, and ghoul on the first level of the turning table). Yes, the HD equivalent is not perfect, but these monsters also have some special abilities and immunities, so the equivalency is good enough for government work. Quantifying undead by HD is pretty much what all the clones do, also.
The traditional turing table works out to this:
  • Max HD of undead turned = (level – 1) + bonus
  • Max HD of enemy destroyed or banished = (level – 3) + bonus
There are several different ways to calculate the bonus. The most obvious and traditional method would be to use 2d6 as described above and remember that 7, 9, and 11 are the magic numbers (corresponding to +1, +2, and +3). One could also translate the equivalent percentages into d20 terms, as Swords & Wizardry and Second Edition did. The idea I’m considering is making it a single d6 roll such that:

  • 4 grants +1 HD
  • 5 grants +2 HD
  • 6 grants +3 HD

This dovetails nicely with some other mechanics that I am considering, but it does still require remembering 3 arbitrary numbers.

The level – 1 is also a bit inelegant (and an extra, if simple, math step in the common case). What if we allowed anyone (non-chaotic) to attempt turning undead, assuming they had a cross? That would be “zero level” turning, whereas classed characters would add their turning level to the roll. It would fit the literature (after all, characters other than Van Helsing can use holy symbols in Dracula, if I recall correctly). I’m not sure if that steps on the clerics toes too much or not. Given my general approach to thief abilities (anyone can try, thieves are just better), it seems reasonable. It would mean that “first level” turning ability would start at the Adept level. Just an idea. Or maybe (level – 1) is not that bad.
Also, the number of hit dice affected can just be Nd6 where N is the cleric level. I think that probably works better than any other way of counting how many undead are affected. In fact, if we wanted to go really simple, and still preserve the basic idea, we could replace the whole system with rolling for the number of HD affected, but also assume that the max HD of any creature turned is N + 2, and that undead of N – 3 HD are destroyed outright. That would mean a character with first level turning ability would be able to turn away 1d6 HD worth of undead, of up to 3 HD each. This could still easily lead to failures at first level even though you always successfully turn at least 1 HD. For example, you could roll a 1 or 2 against a group of multiple single-HD undead.

Assuming you wanted to get rid of the lookup table, which approach would you prefer? Or do you have an even better idea? Or am I a heretic for considering doing away with the table?

It’s notable that most of the clones have decreased the power of turn undead, requiring clerics to roll for weak undead, even as level increases (though with lower target numbers). For comparison, here are excerpts from the Swords & Wizardry WhiteBox and Labyrinth Lord turning tables, which don’t give any automatic results until 4th level:
Labyrinth Lord page 9

Swords & Wizardry WhiteBox page 34

Peter Cushing’s Van Helsing (Grognardia)

Weapons & parrying draft

Dacian Draco weapons from Wikipedia

Dacian Draco weapons from Wikipedia

This is for a more complete alternate system that is in progress, but should also work with traditional D&D, clones, and simulacra. I know some people don’t like any kind of “roll for defense” mechanics, but these weapon abilities should still work minus the parry (which only comes up occasionally in any case). I’m still not totally sold on the parry mechanic myself; I believe it needs more play testing (but I am optimistic).

WEAPONS

All weapons do 1d6 damage. Some weapons have additional benefits, as described below. The anti-plate weapons should obviate the need for a weapon versus AC table.

Melee Weapons

  • Spear: can be thrown, hold at bay, attack from second rank
  • War hammer, military pick, mace: +2 against plate
  • Dagger: can be thrown up to 50’, concealable, auto-hit grapple
  • Axe: re-roll damage of 1, may attack shields directly (and destroy them)
  • Sword: draw and use in same round, allows one riposte
  • Two-handed sword: 2DTH
  • Javelin, can be used as a melee weapon, longer range than dagger or spear
  • Pole arm: hold at bay, 2DTH, -2 when not attacking from the second rank
  • Quarterstaff: one free parry vs. melee weapons
  • Lance: 2d6 damage when mounted and charging

