Magic of Dungeons & Dragons

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Welcome back!

Hi all…

So after last week’s playtest, I decided to go back to the drawing board a bit to see how I could revamp the Moebius Adventures system mechanics to make them a) simpler and b) more consistent. I think I’ve hit upon a solution, but it seems to run counter-intuitive to how most other mechanics go (besides GURPS anyway).

BlueprintsTo make a long story short, part of the issues stemmed from having too many details and part came from a lack of clear explanation on my part. So I’ve stripped the system down to its core three statistics – Mind, Body, and Soul. Mind would wrap anything remotely mentally-challenging – so tasks like reading, arithmetic, arcane magic, and so on. Body is pretty self explanatory – but would enc0mpass strength, endurance, dexterity, and so on. And Soul represents wisdom, faith, life force, etc.

I need some help to see if I’m totally nuts or not. I spoke with a good friend of mine whose concern is that this system focuses on having a low number whereas most focus on having a higher one. I think this is an artificial difference, but that’s just me…

So rather than splitting those three into 12 different characteristics (plus the 4 for Random characteristics like Luck, Beauty, Wealth, and Family for a grand total of 16) I’ve boiled everything back to basics. At most, this means a skill would have one main characteristic. For example – Literacy would be Mind-based. Swordsmanship would be Body-based. Prayer would be Soul-based, and so on… (There are some skills like Healing, which the player would have to choose either Mind – for first-aid type healing using your brain – or Soul – for laying on hands kind of healing. Same for Writing, and several others.)

So a character would be very simply the core stats of Mind, Body, and Soul, some derivative/secondary stats like hit points, reality check, etc., and a list of skills – some from childhood, the rest from backgrounds.

(The design question is all the way at the end of this bloody long post, so my apologies. But I work through the basics, define some mechanics, provide an example, and THEN ask for input at the end. Please bear with me.)

So a fighter character that used 20 points to split among Mind, Body, and Soul might look something like this:

——————————————————————————————

Mind: 5
Body: 10
Soul: 5

HP 40
Skills:
Swords (Body): 3 ranks
Shield (Body): 2 ranks
Combat Sense (Mind): 2 ranks
Running (Body): 2 ranks
Horsemanship (Soul): 1 ranks

——————————————————————————————

A thief character might look like this:

——————————————————————————————

Mind: 6
Body: 8
Soul: 6

HP 32
Skills:
Swords (Body): 4 ranks
Acrobatics (Body): 3 ranks
Archery (Body): 2 ranks
Combat Sense (Mind): 3 ranks

——————————————————————————————

Pretty straightforward.

So let’s take the new mechanic for a spin…

To determine the base target for a skill, take the characteristic and add the # of ranks. You want to roll below that on 1d20 or 2d10. (1d20 is more “random” but 2d10 has a better bell curve for results.)

Everything revolves around the Quality of a roll.
If you roll under the target, you determine the Quality of Success (QoS) by taking the target # minus the the die roll.
If you roll over the target, you determine the Quality of Failure (QoF) by taking the die roll minus  the target #.
The GM can always modify the target # by other conditions. For example, snow would make tracking easier. Crossing a stream would make it more difficult.
If uncontested, a QoS of 1 or higher means success.

If contested, you compare the two Quality rolls and the highest QoS wins. For example…

  • For a Body (Strength) check, if character A has a QoS of 3 and character B has a QoF of 3, character A wins. But if character A has a QoS of 3 and character B has a QoS of 5, character B wins.
  • For a skill check, you may be comparing two different skills, but the principle still applies. If character A has Tracking (Mind) and a QoS of 4 and character B has Concealment (Mind) and a QoS of 6, character A is unable to find the tracks left behind by character B.
QoF comes more into play where Combat is concerned.

To resolve a combat action, take the offensive skill Quality and compare it to the defensive skill Quality. The difference determines the amount of damage done (up to the maximum of the weapon + any bonus for Body of 7 or better or penalty for Body of 3 or less).

Here’s a sample combat between the Fighter and Thief characters. The Fighter has a long sword, which does 8 points of damage as its potential maximum, but also gains +4 to damage for a Body of 10. The Thief has a short sword, which does 7 points of damage as its potential maximum, but he has a Body of 8, which gives him a +2 to damage as well.

