Wednesday, 30 May 2012

Three GMing Tricks

As I noted in my very first post, I'm very interested in making things better. I'm always on the lookout for new ways of doing things, new tricks that work well, and new ways to streamline processes. And so, taking a break from tedious discussions of mechanics and despairing rants about D&D, I now present two tricks that I have picked up along the way.

I should note that I didn't originate these ideas - I got them from other blogs I read some months ago. Unfortunately, I forget which blogs, so can't provide proper references.

Five Things You Know About...

It's always a tricky question - how do you get world information into the hands of the players? I mean, let's be honest, lots of players have difficulty keeping track of that stuff (or even tracking NPC names!), and if you spend five minutes outlining the minutae of the ancient Giant civilisation of lost Menechtarun you can watch their eyes glaze over.

The DM trick I read for this one is to prepare a short handout to give out at the start of each session, "Five Things You Know About..." Pick some random topic, preferably one at least vaguely related to the session at hand, and write a five-point bulleted list of things that the PCs know about it. Each session, pick one new topic, and write a new list.

This has several advantages. The first is that it's really short, so doesn't represent a huge amount of additional prep work. The second is that it's a bite-size piece of information, that the players should be able to digest easily. And, of course, if it is relevant to the session, they're all the more likely to be interested. And the third, of course, is that it gets setting information into the players' hands (and heads) where it can then be referenced in the game - if you note that the Gnomish Dragonmarked house are obsessed with secrecy and misdirection, and also that their Dragonmark can cast the whispering wind spell, this then serves as a clue when the PCs go looking for secret doors in the Gnomish enclave...

Bullet Points, not Boxed Text

This one can be expressed quite easily: when writing "boxed text" for your adventures... don't.

The problem with boxed text is the same as with any pre-written speech or training material - when presented it gets deadly dull. (Besides, it's often wrong or changeable - what happens if the PCs approach from another direction, or send a scout and then come back later, or...) Sure, it gets the information across, mostly, but it will always lack the immediacy of a speech given off the cuff, or with reference to light notes.

So, instead, picture the scene in your head. Then, produce a short bulleted list of the salient features, starting with the most noticeable, and working down to minor details. Be sure to reference as many senses as possible - sight, hearing, smell, touch, taste (that order is usually best - as that is the order the characters are likely to interact with a scene). Be sure, also, to note any powerful auras that apply, especially if the PCs commonly use any magical senses - are there powerful magics at work, a palpable sense of evil, or do they sense a presence they haven't felt since...?

Oh, and end the list with a final bullet that is nothing but a list of adjectives and adverbs that are suitable for describing the scene. You get a vastly different impression if the witch cackles than if the witch titters. ("Take a note of the word 'gobbledegook'. I like it, and want to use it in conversation.")

Having done that, when the PCs come to the scene, you just grab the index card containing the scene description (you do put all these things on cards, don't you?), scan the list, and describe the scene as the PCs see it now. And when it changes, note those changes right on the card so that next time, you're ready again.

The Three Clue Rule

This is a simple one. Anything the PCs don't know is a mystery - whether it is the identity of the murderer, if it's the prince's collection of fine china dolls, the location of a secret door, or whatever.

In general, the DM wants the PCs to discover these things he's hidden in his world, since a secret that goes uncovered is just wasted prep work (although, of course, you should also have strong recycling policies). And so, you need some sane mechanism for the players to figure out the mystery. (Having the players just roll dice for their characters works, but it's much more satisfying if the player figures out the clues.)

So: for every conclusion you want the players to reach, provide three clues.

Why three? Well, they'll inevitably miss one, they'll misinterpret one, and they'll finally "get it" on the third. Sure, it's not perfect, but it works reasonably well. (Oh, yeah - be sure to note the clues on both the card containing the mystery itself and the card for the scene where the clue is found, so you don't forget!)

I should probably note that my implementation of this one is very much a work-in-progress. I'm finding that the sheer mechanical weight of 3e is such that my prep time is almost all in the form of preparing stat blocks and lists of treasure, leaving very little for preparing scenes or placing clues. And so, on more than a few occasions there has been a puzzle without the requisite clues for actually solving it. Which isn't too good, really.

(And for this one, I can provide a proper reference. The Three Clue Rule comes from the Alexandrian.)

Tuesday, 29 May 2012

The Death of D&D

So, the 5e playtest started last Thursday. After a great deal of messing around, I finally got my hands on the playtest materials, and have had a quick read through. And... I like it. I'm actually surprised by how much I like it - it seems to be much simpler, should play more quickly, and seems a generally nice, fun system. Huzzah!

(There are a couple of things I didn't like. In particular, I was dismayed that they seem to have thrown out just about everything from 4e, except for stuff that I really didn't like - the overnight healing rules and the Elf/Eladrin split being the big two. On the other hand, I was rather gratified to see they're handling surprise the same way I was planning to do so in Nutshell.)

However...

It's probably important to note that the goal for WotC isn't "create a good game", or even "create a great D&D". They've set themselves two key goals: to "reunite the fans" behind a single version of D&D, and to sell significantly more than 4e.

And in those two areas, I suspect they have two chances: fat chance, and nae chance.

Let's consider for the moment the audience for the game. Now, this can be divided into a number of camps:

Non-gamers: By far the largest group, this is basically everybody who has never played before, or who has perhaps played a few times but never gotten into the game to any extent.

Lapsed gamers: By far the second-largest group, being both a long way behind the non-gamers and a long way ahead of the largest 'gamers' group, this is everybody who used to game but now does not. Depending on the estimates you use, there are somewhere between five and twenty times as many lapsed gamers as current D&D players.

4e players: Obviously enough, these are the people who play 4e.

Pathfinder players: Likewise, these are the people who play Pathfinder. This group is probably about equal with the 4e group.

3e players: There seems to be a distinct group of people who never moved beyond 3e (specifically), adopting neither 4e nor Pathfiner. There are a number of distinct 3e offshoots that should probably count in this group (such as the "Mutants & Masterminds" fantasy supplement). This group is, however, both fairly small and gradually shrinking.

Old Edition Players: This is the group playing OD&D, B/X D&D, BECMI D&D, 1st Edition, 2nd Edition, or any of the retroclones (or, indeed, the pseudo-retroclones, such as "Lamentations of the Flame Princess"). It's not actually clear how many people there are in this group - it's entirely possible that they actually outnumber either 4e or PF players.

Other Gamers: People who play RPGs other than D&D (or PF). If you include Warcraft and the like, this group is huge. If you don't, and only include tabletop RPG gamers, this group is now fairly small.

(Note that these groups are exhaustive, since everyone either plays D&D, plays another game, or doesn't play; but they're not exclusive - many people play multiple games.)

So, chances of reuniting the fans behind one version of D&D?

None whatsoever, for a key reason: Paizo basically do all the same things that WotC do, and in almost every area, they do them clearly better. They have a wide and vibrant product offering. They offer almost all their products in electronic form (with free PDF downloads for their subscribers). They produce excellent adventures, where WotC have only ever produced a handful of good ones. They have the beginner box that D&D hasn't had for literally decades (although Dragon Age has a good box, too). They have excellent community support, community relations, and customer service. And they have a stable of extremely good, extremely loyal designers, and go out of their way to identify and recruit new talent.

In other words, they have gone to great lengths to earn their customers' trust and loyalty. They now have that loyalty, and deservedly so.

For 5e to reunite the fans, WotC would need Paizo to drop support of Pathfinder, and switch to supporting 5e. And Paizo, having taken a huge risk in setting up the Pathfinder Adventure Path line after the Dragon/Dungeon licenses were not renewed by WotC, and after taking another huge risk in setting up PF rather than supporting 4e (and having seen WotC's willingness to try to kill third-party support with the GSL)... after all that, Paizo would be insane to drop Pathfinder to support 5e.

It's also worth noting that the reason we don't have a clue how big the "old edition" group is is because many such groups just don't have any internet presence - they get together for their game, same as they always did, but they neither recruit online, they don't advertise their presence online, and they probably don't follow gaming online to any extent. It's entirely possible that many of them don't even know 5e is coming; and just as many saw the announcement, shrugged, and went back to what they're doing.

So, no, 5e won't be reuniting the fans to any extent.

Chances of D&D selling significantly better than 4e?

Well, there are four ways they can do this.

1) Sell more products to existing players. But the problem here is that most gamers have a library of books, they tend not to get rid of those books, and those books don't wear out. Many of those players have shelves of 4e books, and shelves of 3e books, and shelves of other books. If WotC produce a 5e that clearly expects the user to invest another several hundred dollars in supplements, just how many are they going to turn off?

(Once upon a time, WotC hit on the solution to this - the D&D Insider, their electronic offering. For a low, low monthly sub, you would get access to a marvellous array of tools for your game, online magazines, and all sorts of other stuff. And if they had 200,000 monthly subscribers, the future of D&D would have been secure forever. Unfortunately, for a bunch of real-world reasons, it hasn't delivered either on its promises or on the expected subscriber numbers.)

2) Reunite the fans. If they can carry across the majority of 4e fans, reclaim the majority of PF fans, and pick up a significant chunk of 3e/old-edition/other game fans, then they'll be in great shape. But here's the reality: they'll get the majority of 4e fans, a small number of PF fans, and a small number of old-edition fans. They may well get the majority of 3e fans, but they're largely negligible.

Which to me looks an awful lot like selling "about as well as 4e".

3) Reclaim lapsed players. This seems a good idea, right? After all, there are huge numbers of lapsed players out there, they were sold on the game once, so let's get them! Of course, they've already tried that - the Essentials line, and especially the new Red Box were aimed at precisely that goal.