Missile Weapons

  • Bow: one shot per round, better range than anything thrown
  • Crossbow: +2 vs plate, one round to reload
  • Sling: light, cheap ammo

DEFINITIONS

  • 2DTH: roll two dice and take the highest for damage.
  • Riposte: if an enemy misses you with a melee strike and rolls 5 or less on the attack roll, you get a free counterattack.
  • Parry: make a saving throw versus paralyzation to deflect an attack that hits.
  • Hold at bay: attacker must make a save to attack you, upon failure you get a free counterattack.
Or, in more detail:

PARRY

Rather than make an attack, characters may choose to focus on defense. This is called “parrying” but should not be thought of as a single block or deflection (any more than a sword attack is a single cut or thrust). Any character may parry, but must be wielding a weapon or holding a shield in order to do so. Parrying allows you to make one saving throw versus paralyzation to avoid what would otherwise be a successful melee attack. Characters trained in unarmed combat may elect to parry even if not using a weapon or shield. Using a shield also grants you one free parry per turn (this may be used any time before the beginning of your next turn), and unlike standard parrying, shields may also be used to parry missile attacks. Quarterstaffs also allow one melee parry per round in addition to an attack (though note that a quarterstaff requires two hands to wield). No more than one parry may be attempted per turn.

HOLD AT BAY

Usable in place of a standard attack, must target one enemy, no attack roll, usable with spears, tridents, and similar weapons. If enemy attacks the spear wielder, enemy must save versus paralyzation or fail in the attack and be subject to a free attack from the spear wielder. Creatures bigger than large size require multiple spear wielders to be kept at bay.


Thanks to the people on G+ who contributed to the discussion that led to these rules, first here back in May and then here yesterday. Also see The Dragon’s Flagon regarding a similar (but slightly more complex) system for holding enemies at bay with pole arms. The flail is intentionally omitted, though if I did include it I would have it bypass shields and have a bonus to disarm.

Willpower in Traveller

Advancement as happens in most other RPGs is very limited in classic Traveller. Improving abilities and skills happens during downtime in much the same way as during character creation: in blocks of 4 years. From Book 2, pages 42 and 43:

Limited personal development and experience is possible in the sense of increasing abilities and skills. Such potential for increases is possible in four specific areas, only one of which may be attempted at one time: education, weapon expertise, other skills, and physical fitness.

In each field, the character selects a four-year program of self-improvement, dedicating his or her endeavors in something like obsession, with the general goal of self-improvement. Because individuals do not always have the will to continue with such a program, there is the chance that the program will be planned, but never actually carried out. After the general field has been chosen, the character must make a dedication die roll.

A low intelligence actually aids characters seeking physical fitness improvement:

Physical Fitness: Because many individuals find a regimen of physical conditioning unrewarding intellectually, a dedication throw of 8+ is required (DMs of +2 if intelligence is 8-, and 4 if intelligence is 5-). If the throw is achieved, the character increases his three physical characteristics (strength, endurance, and dexterity) each by 1.

8+ is a 41.67 percent chance of success. I find this particularly amusing given my recently mentioned desire to start a fitness blog. (For the Traveller-uninitiated, DM stands for dice modifier.)

OD&D loyalty & morale

In OD&D, when a retainer is hired, the referee secretly rolls 3d6 (adjusting for employer charisma) for the loyalty of that specific retainer, and records the result (this is in Men & Magic, page 13). Morale bonuses are then derived from this loyalty score, as follows:

Effects of Loyalty on Morale (OD&D)
Loyalty Morale
3 or less
Will desert at first opportunity
4-6
-2 on morale dice
7-8
-1 on morale dice
9-12
Average morale dice
13-14
+1 on morale dice
15-18
+2 on morale dice
19 and above
Need never check morale

This mechanic is, in terms of D&D at least, unique to the 3 LBBs as far as I know. Holmes does not seem to include rules for loyalty or morale, though the paragraph on charisma notes that it should affect retainers (just not how). Moldvay breaks this indirect relationship and just derives retainer morale directly from employer charisma.