———————————————————————————————-

Initiative:

  • Fighter – d20 (14) – target 7 – QoF = 7
  • Thief – d20 (17) – target 9 – QoF = 8
  • Fighter goes first w/lower QoF
Round 1
  • Fighter attacks with sword. Rolls 2 – target 13 – QoS = 11
  • Thief dodges with a roll. Rolls 4 – target 11 – QoS = 7
  • Fighter hits Thief for 4 points (QoS 11 – QoS 7 = difference of 4). Thief down to 28 HP.
  • Thief attacks with sword. Rolls 4 – target 12 – QoS = 8
  • Fighter parries with Shield. Rolls 20 – target 12 – QoF = 8 (rolled 1 or 2 is critical success/rolled 19 or 20 are critical failure – so the Fighter may have dropped his shield during this failed attempt)
  • Thief gets solid hit in. Difference between attack & defense is 16. Short sword does 9 max. Thief does 9 damage to Fighter. Fighter down to 31 HP.
Round 2
  • Fighter attacks with sword. Rolls 15 – target 13 – QoF = 2
  • Thief dodges with a cartwheel. Rolls 19 – target 11 – QoF = 8 (Critical Failure?)
  • Fighter misses.
  • Thief attacks with sword. Rolls 5 – target 12 – QoS = 7
  • Fighter parries with Shield. Rolls 5 – target 12 – QoS = 7
  • Fighter parries (tie goes to parrier).
Round 3
  • Fighter attacks with sword. Rolls 15 – target 13 – QoF = 2
  • Thief dodges. Rolls 10 – target 11 – QoS = 1
  • Fighter misses.
  • Thief attacks. Rolls 16 – target 12 – QoF = 4
  • Fighter parries with Shield. Rolls 10 – target 12 – QoS = 2
  • Fighter parries.
Round 4
  • Fighter attacks with sword. Rolls 16 – target 13 – QoF = 3
  • Thief dodges. Rolls 10 – target 11 – QoS = 1
  • Fighter misses.
  • Thief attacks. Rolls 14 – target 12 – QoF = 2
  • Fighter parries. Rolls 11 – target 12 – QoS = 1
  • Fighter parries.
Round 5
  • Fighter attacks with sword. Rolls 8 – target 13 – QoS = 5
  • Thief dodges. Rolls 20 – target 11 – QoF = 9 (Critical Failure?)
  • Fighter gets solid hit in. Difference is 14. Longsword does 11 max. Fighter does 11 damage to Thief. Thief down to 17 HP.
  • Thief attacks. Rolls 18 – target 12 – QoF = 6
  • Fighter parries with shield. Rolls 10 – target 11 – QoS = 1
  • Fighter parries.
Round 6
  • Fighter attacks with sword. Rolls 5 – target 13 – QoS = 8
  • Thief dodges. Rolls 13 – target 11 – QoF = 2.
  • Fighter gets another solid hit in. Difference is 10. Fighter does 11 damage to Thief. Thief down to 6 HP.
  • Thief attacks. Rolls 11 – target 12 – QoS = 1
  • Fighter parries. Rolls 13 – target 11 – QoF = 2
  • Thief hits. Difference is 3. Thief does 3 damage to Fighter. Fighter down to 28.
Round 7
  • Fighter attacks with sword. Rolls 8 – target 13 – QoS = 5
  • Thief dodges. Rolls 12 – target 11 – QoF = 1
  • Fighter hits. Difference is 6. Fighter does 6 damage. Thief falls.

———————————————————————————————-

So… Deep breaths. After seeing a couple of sample characters, describing the basic mechanic, and providing a combat example…

Does this make sense? Is it too hard? Is the Quality of Success vs. Quality of Failure thing too difficult a concept?

The potential problems that I’ve come up with are… With a characteristic and skill each maxed at rank 10, you have a target # of 20 before modifiers. If you roll a 20 on a d20 or two 10s on 2d10, it’s a critical failure. Is that a bad thing? I don’t think so. Even perfect people fail sometimes IMHO.

I’m curious to hear what people think about this.  If I’m barking up the wrong tree, I want to know early so I can change trees. :)

Thanks in advance.