The big problem here is that those lapsed players are lapsed for a reason. Maybe they developed other priorities - they got married, or had children, and found they no longer had time. Maybe their groups broke up, and they just never found another group. (And, since most people don't make new friends after the age of 30 or so, forming a new group now is tough.) Maybe they just lost interest.

And, of course, even if they did decide to try the game again, in many cases they could just go use their own books, or download an RPG for free off the net, or whatever. Or, of course, they could get online, and play WoW, without the endless reading, and without the scheduling conflicts.

(Now, it is worth noting that WotC did get one thing very right recently. They identified that a number of lapsed gamers just wouldn't have the time, especially for the "homework" part of the game. What was needed, then, was a game you could quickly unpack, play for an hour, have fun, and then put away. And so came about the excellent, and well-received, D&D boardgames. So, credit is due there.)

Reclaiming lapsed players, certainly in large numbers, isn't happening.

4) Bring in new players. This is the big one.

The thing is, D&D has had a very high bar to entry for a long time. The core rules, for 3.5e, 4e, and Pathfinder, require an investment of $100 or so, and run to the better part of 1,000 pages. Before you can play, someone needs to buy and read those rules, create an adventure (or buy one, at further expense), create characters, explain the rules to everyone else (or they have to read a significant portion of them for themselves)... and then you get to start having fun.

And, as mentioned above, D&D has not had a good starter set for decades.

So, there is certainly scope for D&D 5e to do extremely well in this area. If WotC produce a really good starter set, and make the core rulebook(s) similarly easy to approach, and if there's an untapped yearning to get into the game if only it were a bit less arduous, then they could do spectacularly well.

But those are two really big 'ifs'. (Besides, if that was WotC's strategy then there would be no need or incentive for a 5e - they could just do a really good 4e starter set.)

All in all, the chances of 5e doing significantly better than 4e are virtually nonexistant. The likelihood is that 5e will do about as well as 4e, and that almost regardless of the quality of the game itself.

"Okay, Stephen," you may be thinking, "but how does that equate to the death of D&D?"

D&D is basically a tens-of-millions property, in the hands of a corporation that only really cares about hundreds-of-millions properties. And whenever times get tough, Hasbro's standard operating procedure is to focus on their "big guns", and cut everything else. Now, at the moment, Hasbro are humouring D&D, because times are reasonably good - they'll let it continue to bounce along, because it's not doing any harm.

But the next time there's a financial storm on the horizon, and Hasbro look to get rid of the "small fry"... game over, man.

(Incidentally, the last time there was such a financial storm, the WotC-D&D team were able to forestall it by laying out a plan to expand to be a hundred-millions-of-dollars property. They would revise the game to a Fourth Edition, and introduce a suite of online tools to go with it. If they could get 200,000 regular subscribers... That was enough to call off the hounds last time, and by the time it had failed the storm had passed. But that won't work again.)

It's a shame. As I said, I'm surprised by how much I like what I've seen of 5e. But it seems pretty certain that it will be the last edition.

Monday, 28 May 2012

Character Book: And the Rest

We're nearly done with the work in progress on the Character Book of Nutshell. At this point, the major thing that remains undefined are the talents, which admittedly is a rather big thing!

Unfortunately, the rest of this post will necessarily be a little 'bitty' - quite a lot of small topics to cover, with no great overall theme. Still, hopefully each topic will be clear...

Character Creation

To create a new 1st level character, use the following process. In general, you should follow the steps in order, but this is not strictly required.

  1. Generate Ability Scores.
  2. Choose Race
  3. Choose Class
  4. Choose Skills - your class (and race) will determine how many Skill Proficiencies you can select.
  5. Choose Talents
  6. Determine starting funds, and Choose Equipment
  7. Calculate starting hit points, defences, and the like; fill in character sheet

To create a character at higher than 1st level, the process is slightly modified, as follows:

  1. Generate Ability Scores.
  2. Choose Race
  3. Choose Class
  4. Choose Skills - your class (and race) will determine how many Skill Proficiencies you can select.
  5. Choose Feats
  6. Choose Talents
  7. Determine starting funds, and Choose Equipment
  8. Calculate starting hit points, defences, and the like; fill in character sheet

Character Advancement

When advancing your character in level, you should follow the process below. In general, you should follow the steps given in order, but this is not strictly required.

  1. Increment your Base Bonus (even-numbered levels only)
  2. Choose which Class to advance in
  3. Choose a new Talent (odd-numbered levels only)
  4. Choose a Feat (levels 2, 4, 6, 8, 10, 12 and 14 only)
  5. Calculate updated totals for hit points, defences and the like; fill in character sheet

Retraining

Any time your character rests between adventures, you may choose to retrain one or more of the following aspects. Note that you may choose to retain as few or as many of these aspects as you wish.

Note that each retraining option has some restrictions on when it can be applied. See the individual chapters for more information.

  1. Classes. If you have more than one class, you may choose to reduce one of your classes by one level, and increase another by one instead.
  2. Talents. You may remove one talent you know, and add any new talent for which you qualify.
  3. Feats. You may remove one non-proficiency feat you know, and add any new feat for which you qualify.
  4. Proficiencies. You may remove one proficiency feat you know, and add any new proficiency feat granted by your class, and for which you qualify.

Rebuilding Your Character

Subject to DM approval, you may rebuild your character entirely. The only things you cannot change are your character's ability scores and race; anything else can be re-assigned.

When rebuilding your character, you should try to retain the core concept of the character. In general, you should not have to rebuild your character more than once in a given campaign.

Starting Funds

At first level, you may choose one of two methods for determining your starting funds. Once you have decided, you cannot change your mind. The two methods are:

  1. Roll 4d6, drop the lowest die result, total the rest, and multiply by 10. The result is in gp.
  2. Take 120gp.

Putting the Numbers Together

The numeric elements of your character are calculated as follows:

Hit Points and Resilience

Each class gives you a number of hit points and a number of resilience. For each class, add your Con modifier to the number of hit points, and your Wis modifier to the number of resilience. Add any bonuses due to feats you have selected. Then multiply these totals by the number of levels you have in the class. Finally, if you have more than one class, add the totals for each class to generate grand totals for each.

Hit Point Advance

At 1st level, multiply the number of hit points and resilience you gain by 3. However, the extra points gained are a loan, not a bonus; you do not now gain any further hit points or resilience until your character reaches 4th level.

Attack Bonuses

Your basic melee attack bonus equals your Base Bonus (half your level) plus your Strength modifer. If you have the Weapon Finesse feat, your finesse attack bonus equals your Base Bonus plus your Dexterity modifer. If your class grants a bonus to melee attacks, add that to these totals.

Your basic missile attack bonus equals your Base Bonus plus your Dexterity modifer. If you have the Great Throw feat, your thrown missile attack bonus equals your Base Bonus plus your Strength modifier. If your class grants a bonus to missile attacks, add that to these totals.

Your basic spell attack bonus equals your Base Bonus plus your Charisma modifier. If you have the Deft Arcanist feat, your finesse spell attack bonus equals your Base Bonus plus your Intelligence modifier. If your class grants a bonus to spell attacks, add that to these totals.

Finally, for each weapon and/or spell you can use, note the appropriate attack bonus. If you do not have the required proficiency with the weapon or spell, apply a -4 penalty to your total. Conversely, if you have the appropriate Focus feat, add a +1 bonus to the total.

Skill Bonuses

For each skill, your total modifier equals your Base Bonus plus the modifier for the appopriate skill. If your race or class grants a bonus, add this to the total. If you do not have proficiency in the skill, apply a -4 penalty to the total; conversely, if you have the appropriate Skill Focus feat, add a +1 bonus to the total.

Magnitude Values

For each skill, your base magnitude is 1d6 plus the modifier for the related attribute. If your race applies a step bonus or penalty to the check, apply this now. Likewise, if you have the appropriate Skill Specialisation feat, or you have a masterwork tool, apply a step bonus to the roll. Finally, if you are wearing armour, apply the armour check penalty to affected magnitude checks.

For each weapon or spell you can use, note the appropriate damage dice, and apply the modifier from the appropriate attribute. If you have the appropriate Specialisation feat, apply a step bonus to the check; likewise, if you have a masterwork weapon, apply another one step bonus.

Defences

Your Fortitude defence equals 10 plus your Base Bonus, plus your Constitution modifier. If you have the appropriate Defence Focus feat, add a +1 bonus. Likewise, if your race or class grants a bonus to fortitude, add this to the total.

Your Reflex defense equals 10 plus your Base Bonus, plus your Dexterity modifier. If you have the appropriate Defence Focus feat, add a +1 bonus. Likewise, if your race or class grants a bonus to reflex, add this to the total.

Your Will defense equals 10 plus your Base Bonus, plus your Wisdom modifier. If you have the appropriate Defence Focus feat, add a +1 bonus. Likewise, if your race or class grants a bonus to will, add this to the total.

Your Combat Defense equals 10 plus your Base Bonus, plus your Intelligence modifier. If you have the appropriate Defence Focus feat, add a +1 bonus. Likewise, if your race or class grants a bonus to combat defense, add this to the total.

Your Alertness defense equals 10 plus your Perception skill modifier.

Your Social defense equals 10 plus your Insight skill modifier.

Your Armour Class equals 10 plus your Base Bonus. If your race grants a bonus to your armour class, add this to the total. Finally, your character may gain some bonuses from his feats, depending on equipment used. Check your feats, and add any bonuses that apply.

Initiative

Your initiative modifier equals your Reflex defence minus 10.

Encumbrance Thresholds

The full encumbrance rules are in the Equipment Book. However, the thresholds are determined using the character's Athletics magnitude check. For this determination, ignore any Armour Check Penalty that would normally apply.