What advantage might be gained by doing it the OD&D way? Well, being a 3d6 score gives loyalty a nice bell curve distribution. Most retainers are going to have average loyalty most of the time (adjusted for charisma, of course), but all retainers are going to have poor loyalty every once in a while. This doesn’t guarantee that they will seek other work, but it does affect the morale checks that happen until the next loyalty check. Speaking of which, when should loyalty be re-rolled?

Periodic re-checks of loyalty should be made. Length of service, rewards, etc. will bring additional plusses. Poor treatment will bring minuses.

Per adventure seems like a good starting point, but per session might be a bit too frequent. For the kind of game that I am running right now (G+ hangout, 3 hours per session, explore whatever you like), a re-roll per significant event might be more reasonable. Or maybe I’ll just leave the loyalty score as a constant once it is rolled, a sort of reliability and trustworthiness measure for the retainer in question. The actual morale system is also not clearly defined in the 3 LBBs. They suggest either using the negotiation reaction table on page 12 or the morale rules from Chainmail.

The rules in Chainmail don’t look very well suited for use with retainers. For one thing, they are based on the type of unit (heavy horse having the best morale and peasants having the worst). Also, morale checks are triggered by percentages of casualties taken. The 2d6 reaction/negotiation table from Men & Magic looks much more usable (something like: 3-5, flees/refuses; 6-8 follows orders; 9-12 obeys enthusiastically).

To compare, in Moldvay Basic retainer morale is derived directly from the employers charisma score. This would work out to be 7 + charisma modifier (which has a nice elegance to it, given that the expected value of 2d6 is 7), but this nice symmetry is ruined by the fact that the Moldvay charisma modifier only goes up to 2 in either direction! I never noticed that before.

Morale of Retainers (Moldvay)
Charisma Morale of Retainers
3
4
4-5
5
6-8
6
9-12
7
13-15
8
16-17
9
18
10

 

According to Moldvay, retainers only need to check morale between adventures “unless the danger is greater than might reasonably be expected” (page B27). The check is done with 2d6, just like monster morale, against the number from that table above, though modified for good or bad treatment. In this system, all retainers have the same inherent loyalty for any given employer.

I’m leaning towards using a system based only on material in Men & Magic. That would be the 3d6 loyalty score as described above, along with a negotiation roll using the morale bonus for situations that require a morale check. I kind of like the individualization the loyalty score gives to NPCs.

Dying Earth Spells for D&D

Image from Wikipedia

TLDR: download spell PDF here: Dying Earth Spells for D&D.


John left a comment on my recent post about magic-users drawing my attention to a document he put together: Dying Earth Spells for D&D (original Scribd link). This is perhaps the best collection of spells I have seen. Here are some of the spells: The Howling Rune, The Manifold Effigies of BeingThe Spell of Celeritous Relocalisation. There were enough entries that I assumed the document was just a list of spell names.

This free document contains 30 fantastically named spells per level (up to 6th, which God intended to be the highest level of magic-user spells). That is 180 spells, and every single one has a brief description.

Here’s one example:

Evard’s Frictionless Field
R: 1″D: 3 rounds + 1/levelAoE: 1″ squareSave: Special
Save vs. spell or slip and fall. If cast on item then save or drop immediately.

Even better, it is organized by level, not alphabet.

Thank you John for creating such a fantastic resource.

Blogging

My first post on this blog was published August 21, 2011. So tomorrow is my first blogging anniversary. The first post was about a campaign called Blackwater Falls, which was one of the most successful games I have played in. That first effort has been followed by more than 300 others, and this blog has accumulated over 69k views; moderate success by the standards of our community, I think, but certainly way more than I expected! I had no intent when I began to produce anything so regular, and avoided the idea of a posting schedule intentionally, to keep fun high and pressure low. My only stricture was to try not to post more than once a day, to keep from flooding any potential readers and burning out my own enthusiasm (I have broken this rule once or twice, but only for minor things like links to other resources).