–Fitz

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Hey all…

Yes, I’m a bit late this week. Sorry about that. First ugly cold of autumn for me and work has been keeping me busy. That didn’t stop a whole mess of people coming up with some interesting articles to keep us all thinking about gaming. :)

Friday Links Banner 150x150We’ll get the list started off this week with some Halloween-themed posts:

  • Dungeon’s Master has an awesome Zombie Survival Flowchart this week, which made my week. Definitely check it out! I started giggling as soon as I hit “Are you prepared for the zombie apocalypse?” -> no -> “You wet yourself.” -> “Do you change into clean clothes?” :) Zombie Survival Flowchart
  • And from Dungeon Mastering, we have an awesome summary of all things “zombie”… You must know your enemy to combat it! And it definitely helps to follow rule #4 – “Find the Necromancer.” :) Zombie-pocalypse

A few posts about magic:

  • Tankards & Broadswords today brought up using magic actually inspired by the realms of the occult, wicca, and so on. And though I won’t be sanctioning trying to summon beings from the lower planes in real life, I have to admit to a fascination with the “rules” of magic practitioners in the real world. Great food for thought, whether your campaign is in a fantasy realm or the “real” world!Putting Some Real Magic in Your Gaming
  • At Troll and Flame, I found myself presented with an idea that I’d bounced around with Mike (our GM) a number of times. “Magic Missile” is a pretty boring spell name when you think about it. I changed it to “Finger of Death” so I could give your enemies the “finger” whenever we were in combat… The solution in the article is to NOT name the spell – but let the player name it. What a concept – easy way to get the player involved in the world by defining a part of how his character interacts with it!Magical Monday – Personalized Magic

A few posts about the RPG industry:

  • The Seven-Sided Die has an interesting article about the cost-effectiveness of POD and shipping, which I found very interesting because I’ve used Lulu for publishing Moebius Adventures Core Rules. It is definitely not cost effective for one copy, but gets more cost effective the more copies you buy.A Comment on POD and Shipping
  • LivingDice has a very interesting way of looking at the RPG business model, from The Citadel to the Beer Garden and finally to the Bazaar. Anybody involved in publishing (or trying to, like myself) RPGs should give it a look and see what they think. I know I’ll be spending some brain power on it.The Citadel, the Beer Garden, and the Bazaar
  • Another article about RPG business comes from Wondrous Imaginings by Joe the Lawyer… He contends that D&D at Wizards of the Coast might not have gone the same way it has if it had focused more on PR and customer service. It definitely makes me think that PR & customer service should be high on the priority list for any small game company or game designer. Honestly that’s a good idea in any business. :) The Role of Customer Service in a RPG Company

And finally, a scattering of posts on a variety of other topics:

  • Over at the Sea of Stars, I found a well-thought-out view of evil and why evil characters work in a campaign. It’s along the lines of my own idea that there really is no good or evil, but an individual working toward a goal. If you think it’s ok to chop off a few heads along the way, you might be evil. :) Game Theory: Moral Dilemmas – Playing Evil
  • At Abstract XP, we get a bit of a primer on the difference between plot and story. And it’s a great refresher if you haven’t considered the difference for a while (like me!).Plotting Adventures: Part One
  • Also in the vein of defining “evil”, at the World of Alidor blog we find them discussing a greedy, but not quite evil god named Yol. But what really got me thinking was the comparison of evil to a deadly virus like ebola. Sure, it can spread, but it typically kills so quickly that it dies out and becomes dormant, waiting for the next opportunity to strike. I like the analogy. :) The Good, the Bad, Gods and Spirits of Alidor
  • Critical Failure – the GURPS Podcast pointed us at a great article on the anatomy of Japanese folk monsters, with some amazing images. You have to love the Japanese for their dedication to detail, even if it’s for a mythological creature!Potential Encounters: Anatomy of Japanese Folk Monsters points you to… Anatomy of Japanese Folk Monsters
  • And lastly, in the category of “go ahead, lay some history on me” we have an amazing article on the Persian Empire from the Sea of Stars blog… This is another one I’m going to have to devour a piece at a time to milk as much as I can out of it. :) Through the Lens of History 5: The Great King

As per usual, thanks to all the writers of these great, thought provoking posts! Have a great weekend and a wonderful Halloween!

–Fitz

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