  1. Determine the maximum result that the character could possibly achieve on an Athletics magnitude check.
  2. Add any modifiers to this total that apply due to your character's race.
  3. Your character can carry a number of major items equal to the total thus determined without penalty.
  4. If your character exceeds this threshold, he becomes Encumbered.
  5. Your character can carry up to double this total, at which point he reaches his maximum load. A character who exceeds his maximum load cannot move.

For example, a human Fighter with a Str of 14 (+1), wearing chainmail armour (1 step penalty) can carry 7 major items without penalty (the ACP doesn't apply, so the magnitude of Athletics checks is 1d6+1, which has a maximum of 7). He can carry between 8 and 14 major items, but suffers the encumbered condition. If he carries 15 or more major items, he cannot move.

On Monsters

When I first saw the 3e rules, one of the things I immediately liked was that the monsters used the same rules as the PCs. This meant that levelling monsters should be simple - to create an orcish shaman I could just add a mix of Wizard and Druid levels to the base orc, and call it done, and so on.

Unfortunately, this was yet another area where the seeming mathematical elegance of the rules actually proved a burden in actual use. See, 3e characters are extremely complex, what with classes, feats, skills, spells, items... And so, 'quickly' adding levels in any class was just a pain.

When 4e was in development, then, I initially opposed the move to break that link again. However, when it comes to actual play, 4e has a real advantage in this regard - most of a monster's stats are automatically assigned based on the role it plays in the game and the level of the monster. The rest basically comes from a small set of unique powers associated with the creature.

Of course, as with everything else, 4e managed to mess up its own improvements. In this case, it did it by having a monster's stats advance in lock-step with the expected improvement in PC capability by level. And so, assuming an optimised PC, if you needed a '10' to hit orcs at 1st level, you probably needed a '10' to hit Orcus at 30th level. Additionally, the game vastly reduced the options available to any given monster, which would have been a good thing except that they also vastly increased the hit points of those monsters, so that instead of dying quickly they now ran out of interesting things to do. This was also largely responsible for each 4e combat taking an hour to resolve, which had such horrible knock-on effects to the game as a whole.

With Nutshell, my view of monsters is going to be something of a hybrid between the two methods. Monsters will have the same "numeric elements" as the PCs - they'll have attack bonuses, skill bonuses, and the same defences - but these will be derived in a rather different manner (and will, indeed, be simplified). They will also have a small number of unique abilities, intended to capture the unique differences between monsters. However, they will also have far fewer hit points than in 4e, in most cases, and will hopefully have "just enough" powers to see them through their shorter lifespans.

Probably the key difference with Nutshell will be that monster attack and skill modifiers will vary in steps of +5, as will monster defences. Meanwhile, all monster attacks will either do Nd6 damage, or will do 1d6+N damage.

The reason for this is pretty straightforward: players don't notice minor adjustments. This is especially true if you roll behind a screen - the difference between 1d6 and 1d8 damage is 1 point on average, which adds up, but not so as to be noticable. Meanwhile, the difference between +1 and +2 is sufficiently small that the players are just as likely to assume you forgot which modifier to apply, if they notice at all. However, by insisting on using big steps between abilities, you can be pretty sure that the players will notice the difference, especially if they realise that the Ogre has a huge AC but a rubbish Will defence...

To give some idea of what I'm looking at, here are a handful of low-level monsters:

Orc

The common orc is a brutish warrior, armed with an axe. In combat, he fights with berserk abandon, generally fighting to the death and even beyond...

Movement: 30 ft (6 squares)
Hit Points: 10 (Bloodied 5)
Resilience: 10 (Shaken 5)
Defences: AC 15, Combat Def 15, Fort 15, Ref 10, Will 10, Social 10, Alertness 10
Initiative: +0
Attack: Battleaxe +0, 2d6 damage
Ranged: Thrown Axe +0, 1d6 damage (carries 3 handaxes)
Skills: +0, Athletics +5, Endurance +5, Intimidate +5
Special: Die Hard: When reduced to 0 hit points, orcs fight on until they either suffer one more hit, or until the end of their next turn, at which point they drop dead.
Loot: Orcs tend to carry a mix of crude weapons and armour. For every 6 orcs slain, award one bundle of poor loot.

Hobgoblin

Hobgoblins are a militant, organised race. Lacking skill in farming, they instead form war-parties, raiding human lands for plunder. Were it not for their relatively low numbers, they would be a dire threat indeed.

Movement: 30 ft (6 squares)
Hit Points: 10 (Bloodied 5)
Resilience: 10 (Shaken 5)
Defences: AC 15, Combat Def 15, Fort 10, Ref 10, Will 15, Social 10, Alertness 10
Initiative: +0
Attack: Longsword +0, 1d6 damage
Ranged: Spear +0, 1d6 damage
Skills: +0, Craft +5, Endurance +5, Engineering +5
Special: Coordinated Strike: When hobgoblins Gang Up to gain Combat Advantage, they gain a +5 bonus to attack rolls, instead of the normal +2
Loot: Hobgoblins keep their weapons and armour in good condition, but must carry everything they own with them. For every 6 hobgoblins slain, award one bundle of poor loot.

Zombies

A zombie is nothing more than the animated corpse of a dead humanoid. Horrific and shambling, they are extremely hard to destroy with mundane weapons.

Movement: 20 ft (4 squares)
Hit Points: 20 (never Bloodied)
Resilience: Immune
Defences: AC 10, Combat Def 5, Fort 10, Ref 10, Will Immune, Social 0, Alertness 10
Initiative: +0
Attack: Slam +0, 1d6 damage
Skills: None
Special: Headshot: When subject to a critical hit, a zombie is immediately destroyed.
Loot: None to speak of.

I should probably note that none of these is the definitive version of the stat blocks, as I haven't had time to sit a work through them all. It's even entirely possible that I've missed some key parts out! Still, hopefully, this should give some indication of what I'm thinking - additionally, although the stat blocks all look quite similar, the differences between them should serve to show the different flavour of the three monsters.

What If...?

One of the great problems with the Star Wars RPG (all versions) is that the most interesting time frame to play in is around the time of the "Holy Trilogy", but that during that time frame events are dominated by certain powerful, named heroes. (Incidentally, Dragonlance has always had exactly the same problem, although that's less of an issue these days.)

There are several ways to get around this issue: set the game far in the past, set the game far in the future, set the game in some distant corner of the galaxy... (There's also a lot of play in "Dark Times" campaigns, set between the prequels and the real films, of course.)

But one of the most fun is the "what if..." campaign - change some aspect of the known story, and derive from there. The most extreme example I've used is, of course, my "Mirror Universe" game, which stood pretty much everything on it's head. Another "what if..." campaign I've considered would take place after the Battle of Endor, but would posit a very different outcome - Vader and the Emperor are dead, but Luke turned to the Dark Side in doing so, and is now emperor himself. Han died on Endor, Admiral Ackbar is dead, and the remnants of the Rebellion are now led by a heartbroken Leia...

But this morning I found myself pondering another "What if..." campaign: What if Luke and Leia had never been born? What if, at the end of "Revenge of the Sith", Vader had simply killed Padme outright, so that her children didn't survive? (Or, alternately... what if she had survived, but her children had not? Hmm...)

Under this model, there's no "new hope" for the Jedi, and so there's no motive for Obi-Wan and Yoda to go into hiding. Instead, they would be forced to come up with a sane plan for defeating the Emperor and restoring peace and justice to the galaxy.

(Because there are words to describe the plan of hiding Luke with Anakin's only living family, under the assumed name "Skywalker" for twenty years, before having a dead man send him to a near-dead mentor to be half-trained, and there to challenge Vader, and the same Emperor who has just defeated Yoda himself, secure in the knowledge that in order to defeat them he will have to call on the Dark Side... and doom everything. "Sane" is not one of those words.)

There are a handful of key differences between this and a standard "Dark Times" campaign. The most obvious is that all the trappings of the Rebellion Era are now in place: TIE fighters, the Imperial-class Star Destroyers, the relative lack of droids and non-humans... and the Death Star. Meanwhile, the Rebellion is fully-established, and so gives PCs a likely source of allies that doesn't exist in the Dark Times. Better still, one has to assume that Obi-Wan and Yoda would have established some sort of Jedi Academy-in-Exile, gathering up as many of the scattered Jedi as they could find, training a new generation of knights, and so creating scope for Jedi PCs in the setting without any great difficulty.

The campaign opens just after the Rebellion, striking from its hidden fortress, has won its first victory against the evil Galactic Empire. During the conflict, the secret plans for the Empire's new superweapon were stolen, and passed to the PCs by a dying courier. And now the PCs are onboard the Tantive IV under Captain Antillies, desperately fleeing Imperial pursuit...

Go!

Thursday, 24 May 2012

Character Book: Feats

Each feat provides a small bonus to one of the numerical elements of your character sheet. Because of this, there is a fairly limited range of feats available; this section lists all the feats that can exist in the system.

You gain one feat at 2nd level, and one additional feat at every even-numbered level in the Beginner and Heroic tiers. Additionally, you gain some free feats from your choice of race and/or class.

Proficiency Feats

Proficiency feats are a special category of feats representing formal training in the use of a given type of weapon, armour, magic, or skill. Each class gives a number of proficiency feats that the character gains automatically.

In most cases, proficiency feats are just like any other type of feat. The only exception is when retraining; a proficiency feat can only be retrained to another proficiency feat.

Note: Proficiencies are identified by the word "Proficiency" in the name!

Prerequisites

Some feats require that the character possess certain other feats before they can be taken. These are listed in the feat descriptions.