Sometimes I wonder about the effort involved. Blogging is not hard, especially compared to more systematic writing, but it does require an investment of time to get ideas into a form that can be consumed by others. However, I have found that this is a good way to figure out what I actually think about something. My first post drafts, which were never actually published, focused on the design of Fourth Edition, as that was what pulled me back into the hobby after a 10 year hiatus. Well, the edition itself didn’t pull be back in, it was more that 4E was the game my coworkers were playing. So my earliest posts were focused on explaining the ideas of class balance, roles, and power sources to myself.

As noted, those posts never actually got published, as I quickly realized that 4E catered primarily to aspects of the game that I wasn’t really interested in, despite having some innovative ideas (I still think, for example, that forced movement is something which could profitably be introduced to traditional D&D, without recourse to the grid or miniatures). By reading some blogs that focused on 4E, I discovered that other communities online existed dedicated to earlier styles of gaming, and slowly came to the realization that the OSR seemed to be more in line with my own priorities. As it turned out, many of the gaming practices that worked best for me back in my days of 2E gaming were cases of independently discovering things that the original game was designed around, but that were gradually sidelined or eliminated in later editions (and hence largely concealed from me during the 90s).

Despite that, I ran a hacked version of Fourth Edition D&D for something like 9 months, because the player interface was familiar to the people I was gaming with. It was fun. It gave me real experience regarding what “new school” D&D is good at, and what it is bad at. I’m glad, though, to be running and playing rule systems that are closer to my ideal now.

Engaging with the OSR and general gaming community via reading other blogs and writing this blog has been a very effective way of learning about gaming, and I often think I should apply the same strategy to some of my other hobbies. Specifically, I am pretty serious about weight lifting and fitness, and I think that fits the community reinforcement patterns present in blogging very well. I’ve been planning on starting up a fitness blog for a while, but have been hung up on picking a name (something that is always hard for me). I don’t just want to use a nonsense word like I did for this blog! (The story behind this blog’s name is that untimately is how I always mistype ultimately.) I’m also fascinated by economic history. Also blog material? How many blogs can one profitably have? That quote about serving multiple masters (Matthew 6:24) from the Bible comes to mind.

Blogging is also somewhat addictive. As fellow blogger Erik from the excellent blog/setting Wampus Country noted, the addiction of blogging comes from the continuous minor rewards of comment feedback. Should I be ashamed to admit that often the first thing I do in the morning when I wake up is to check my email to see if there have been any blog comments overnight? Intellectually, I know that comment volume is not a good quality metric. The kinds of posts that provoke the most comments are quite obviously not the best posts, looked at with any kind of objectivity. But that knowledge does not make the reward structure of our minds work differently. It’s the same thing that is behind slot machines and treasure drops in Diablo and World of Warcraft. Worth keeping in mind, I think.

If I had a single piece of advice for other bloggers, it would be to use writing about specific things as a way to get at a general idea. This is not based on a sense that what I am doing is the right way to do it, but rather on what I like to read on other blogs. For example, the Dwimmermount actual play reports on Grognardia are so good because they are not really actual play reports (which, let’s face it, are almost universally boring to read and are only useful as a record of happenings). Instead, they are investigations into how the elements of old school roleplaying work, with a mix of theory and examples taken from the session. Go back and read them some time, especially in chronological order, to see what I mean. Good literary criticism uses reading a novel as a vehicle to say something independently interesting. Similarly with any kind of discourse. I don’t always live up to this ideal, but I try.

So what do I see as the future of this blog? Well, I’m not sure. I keep thinking I should scale back my posts to a few per week rather than approximately daily, but then I worry that if I stop for a few days I may just never return. I would also like to occasionally delve into other games more deeply, especially Call of Cthulhu and early Warhammer Fantasy Roleplay, but I think I need to actually play them before I can do that. So I will probably keep on doing more or less what I have been doing. As my Vaults of Pahvelorn game continues, I would also like to start releasing some of my materials from that, along with continued musings on OD&D.

In addition, I have several other larger gaming-related projects that I am working on. I don’t like to talk much about projects before there is really something there, but hopefully these will progress soon to a point where I can start to talk about them without feeling like I am discussing aspirations as opposed to actual things.