Retraining

You can retrain both proficiencies and feats more generally. When retraining, you may do one, both, or neither of the following:

  • A multiclass character may swap any one proficiency feat for any other proficiency feat granted by any of his classes. You cannot remove a proficiency feat if you need it as a prerequisite for another feat, and must meet the prerequisites of the new feat selected, as always.
  • You may swap any one non-proficiency feat for any other feat. You cannot remove a feat if you need it as a prerequisite for another feat, and must meet the prerequisites of the new feat selected, as always.

The Feats

Armour Proficiency (heavy)

Prerequisites: Armour Proficiency (light, medium)

When wearing heavy armour, you gain a +5 bonus to Armour Class. The armour check penalty is not affected.

Normal: You gain no benefit from wearing armour, but suffer the full armour check penalty.

Armour Proficiency (light)

When wearing light or heavier armour, you gain a +1 bonus to Armour Class. The armour check penalty is not affected.

Normal: You gain no benefit from wearing armour, but suffer the full armour check penalty.

Armour Proficiency (medium)

Prerequisite: Armour Proficiency (light)

When wearing medium or heavier armour, you gain a +3 bonus to Armour Class. The armour check penalty is not affected.

Normal: You gain no benefit from wearing armour, but suffer the full armour check penalty.

Armour Specialisation (heavy)

Prerequisite: Armour Proficiency (heavy, light, medium), Armour Specialisation (light, medium) When wearing armour, you reduce the Armour Check Penalty by three steps, down to a minimum of zero.

Armour Specialisation (light)

Prerequisite: Armour Proficiency (light)

When wearing armour, you reduce the Armour Check Penalty by one step, down to a minimum of zero.

Armour Specialisation (medium)

Prerequisite: Armour Proficiency (light, medium), Armour Specialisation (light)

When wearing armour, you reduce the Armour Check Penalty by one step, down to a minimum of zero.

Defence Focus

Pick one of Armour Class, Combat Defence, Fortitude, Reflex, or Will. You gain a +1 bonus to that defence.

Note: You cannot select Defense Focus in Alertness or Social defences.

Deft Arcanist

When using a spell with the finesse quality, you apply your Intelligence modifier to attack rolls and damage instead of your Charisma modifier.

Great Throw

When using a thrown ranged weapon, you apply your Strength modifier to attack rolls and damage instead of your Dexterity modifier.

Grit

You gian 1 resilience point per level. Each time you gain a level you gain 1 additional resilience point.

Grit, Improved

Prerequisite: Grit

You gain 2 resilience points per level. Each time you gain a level you gain 3 additional resilience points.

Special: When first added, add the hit points as listed. When gaining further levels, this feat supersedes (does not stack with) Grit.

Sheild Focus

Prerequisite: Shield Proficiency

When using a shield, you gain a further +1 bonus to Armour Class.

Shield Proficiency

When using a light shield, you gain a +1 bonus to Armour Class. When using a heavy shield, you gain a +2 bonus to Armour Class. Additionally, you may use the "Shields Shall Be Splintered" rule.

Normal: You gain no benefit from using a shield.

Shield Specialisation

Prerequisite: Sheild Proficiency

When using the "Shields Shall Be Splintered" rule, your shield is only damaged, not destroyed.

Normal: When using the "Sheilds Shall Be Splintered" rule, your shield is destroyed.

Skill Focus

Prerequisite: Skill Proficiency (skill)

Pick a skill with which you are proficient. You gain a +1 bonus to rolls when using the skill.

Skill Proficiency

Pick a skill. You are trained in the use of that skill, and can use it without penalty.

Normal: You take a -4 penalty when using skills without the proficiency.

Skill Specialisation

Prerequisite: Skill Proficiency (skill)

Pick a skill with which you are proficient. You gain a 1 step bonus to magnitude rolls when using that skill.

Spell Focus

Prerequisite: Appropriate Spell Proficiency

Pick a spell group with which you are proficient. You gain a +1 bonus to attack rolls with spells in the group.

Special: This bonus applies to all spells in the group with which you are proficient. So, if you have Complex Spell Proficiency but not Advanced Spell Proficiency (fire), you may take Spell Focus (fire). In this case, you may apply the bonus when using complex fire spells, but not when using advanced fire spells.

Spell Proficiency, Advanced

Prerequisites: Complex Spell Proficiency

Pick a spell group. You are trained in the use of advanced spells in that group, and can use them without penalty.

Normal: You take a -4 penalty when using a spell without the proficiency.

Spell Proficiency, Complex

You are trained in the use of complex spells, and can use them without penalty.

Normal: You take a -4 penalty when using a spell without the proficiency.

Spell Proficiency, Simple

You are trained in the use of simple spells, and can use them without penalty.

Normal: You take a -4 penalty when using a spell without the proficiency.

Spell Specialisation

Prerequisite: Appropriate Spell Proficiency

Pick a spell group. You gain a 1 step bonus to magnitude rolls with spells in the group.

Special: This bonus applies to all spells in the group with which you are proficient. So, if you have Complex Spell Proficiency but not Advanced Spell Proficiency (fire), you may take Spell Focus (fire). In this case, you may apply the bonus when using complex fire spells, but not when using advanced fire spells.

Toughness

You gain 1 hit point per level. Each time you gain a level you gain 1 additional hit point.

Toughness, Improved

Prerequisite: Toughness

You gain 2 hit points per level. Each time you gain a level you gain 3 additional hit points.

Special: When first added, add the hit points as listed. When gaining further levels, this feat supersedes (does not stack with) Toughness.

Weapon Finesse

When using a melee weapon with the finesse quality, you apply your Dexterity modifier to attack rolls and damage instead of your Strength modifier.

Weapon Focus

Prerequisite: Appropriate Weapon Proficiency

Pick a weapon group with which you are proficient. You gain a +1 bonus to attack rolls with weapons in the group.

Special: This bonus applies to all weapons in the group with which you are proficient. So, if you have Weapon Proficiency (melee) but not Exotic Weapon Proficiency (heavy blades), you may take Weapon Focus (heavy blades). In this case, you may apply the bonus when using a long sword, but not when using a bastard sword.

Weapon Proficiency, Exotic

Prerequisites: Appropriate Weapon Proficiency

Pick a weapon group with which you are proficient. You are trained in the use of exotic weapons in that group, and can use them without penalty.

Normal: You take a -4 penalty when using a weapon without the proficiency.

Special: The available weapon groups are axes, bows, crossbows, flails and chains, heavy blades, light blades, maces and clubs, picks and hammers, polearms, slings and thrown weapons, and spears and lances.

Weapon Proficiency

Pick either melee or missile. You are trained in the use of martial weapons of that type, and can use them without penalty.

Normal: You take a -4 penalty when using a weapon without the proficiency.

Note: Some weapons can be used both as melee or missile weapons. In these cases, each use requires a separate proficiency.

Weapon Specialisation

Prerequisite: Appropriate Weapon Proficiency

Pick a weapon group with which you are proficient. You gain a 1 step bonus to damage rolls when using weapons of this group.

Special: This bonus applies to all weapons in the group with which you are proficient. So, if you have Weapon Proficiency (melee) but not Exotic Weapon Proficiency (heavy blades), you may take Weapon Focus (heavy blades). In this case, you may apply the bonus when using a long sword, but not when using a bastard sword.

A Rant About Feats

One of the big innovations in character design in 3e (perhaps the big innovation) was the introduction of feats. Suddenly, here was a good way to provide a minor customisation for characters - you could buy off those pesky weapon restrictions, or learn Metamagic, or improve you Will saves, or...

And feats genuinely were a good addition to the game, for a while. Unfortunately, they very quickly proliferated, expanding to several thousand feats throughout the many books for the system. Indeed, pretty much every 3e book (including most of the Dragon magazines in the 3e era) included a handful of new feats.

Which is absurd when you consider that most characters only get 7, ever.

But the problems get worse when you actually look at the feats themselves. Here, you find a huge variety. Some feats provide a small always-on numeric bonus (Iron Will, Skill Focus), others a larger conditional bonus (Combat Casting), while others give some modification to a power the character already has (metamagic, Natural Spell), and still others give entirely new powers or character features (Leadership, item creation).

And, of course, there is also a big discrepancy in the power levels of feats, with no clear guidance as to which you should take. And so a Fighter with Power Attack and Cleave is quite different from one who takes Skill Focus and Toughness.

All in all, it's a bit of a mess. And so, there seems to be a push towards removing feats entirely in 5e, and rolling their effects back in to the classes themselves (or perhaps themes, schemes, or whatever else 5e gives characters).

I think this is a mistake.

See, in my view, characters should be built by making a small number of 'big' choices (race, class), and then should be specialised using a larger number of 'small' choices (skills, feats, powers/talents/whatever). Where possible, these 'small' choices should be spread across the levels, so that at no point does a player have to make more than a few choices, and the number of options within each choice should likewise be limited, so that each choice is manageable.

In order to fix feats, then, I think the solution is threefold:

  • Split out the four categories of feats. The "always-on" numeric bonuses remain "feats", while the other three categories get shifted across to the "talents" system. Some of these (notably any "junk feats") just get dropped from the system, of course.
  • Tightly restrict the "feat chains" so they're only a couple of entries deep - Toughness leads to Improved Toughness... but there's no Really Improved Toughness.
  • Adjust the power level of feats so that they're more or less comparable. Possessing a given feat should give an edge over a character who doesn't have it, but it shouldn't ever be a "must have".

Between those three measures, we get to a point that we can actually write up every feat in the system pretty quickly. It does, however, have a couple of weaknesses:

  • Feats become dull. Do you want a +1 to hit, or an extra hit point per level? Not exactly an inspiring choice.
  • We have, of course, just pushed off another huge piece of work to the "talent" subsystem. Not that I think that's necessarily a bad thing...

Wednesday, 23 May 2012

Character Book: Skills

Okay, this should be a nice easy one. The rules for most uses for skills will actually appear in the Rulebook, while the skill check modifiers and magnitude rolls are functions of other parts of the character. Therefore, there's not a lot to say...

Using Skills

A skill check is the same as any other check:

Roll d20 + modifiers

The modifiers are as follows:

Base Bonus: Your base bonus derived from your level applies to all skill checks.

Skill Proficiency: You may attempt to use any skill. However, if you use a skill without the appropriate proficiency, you suffer a -4 penalty on the roll.

Attribute Modifier: Each skill has a related attribute. When making skill rolls, you apply the modifier given by your related attribute to the roll.

Racial Modifier: Each race grants a bonus or penalty to checks in a small number of skills. These apply to all checks made when using the skill.

Skill Focus: Taking the Skill Focus feat represents additional training in a particular skill. This grants a +1 bonus on checks related to the skill.

Magnitude Checks

In those cases where it is important to know how well a skill check succeeded, make a magnitude check.

Typically, a magnitude check is made using a d6. This assumes that the character has the required tools for the task, to an acceptable but not exceptional quality, and that the character is working under reasonable conditions. The Skill Specialisation feat applies a step bonus to magnitude checks with a given skill.

The magnitude check for a skill always applies the attribute modifier of the related attribute.

Several skills apply an Armour Check Penalty to magnitude checks. When wearing armour, you must apply the step penalty to all magnitude checks made when using the skill.

Skills

The skills, their related attributes, and the common applications of each, are listed below. In each case, the related attribute is given in parenthesis. Additionally, some skills note that the Armour Check Penalty applies to magnitude checks for this skill.

  • Academics (Int): All manner of 'book learning', including history, heraldry, and lore.
  • Acrobatics (Dex, Armour Check Penalty): Dancing, tumbling, tightrope walking, and similar feats of acrobatics and balance.
  • Arcana (Int): Knowledge of arcane lore and the planes of existence.
  • Athletics (Str, Armour Check Penalty): All manner of feats of strength, running, jumping, swimming and climbing.
  • Craft (Int): Making things, whether this is beer, broadswords or ballistae.
  • Deception (Cha): Absolute honesty. Would I lie to you?
  • Devices (Int, Armour Check Penalty): Manipulating all manner of devices, whether to disable traps, open locks, or crack safes.
  • Diplomacy (Cha): The fine art of persuasion. Also used for seduction.
  • Endurance (Con): Used to recover from a hangover, to go without sleep for days, and endure other ongoing hardships.
  • Engineering (Int): Knowledge of the principles of building and construction. Also covers knowledge of dungeoneering.
  • Heal (Wis): Fixing people up right good.
  • Insight (Wis): Your sense for danger, your ability to spot a lie, and your preparedness for the same.
  • Intimidate (Cha): Browbeating others to do your will. Also includes torture.
  • Linguistics (Int): Knowledge of foreign languages, ability to read ancient texts, and ability to learn new languages when travelling.
  • Mounts (Dex, Armour Check Penalty): All manner of mounts, mounted combat, and vehicles, be they horses, chariots, dragons, or flying carpets.
  • Nature (Int): Knowledge of the natural world. Your ability to follow tracks in the wild, to find food and shelter, and to understand primitive cultures.
  • Perception (Wis): The sharpness of your senses. Your ability to find things in a search.
  • Perform (Cha): Ability to perform a play, to play a variety of musical instruments, and the like.
  • Profession (Wis): All manner of professional skills, from food taster to sailor, to prostitute. Also covers gambing and begging.
  • Religion (Wis): Knowledge of all things religious, from trappings and iconography to practices and ritual lore.
  • Sleight of Hand (Dex, Armour Check Penalty): Ability to pick pockets, to slip out of bonds, and similar stage magic.
  • Stealth (Dex, Armour Check Penalty): The ability to sneak around undetected.
  • Streetwise (Cha): Ability to find contacts, to fence goods, to gather information. Also your ability to find a good time.

Incidentally, there's something not quite right about the Social and Alertness defenses. These should be based off Perception and Insight, but I've made a slight mistake somewhere along the way. Once I've sorted it out, I'll fix both this post and the one about Classes, and then publish a post outlining the fixes.

Character Book: Classes

As discussed yesterday, there will be five classes in Nutshell Fantasy. As with the races, these will be presented in a purely mechanical way, although in this case that's because the fluff text isn't yet written.

It's worth noting that this is the point where we start getting into stuff that isn't completely locked down - notice that the names of the class talent trees remain undefined. I'm also not 100% happy with the assignments of the proficiencies to the classes.

At character creation, simply select a class for your character. Any race can adopt any class.

Fighter

The traits of Fighters are:

  • Hit Points: Fighters gain 7 + Con modifier hit points per level
  • Resilience: Fighters gain 3 + Wis modifier resilience per level
  • Attacks: Fighters gain a +2 bonus to all melee and missile attacks
  • Defences: Fighters gain a +2 bonus to Fortitude and Combat Defence
  • Proficiencies: Fighters gain the following Proficiencies at first level: Armour Proficiency (light), Armour Proficiency (medium), Shield Proficiency, Skill Proficiency (any three), Weapon Proficiency (melee), Weapon Proficiency (missile)
  • Talents: TBC

Scoundrel

The traits of Scoundrels are:

  • Hit Points: Scoundrels gain 5 + Con modifier hit points per level
  • Resilience: Scoundrels gain 5 + Wis modifier resilience per level
  • Attacks: Scoundrels gain a +1 bonus to all attacks
  • Defences: Scoundrels gain a +2 bonus to Alertness, Reflex, and Social defences
  • Proficiencies: Scoundrels gain the following Proficiencies at first level: Armour Proficiency (light), Skill Proficiency (any five), Weapon Proficiency (melee), Weapon Proficiency (missile)
  • Talents: TBC

Champion

The traits of Champions are:

  • Hit Points: Champions gain 5 + Con modifier hit points per level
  • Resilience: Champions gain 5 + Wis modifier resilience per level
  • Attacks: Champions gain a +2 bonus to all melee attacks, and a +1 bonus to spell attacks
  • Defences: Champions gain a +2 bonus to Fortitude and Will defences
  • Proficiencies: Champions gain the following Proficiencies at first level: Armour Proficiency (light), Armour Proficiency (medium), Shield Proficiency, Skill Proficiency (any three), Spell Proficiency (simple), Weapon Proficiency (melee)
  • Talents: TBC

Mystic

The traits of Mystics are:

  • Hit Points: Mystics gain 5 + Con modifier hit points per level
  • Resilience: Mystics gain 5 + Wis modifier resilience per level
  • Attacks: Mystics gain a +1 bonus to all ranged attacks, and a +1 bonus to all spell attacks
  • Defences: Mystics gain a +2 bonus to Alertness, Reflex, and Will defences
  • Proficiencies: Mystics gain the following Proficiencies at first level: Armour Proficiency (light), Skill Proficiency (any three), Spell Proficiency (simple), Spell Proficiency (complex), Weapon Proficiency (missile)
  • Talents: TBC

Wizard

The traits of Wizards are:

  • Hit Points: Wizards gain 3 + Con modifier hit points per level
  • Resilience: Wizards gain 7 + Wis modifier resilience per level
  • Attacks: Wizards gain a +2 bonus to all spell attacks
  • Defences: Wizards gain a +1 bonus to their Alertness and Social defences, and a +2 bonus to Will
  • Proficiencies: Wizards gain the following Proficiencies at first level: Skill Proficiency (any three, plus any three of: Academics, Arcana, Craft, Engineering, Linguistics, Nature, or Religion), Spell Proficiency (simple), Spell Proficiency (complex)
  • Talents: TBC

Multiclass Characters

Once a character reaches 3rd level, he has completed his basic training in his class. Thereafter, when gaining a level he may choose to adopt a second (or subsequent) class, thus becoming a multiclass character.

Each character has a favoured class. For most characters, this is the class in which they have the most levels, while a character with an equal number of levels in two classes may choose either as his favoured class. Characters gain the Attack and Defense bonuses from their favoured class only; these do not stack.

(Once made, the choice of favoured class can only be changed when the character gains a level, and only if he increases his level in one of the relevant classes. That is, if a Fighter 5/Scoundrel 5/Mystic 2 gains a level in Fighter, his favoured class will become Fighter, if it was not already. However, if he instead chooses to increase his level in Mystic, his favoured class remains unchanged.)

Each time you add a level, you add the hit points and resilience of the class you have chosen to advance.

A multiclass character may select talents from any of the trees granted by any of his classes. There are no restrictions on how many talents you may select from each tree, nor any requirement to have any talents from any particular tree at all.

You do not gain any additional Proficiencies when you adopt a new class. However, a multiclass character may choose to retrain some of his proficiencies, swapping a proficiency granted by one of his classes for any other proficiency granted by any of his classes.

Retraining Classes

Multiclass characters (only) are permitted to retrain their classes, adjusting the emphasis that they place on their differing roles. When retraining, you simply remove one level from an existing class and add that level to another of your classes.

There are four restrictions:

  • A character cannot reduce his level in any of his classes to 0. Once he has adopted a class, he will always thereafter have some training in the class.
  • A character cannot reduce his highest class level below 3.
  • A character cannot add a completely new class by retraining. He can only add a new class when gaining a new level.
  • A character cannot change his favoured class by retraining. Thus, if the character has two classes at the same level, he cannot retrain to decrease his level in his favoured class, nor to increase his level in a non-favoured class.

When retraining a class level, simply recalculate the appropriate hit point and resilience point totals for the new class levels. Everything else remains unchanged.

Retraining Proficiencies

A multiclass character may choose to retrain his proficiencies. Simply remove one of your character's existing proficiencies, and replace it with any other proficiency granted by one of your classes.