Types of Ability Check

There are two common ways to do ability checks. One is the old school “roll d20 less than or equal to” method that I will call “roll under” or RU in this post. In this method, rolling lower is better. The other is the new school “roll d20 add modifier and hit target number” method that I will call DC (for “difficulty class”) in this post. In the 3E DC method, higher is always better.

The two methods have math that is slightly different. Using the 3E DC method has a slight dampening effect, as all that matters is the modifier (for example, a score of 14 and 15 have the same modifier, and so characters with strength scores of both 14 and 15 have the exact same chances of succeeding on any strength check). It is worth noting beforehand that ability score modifiers are different in 3E than they are in traditional D&D. The Moldvay progression looks like this:

0 0 0 0 1 1 1 2 2 3

Whereas the 3E ability modifiers look like this (and extend linearly off into infinity):

0 0 1 1 2 2 3 3 4 4

Both RU and DC style checks can be used with either style of modifier progression. The table I have included below uses the Moldvay progression, but I don’t think the results are much changed if the linear 3E progression is substituted (you get an extra 5% tier on each end, because of the -4 and +4).

A flat RU check with no bonus or penalty is approximately equal to a DC 10 check. Modifying the difficulty of an RU check is usually done by rolling with a bonus or penalty. To compare the two methods, I have calculated percentages DC 5, 10, 15, and 20 3E checks and corresponding RU +5, +0, -5, and -10 checks. Thus, the columns should be compared pairwise:

  • Easy: RU +5, DC 5
  • Average: RU, DC 10
  • Moderate: RU -5, DC 15
  • Difficult: RU -10, DC 20
So, RU +5 and DC 5 are both “easy” ability checks. I used color in the headings to indicate which columns should be compared; hopefully it is clear. I have further colored the success chances in blocks of 25%. So, from 1% – 25% gets one color, 26% – 50% gets another color, etc.
Score Mod RU +5 DC 5 RU DC 10 RU -5 DC 15 RU -10 DC 20
3 -3 40% 65% 15% 40% 5% 15% 5% 5%
4 -2 45% 70% 20% 45% 5% 20% 5% 5%
5 -2 50% 70% 25% 45% 5% 20% 5% 5%
6 -1 55% 75% 30% 50% 5% 25% 5% 5%
7 -1 60% 75% 35% 50% 5% 25% 5% 5%
8 -1 65% 75% 40% 50% 10% 25% 5% 5%
9 70% 80% 45% 55% 15% 30% 5% 5%
10 75% 80% 50% 55% 20% 30% 5% 5%
11 80% 80% 55% 55% 25% 30% 5% 5%
12 85% 80% 60% 55% 30% 30% 5% 5%
13 +1 90% 85% 65% 60% 35% 35% 10% 10%
14 +1 95% 85% 70% 60% 40% 35% 15% 10%
15 +1 95% 85% 75% 60% 45% 35% 20% 10%
16 +2 95% 90% 80% 65% 50% 40% 25% 15%
17 +2 95% 90% 85% 65% 55% 40% 30% 15%
18 +3 95% 95% 90% 70% 60% 45% 35% 20%

This table should be read as follows:

  • RU +5 = add 5 to the score and then roll less than or equal to it on a d20
  • RU -10 = subtract 10 from the score, roll less than or equal to it on a d20
  • DC 15 = roll d20, add the modifier, and roll equal to or greater than

So what does this mean? The takeaway here is that DC checks have much less variance, and are thus less interesting in practice. They tend to be almost binary. That is, a DC 15 check is within the same 25% success bracket for all but the bottom 3 ability scores (that is what all that blue in the DC 15 column means). Compare to RU -5, which ranges from 5% to 60%, depending on character competency.

One last note. The Moldvay system assumes bounded ability scores, describing a population that observes the standard bell curve distribution (and races don’t modify ability scores). This says something about the nature of the characters so modeled, and I think this feeds into the general power curve analysis I did before.