You cannot remove a proficiency that is a prerequisite for another feat that you possess.

Character Book: Races

With Nutshell, it is my intention to support the full set of D&D (and Eberron) races, although several of these will exist only in my "personal version" of the game, for IP reasons. In any event, I'm only going to present the "big four" here, for reasons of space. These should be sufficient to show my thinking.

I should note that the races are presented here purely as they relate to the mechanics of the game - I'm not going to waste time telling you what a "dwarf" is!

At character creation, simply select a race for your character. Any race can adopt any class.

You cannot retrain your character's race, and in general you cannot change your character's race during a character rebuild - if the changes required are so drastic as to necessitate this, you should probably replace the character entirely.

Human

The traits of humans are:

  • Medium size: Humans gain no bonuses or penalties due to their size.
  • Movement: Base 30 ft (6 squares); Reduced 20 ft (4 squares)
  • Free Proficiency: At first level, humans gain any one Proficiency feat of their choice - this can be an Armour, Shield, Skill, Spell, or Weapon Proficiency, as desired. The character must meet the prerequisites of the selected feat, as normal.
  • Feat: At second level, humans gain any one additional feat of their choice. They must meet the prerequisites of that feat, as normal.
  • Talents: May select talents from the 'Human' talent tree.

Dwarf

The traits of dwarves are:

  • Medium size: Dwarves gain no bonuses or penalties due to their size.
  • Short: Dwarves are short, and so have no vertical reach.
  • Movement: Base 20 ft (4 squares); Reduced 20 ft (4 squares)
  • Low-light vision: Dwarves treat all light conditions as being one better than they actually are. They suffer no penalty in bright light.
  • Sturdy: Due to their build, Dwarves may carry an additional 4 major items before becoming encumbered.
  • Free Proficiency: Weapon Proficiency (axes)
  • Skill Modifiers: Craft +1, Engineering +1, Devices +1; Dwarves suffer a 1 step penalty on Athletics magnitude rolls
  • Defence Modifiers: +1 Fort
  • Talents: May select talents from the 'Dwarf' talent tree.

Elf

The traits of elves are:

  • Medium size: Elves gain no bonuses or penalties due to their size.
  • Movement: Base 35 ft (7 squares); Reduced 20 ft (4 squares)
  • Free Proficiency: Weapon Proficiency (bows), Weapon Proficiency (light blades)
  • Skill Modifiers: Perception +1
  • Defence Modifiers: +1 Will
  • Talents: May select talents from the 'Elf' talent tree.

Halfling

The traits of halflings are:

  • Small size: Due to their small size, halflings have no vertical reach. Additionally, they cannot use Large weapons such as longbows and greatswords.
  • Movement: Base 20 ft (4 squares); Reduced 15 ft (3 squares)
  • Skill Modifiers: +1 Perception, +1 Stealth; Halfings suffer a 1 step penalty on Athletics magnitude rolls
  • Defence Modifiers: +1 to all
  • Talents: May select talents from the 'Halfling' talent tree.

As should be obvious, races in Nutshell Fantasy are mechanically 'light' - the players choice of race provides a feat here or there, and a couple of skill of defense modifiers, but tends not to have a huge impact on gameplay. However, each race opens up one (or two, in the cases of half-elves and half-orcs) talent trees. This will allow those players who wish to do so to emphasise their character's race over other aspects - one Elven Scoundrel could be an Elven scoundrel while another is an elven Scoundrel, simply by selecting different talents.

Probably the most notable thing about races in Nutshell is the lack of ability score adjustments. This is largely in response to something I saw increasingly in 3e (and 4e): players would insist on only ever having the 'right' stats for their class. Consequently, if a race didn't have a bonus to the key stat for the chosen class, it would never be considered. Indeed, in extreme cases, the player would select a specific race not because they had any interest in that race, but rather because they wanted a particular set of ability score adjustments. To say that irritated me was an understatement.

(It's also worth noting that if you want your halfling to be weaker but quicker than a human character, there is an easy way to achieve this - assign a low Strength and a high Dexterity. However, for those players who want to portray an unusually strong halfling, the absence of ability score modifiers makes this a possibility.)

You may well also have noted a lack of "personal details" information in the above - there are no tables for height, weight, and age. Honestly, I have come to view these as a waste of space. The flavour text for the races should probably give approximate races; beyond that, it is for the player to simply decide these things (and whether to go for exact values, or simply say "short and fat"). In particular, I find the codification of age categories and exact ability adjustments to be wasteful - not only do very few campaigns last long enough for characters to age significantly, but in any event age effects everyone differently so specified modifiers are somewhat pointless.

Tuesday, 22 May 2012

Classes or Skills?

Fair warning: This post is very long, and gets rather unfocussed towards the end. I've been gradually getting the ideas together over the course of writing this, which makes for a rather disorganised read. The good news is, at least I now know more or less what I mean!

Over the weekend, Captain Ric and I were chatting about Nutshell Fantasy, and he noted that the way the game is structured would mean that it could quite easily eliminate classes - just give out extra feats for "more hit points" and "higher defences" and so on.

Which is quite right... but I'm not going in that direction.

Now, the thing is, I have no great preferences for class-based or skill-based games. I've run both, I've played both, both have certain strengths and weaknesses, and I don't really have any strong preference.

But Nutshell is intended to be a "D&D-replacement" game, and one of the key features of D&D (for me, at least) has been the use of classes. And so, they remain.

For what it's worth, if I were doing a similar game for "Game of Thrones"-style fantasy, or for horror, or modern, or most sci-fi, I would almost certainly go skill-based. Although for "Star Trek", specifically, I would probably use classes, with one class for each uniform colour.

(Which brings us to another question: why "Nutshell" Fantasy? Well, one of my goals while doing all this is to extract the kernel of a game engine that is suitable for reuse in a variety of games and for a variety of genres, in much the same way that the basic d20 system does. It's just that D&D-style fantasy is the game in which I have the most interest right now, and so it's the one that's driving the process...)

Anyway, having decided on having a class system, the next question becomes: which, and indeed how many, classes are to be in the game?

My thinking on classes is that there are two options: either you have a small number of broad and customisable classes, or you have a lot of small detailed niche classes. Either of these approaches will allow the game to handle a wide range of archetypes. But trying to combine the two tends to result in a bit of a muddle, as suddenly the 'big' classes swamp the space allegedly left aside for the 'little' classes, rendering them useless (and annoying any players who take those classes).

My preference at this point, and one that I've held for a while, is that I would prefer to see fewer bigger classes, each of which covers a fairly wide range of archetypes. Indeed, it's probably best if the classes overlap to a certain degree, so that the question of what class a given character 'should' be need not have a single, definitive answer. It's likewise probably a good idea if the game include some mechanism for either (or both) multiclassing or cross-training, further expanding the range of supported characters.

Now, in terms of the specific classes, I'm once again looking to D&D for guidance. Pretty much from the start, that game has included a set of 'big four' classes: Cleric, Fighter, Rogue, Wizard. (Those are, of course, the current WotC-approved names. The Fighter used to be Fighting Man, while the Wizard was previously the Mage, and before that the Magic User. Meanwhile, the Rogue used to be the Thief, and actually didn't appear in the very first versions of the game!)

Widening the lens just a little, and taking the classes from the first PHBs from each edition, we add a number of classes: Assassin, Barbarian, Bard, Druid, Illusionist, Monk, Ranger, Paladin, Sorcerer, Warlock, Warlord. (2nd Edition also included Specialist Wizards, generalising the rules for Illusionists, and also Specialist Priests, of which Druid became an example.)

And looking further afield also, there have been a great many classes added. Now, it's fair to say that many of these are dross and can be ignored (Thief-Acrobat), while others are very setting-specific and can be ignored (Samurai). However, there are a few that are worthy of at least consideration: Artificer, Cavalier (or Knight), Favoured Soul, Mageblade, Scout, Swashbuckler, and the psionic classes (Ardent, Psion, Psychic Warrior, Soulknife, Wilder).

Bouncing all of that around, my inclination is to go for five classes, as follows:

Fighter

The classic. This is the straight-up warrior, the guy who uses the big weapons and armour, does lots of damage, absorbs lots of damage, and generally adventures by sheer force of arms.

The Fighter can be customised in a variety of ways, allowing it to stretch to cover various other concepts:

  • By picking up primal powers, and especially focussing on rage, we get the old Barbarian class.
  • By focussing on mounted combat and the leadership of men, we get the Cavalier.
  • By focussing on the leadership of men, we get the Warlord.
  • By picking up 'signature item' powers, we get a "cult of the sword"-style Samurai.
  • Likewise, versions of the Paladin, Ranger, Psychic Warrior, and Mageblade can be constructed by taking appropriate divine, primal, psionic, or arcane powers. However, these might be better handled by another class...

Scoundrel

The guy who lives by his wits, the scoundrel tends to be lightly armoured and fast moving. He succeeds by being where the enemy weapons are not, and may well have picked up a few tricks along the way...

Like the Fighter, the Scoundrel can be customised to cover several existing classes:

  • By selecting the right stealth-based powers, the class makes for an ideal Rogue or Assassin, of course. (And the Soulknife is little more than a psionic-themed Rogue, while the Ninja is likewise some sort of mystic Rogue.)
  • By selecting music-based powers and inspirational abilities, the scoundrel becomes the Bard.
  • Select physical adept powers, and the scoundrel becomes a Monk (which may not feel like an ideal fit, but that's largely because the Monk class is so poorly named).
  • As mentioned under 'Fighter', the Ranger is perhaps a better fit as a scoundrel, picking up wilderness survival skills. Likewise, the Scout is just a slightly less martial Ranger.
  • Conversely, a scoundrel who focusses on melee combat and movement abilities becomes a Swashbuckler.
  • As with the Ranger, the Mageblade and the Psychic Warrior may be better fits as scoundrels, built by focussing on arcane or psionic powers, respectively.

Champion

This is the class that "stands for something". Motivated by duty heavier than the armour he wears, this character also weilds mystic powers to defeat the enemies of his cause.

The Champion is perhaps the most limited of the five classes, in that there are actually relatively few existing archetypes to adapt. Still, it should be possible to customise the character reasonably:

  • Classically, of course, the champion can be themed to oppose the undead and demons, modelling the Cleric. Alternately, a slightly more martial approach becomes the Paladin.
  • Instead, focussing on primal abilities, and especially the hate based "favoured enemy" abilities gives rise to the 4e Avenger class.
  • And finally, many of the suggestions for both the fighter and the mystic can likewise be used for the champion, creating a character more balanced between pure martial skill and pure magical might.

Mystic

This is the wild man of the woods, the slightly mad wielder of scary powers, but not the pure practitioner of those mystic arts. The mystic tends to dwell on the fringes of society, and as such needs to be equipped to protect himself where necessary.

Again, the mystic covers many of the existing archetypes:

  • By focussing on primal powers, the mystic becomes a Druid.
  • Focus on emotion-based psionic powers, and the mystic becomes the Ardent.
  • Focus on more general psionic powers, and the mystic is a Wilder.
  • Focus on arcane magic, and the mystic becomes a Warlock (Witch). Alternately, blend arcane and primal powers for a slightly different take on the Witch.
  • Focus on divine powers, and the mystic becomes a Favoured Soul.
  • Focus on physical adept powers, and the mystic represents a different take on the Monk (and perhaps a better fit than the scoundrel!).

Wizard

Literally the "wise man", the Wizard is the dedicated student of lore, of magic, and of other secrets - be they divine, psionic, or arcane. The wizard eschews the use of weapons and armour altogether, relying on others, or his prodigious magical might, for protection where it is needed.

The Wizard is defined by his use of magical power. It is the type of magical power that mostly defines the character:

  • By specialising in a particular type of arcane magic, the wizard becomes an Illusionist, Enchanter, Diviner, or other specialist.
  • By focussing on divine, rather than arcane, magic, the wizard becomes a learned, bookish priest.
  • Alternately, focus on psionic power, and the wizard represents the Psion of 3e.

Other Notes

It is expected that any class will be able to learn some of the secrets of artifice. As such, there is no one class that is an ideal match for the Artificer - just as the existing Artificer can be made to fill almost any role! Thus, a Fighter might pick up some knowledge of artifice to model a signature item, or represent his skills as a master of the forge. A Scoundrel might learn artifice, and thus model a character like Jarlaxle - he doesn't create the items, merely find them... but he always seems to have just the right item available. And so on.

The distinction between Sorcerers and Wizards has been largely ignored. It is expected that each character who casts spells will have a choice to make - do they follow a path of formal learning (Wizardry) or do they follow a more haphazard path (Sorcery)? And I foresee no great reason that there should not be sorcerous Champions, Mystics, and Wizards (or Fighters or Scoundrels, for that matter), alongside the others.

At this point, I think it's worth taking just a moment to consider how all this relates to two particular adventuring parties: The Fellowship of the Ring, and the group in my current campaign. The first is, of course, iconic, so it would be a poor show if some of the characters didn't fit. Meanwhile, if the second can't be handled,that would be something of a problem.

Of the Fellowship, I figure Boromir and Gimli are clearly Fighters, Legolas is probably a Scoundrel with an archer build, while Gandalf is a Wizard. Aragorn could probably be either a Fighter, a Champion or a Scoundrel - I don't think it's necessarily a bad thing that there are several ways to model that character. Likewise, I'd peg Frodo as a Champion, Sam as a Fighter, and Merry and Pippin as Scoundrels. I don't think any of those assignments is a horribly poor fit - it doesn't feel like I'm trying to force a square peg into a round hole there, at least no more than if I were doing the same exercise using 3e rules.

With the current group, I think both Avon and Jag would be Wizards (Avon being a classic arcanist, while Jag is a psion). Garret is quite clearly a Scoundrel, while Vixen is a Mystic (druid). Craetegus, were he still around, would be a Scoundrel (ranger). The one that's a bit tricky is Mondo, the artificer. Here, I'd be inclined to peg him as a Fighter, due to the recent redesign of that character for greater combat ability. However, he's something of a tricky one: Mystic and Wizard don't really fit, due to their heavy emphasis on magical ability, while Scoundrel is at odds both with his character and his heavy armour. Champion is a possibility, except that Mondo isn't really "standing for something".

Hmm... After all that, I guess I'll need to give the issue some more thought!

Character Book: Ability Scores

On to something a little bit more interesting... (Oh, and yeah, there's more bad formatting coming up.)

The Six Ability Scores

Strength: This represents your characters ability to apply physical force. It allows him to run faster, punch harder, and lift more than the other guy.

Dexterity: This represents a combination of agility, manual dexterity, flexibility and grace.

Consitution: This is a measure of your character's general health and hardiness.

Intelligence: A mental analogue of Dexterity, this represents quickness of wit, the ability to reason, and intellectual prowess.

Wisdom: A mental analogue of Consitution, this represents mental toughness and fortitude, and you character's ability to shrug off mental attacks.

Charisma: A mental analogue to Strength, this represents your character's force of personality - his ability to impose himself on others. It is also impacts your character's ability to use magic; in effect, his ability to impose his will on the universe.

Note that charisma is not connected to appearance; a character may be very attractive and utterly vapid, or very ugly and yet strangely compelling. Note also that charisma is not the same as personality; the crass drill sergent may not be liked by anyone, but he still gets the very best out of the troops under his command.

Generating Ability Scores

There are three methods available for generating ability scores. You may choose any of the three, but if you choose to roll dice, you cannot change your mind after the first die falls.

Method 1: Random Rolls

Roll 4d6, remove the die that shows the lowest value, and add up the rest. Take a note of the result. Repeat this process, generating six ability scores. Arrange the six numbers generated to the six ability scores as you wish.

If your highest ability score is 13, or if the total of your six ability score modifiers is 0 or less, you may reroll your character.

Method 2: Standard Array

The standard array is: 16, 15, 13, 12, 10, 8

Arrange the six numbers to the six ability scores as you wish.

Method 3: Point Buy

Each ability score starts at 8. You have 28 points to spend on raising your ability scores. The costs for raising a score are as follows:

Score Cost Score Cost

9 1 14 6

10 2 15 8

11 3 16 10

12 4 17 13

13 5 18 16

Ability Score Modifiers

The table below shows the modifiers for the various ability score values.

Ability Score Modifier

3 - 5 -2

6 - 8 -1

9 - 11 0

12 - 14 +1

15 - 17 +2

18 +3

(Alternately, the modifier is (Score/3 - 3).)

Ability Scores and NPCs

Ability scores apply to PCs only. Monsters and non-player characters do not have ability scores.

Changing Ability Scores

Once generated, a character's ability scores will never change. There are no effects in the game that apply directly to your ability scores, they do not increase with time, and nothing can reduce them.

There is no concept of ability score drain or damage in Nutshell Fantasy.

Ability Checks

There is no concept of ability checks in Nutshell Fantasy. Such checks have been replaced with general skill checks.

Ability Scores and the Real World

To provide some guidance as to how ability scores relate to the real world:

The majority of people in the real world (60% or so) have no ability score outwith the average (+0) range. Most people are, quite simply, average. Of the remainder, a significant percentage (35% or so) have one or more ability scores in the next range (+/-1). Finally, the remainder (5% or so) have one or more ability scores in the next rage (+/-2).

There are no people in the real world with ability scores at the extreme ends of the scale (+/-3). A character with an ability score in this range is somewhat fantastical by his very nature.

It should be noted that the distibution of ability scores described above does not match those generated for PCs in any way. By their nature, player characters are quite exceptional.

Character Book: Basic Characteristics

Level and Experience Points

Typically, characters start the game at level 1 with 0 XP. As they adventure, they gain XP through various means, and in turn gradually gain levels, as shown in the table below:

Level XP Base Bonus Feats/Talents Notes

1 0 0 Talent Decision Point

2 2,000 +1 Feat

3 4,000 +1 Talent

4 8,000 +2 Feat

5 16,000 +2 Talent

6 32,000 +3 Feat Decision Point

7 64,000 +3 Talent

8 125,000 +4 Feat

9 250,000 +4 Talent

10 375,000 +5 Feat

11 500,000 +5 Talent

12 625,000 +6 Feat

13 750,000 +6 Talent

14 875,000 +7 Feat

15 1,000,000 +7 Talent

16 1,125,000 +8 - Decision Point

17 1,250,000 +8 Talent

18 1,375,000 +9 -

19 1,500,000 +9 Talent

20 1,625,000 +10 -

21 1,750,000 +10 Talent

22 1,875,000 +11 -

23 2,000,000 +11 Talent

24 2,125,000 +12 -

25 2,250,000 +12 Talent

26 2,375,000 +13 - Decision Point

27 2,500,000 +13 Talent

28 2,625,000 +14 -

29 2,750,000 +14 Talent

30 2,875,000 +15 -

N/A 3,000,000 - Talent Divine Ascension

(Note: More bad formatting!)

Levels 1-5 are the Beginner Tier. In this tier, characters have not yet come into the full extent of their power. They have only a small number of talents, and may not have received any feats at all.

Levels 6-15 are the Heroic Tier. In this tier, the characters are clearly a cut above the common man, but they remain fundamentally mortal. They can perform great things, but without using magic their achievements remain bound by the constraints of the flesh (or, at least, by "Hollywood-logic").

Levels 16-25 are the Paragon Tier. In this tier, characters are now clearly superhuman, but they remain comprehensible by the people around them. They are supermen... but they are still men. Paragon characters perform impossible feats, but they are not yet a match for the gods themselves.

Levels 26-30 are the Epic Tier. In this tier, characters are the greatest of heroes, unrivalled in the multiverse. In this tier, they can challenge demon lords, great dragons, and perhaps even the gods themselves.

Characters do not move between the tiers purely by gaining experience points. What separates even a 1st level PC from a 0-level NPC is a matter of choice - the character chooses to leave behind the mundane and familiar and go adventure. Thus, in order to reach levels 1, 6, 16 and 26, and thus enter a new tier, the character must make a conscious choice to do so. They must decide to carry on, to face the renewed challenges ahead. Their careers must be about something... even if that is purely about amassing ever more wealth!

At 3,000,000 experience points, the character reaches the pinnacle of mortal advancement. At this point, the character is advanced to the very ranks of the gods (or demon lords). Congratulations, you have won the game!

Base Bonus

As characters advance, they become generally more competent. Thus, they add half their level to every d20 roll (except saving throws). That is, every attack roll, spell roll, skill roll, and so on is modified by this base bonus.

Feats

In the Beginner and Heroic tiers, characters gradually gain feats. At each even-numbered feat in these tiers (that is, levels 2, 4, 6, 8, 10, 12 and 14) you may select a feat for your character. Once characters reach level 16 and leave the Heroic tier, they no longer gain feats.

Talents

At first level, and at each odd-numbered level throughout their careers, character gain a talent. Talents are a mix of powers and special abilities, including martial training, the ability to cast spells, and the secrets of artifice.

Rulebook: Core Mechanics

Dice Required:

A player of Nutshell Fantasy will require a set of the standard polyhedral dice in all of the platonic solids: d4, d6, d8, d12, and d20.

The GM will require fewer types of dice: d6, d10 and d% (or d100), and d20.

In both cases, it may be beneficial to have multiple dice of each type.

The Core Mechanic

As with the generic d20 System, the Core Mechanic is as follows:

Roll d20 + modifiers

If the result is equal to or higher than the Difficulty Class, the task succeeds. If not, it fails.

Difficulty Classes

Where the target of an effect is a creature, the difficulty class will be one of that creature's defences.

For most other tasks, the difficulty classes as follows:

Descriptor Difficulty Class

Laughable 0

Trivial 5

Routine 10

Average 15

Difficult 20

Hard 25

Extreme 30

Godlike 35

Impossible 40

(Bad formatting, I know!)

It should be noted that a DC of 30 represents the upper limit of real-world human achievement. It is at this level that World Records fall, that the boundaries of science are pushed back, and so forth.

A DC of 0 is something that a character can probably do in his sleep.

When Not To Roll

Typically, characters do not need to roll for tasks with a DC of 10 or less. Occasionally, in high-stress situations, the GM may require a roll even for the simplest task.

"Take-10"

In most cases, rather than rolling the dice you can elect to simply accept a result of 10. This eliminates any possibility of both critical success or critical failure (see below), but may be enough for regular success.

To take-10, simply treat the result of the die roll as '10'. Add the modifiers as normal, and compare with the Difficulty Class.

In stressful situations, such as combat, you will generally not be able to take-10. You are never required to take-10.

"Take-20"

If time and conditions permit, your character may want to be sure of applying his best efforts to a check. In such a case, he can take-20 to get the best possible result.

Taking-20 requires that the character expend 20 times the normal time, and 20 times the normal resources, involved in a check. Additionally, you can only take-20 in those situations where a retry would normally be permitted, and cannot take-20 in stressful situations.

If there are any negative consequences associated with failure in a task, you will automatically suffer these consequences if you take-20. Additionally, in some cases these consequences will make it impossible to take-20. (For example, when climbing a cliff, the 'negative consequence' is falling off. Obviously, falling off means you fail to progress up the slope, and so taking-20 is impossible.) It may not be obvious before you try that taking-20 is not allowed.

You are never required to take-20.

To take-20, simply treat the result of the die roll as '20'. Add the modifiers as normal, and compare with the Difficulty Class. However, this is not considered a natural 20, and so neither automatic success nor critical success apply (see below).

"Take-0"

If your skill with a task is sufficiently great, and the task sufficiently easy, you may elect to take-0. Unlike taking-10 and taking-20, you may take-0 at any time. However, you are never required to take 0; you may always elect to roll if you want the possibility of critical success.

To take-0, simply treat the result of the die roll as '0'. Compare your total modifier against the Difficulty Class as you would normally.

Automatic Success or Failure

In general, a result of a natural 20 on the die roll indicates an automatic success, and a result of a natural 1 is an automatic failure.

Again, in the case of extreme results, this rule may not apply - this would generally apply if even a roll of 25 would not be enough to succeed, or a roll of -5 would still be enough for success.

Critical Success or Failure

Some rolls may allow the possibility of critical success or failure. Note that not all rolls allow this, and that some rolls may allow critical success but not failure, or vice versa.

If critical success applies to a roll, then when a natural 20 is rolled on the die, this is considered an automatic success, and a potential critical success. At this point, you should make a confirmation roll.

In most cases, a confirmation roll is simply a case of making exactly the same roll again, with all the same modifiers, against the same Difficulty Class. If the confirmation roll is a success, then a critical success has been scored. If the confirmation check fails, then only a normal success has been scored.

In general, a critical success will have double the effect of a normal success. Roll the magnitude check as normal, but roll double the dice and add double the modifiers.

If critical failure applies to a roll, then when a natural 1 is rolled on the die, this is considered an automatic failure, and a potential critical failure.

At this point, you should make a confirmation roll, as described above. If the confirmation roll fails, then a critical failure has resulted. If the confirmation roll succeeds, then disaster has averted, and only a normal failure results.

In general, a critical failure will have double the effect of a normal failure.

The rules for automatic success and failure, or critical success or failure, do not apply to confirmation rolls.

"Natural Even"

In some few cases, a check will specify that it can only be passed on a "natural even" result. In such cases, roll the check as normal. However, in order to pass the check, the character must not only beat the Difficulty Class, but the value shown on the die must also be an even number.

Degree of Success and Magnitude Rolls

Sometimes, it is enough merely to know whether a task succeeds or fails. Often, however, it is important to know how well a check has succeeded, and so a Magnitude Check is required. A Magnitude Check works just like a damage roll in most games - you roll dice and add a modifier to the check.

By default, magnitude checks are rolled on a d6. This assumes that you have the standard tools required for the job, and decent conditions to work with. For example, when picking a lock, if you have a standard set of picks, you may roll a d6 as your magnitude check.

If you are forced to work with poor or improvised tools, the magnitude check may be reduced to a d4 or d3, while superior tools and training can increase the check to a d8 or even d12.

In all cases, you apply the same ability score to magnitude checks as applied to the original check for success or failure. For example, most characters apply their Strength modifier to melee attacks rolls and they also apply their Strength modifier to the resulting melee damage rolls; however, a character with the Weapon Finesse feat applies his Dexterity modifier to some melee attack rolls, and also to the resulting damage rolls.

Nominal Success and Imperfect Defences

Some powers and spells grant an "imperfect defense" against particular attacks, reducing that attack to a nominal success. Alternately, some effects may reduce a character's effectiveness to a "nominal success". (A nominal success on an attack roll is called a "glancing blow".)

If a nominal success is scored, treat all the dice in the magnitude check as if they had come up as '1'. Apply any modifiers normally. In effect, a nominal success has the minimum possible effect that could be generated using the dice.

(For example, if a Fighter attacks with his sword for 1d8+4 damage, on a glancing blow he will do 5 damage - the minimum that could be scored. Similarly, if a Wizard throws a fireball for 5d6+12 damage, on a nominal success he does 17 points of damage.)

Note that even a critical success can be reduced to nominal success in this manner!

Modifiers, Step Changes, and Extra Dice

Frequently, the game will award modifiers to rolls. Indeed, almost every roll you will make will include a modifier from an ability score, if nothing else. Modifiers are given in the normal notation, as +X or -Y, and should simply be added to the roll. Any effect that does "double damage" or similar also applies double the normal modifiers to the roll.

Somewhat less frequently, the game may apply step changes, adjusting the die type of a roll. For example, the Weapon Specialisation feat applies a 1 step increase to the damage caused. In this case, you should substitute the dice used by the next size up.

The progression is as follows: d3, d4, d6, d8, d12. The smallest die type that can be used is d3; any step changes down from this value should be ignored. The largest die type that can be used is d12; any step changes up from this value instead add a +2 modifier to the roll.

The d20 is never subject to step changes. That is, the d20 can never be changed to another die type, and neither can any roll 'step up' to use the d20.

Finally, some effects (such as sneak attack) add extra dice to a roll. In most cases, the effect will indicate which dice should be added. However, if the power merely says "add 2 extra dice", without specifying a die type, add extra dice of the largest type that are already being rolled. That is, if you are using a weapon doing d8 damage, add an extra d8; if using d12 then add an extra d12, and so on.

When rolling a critical success, extra dice are always added first. Thus, if the critical does double damage, you may roll double the entire damage pool.

The d20 is never affected by extra dice. That is, the d20 will never be added to another dice pool, and neither will you add another die to a d20 roll.

Rerolls

Some effects will give you the opportunity to reroll a die or dice.

You may announce your previous result before applying a reroll, and may even hear if your attempt was a success or failure before rerolling. However, you must declare your reroll immediately at this point; if the results have been narrated, you cannot use a reroll to "take it back".

If you choose to reroll when you initially rolled multiple dice, you may choose to reroll all of the dice, or only some. (Note, however, that if you made two rolls at the same time, such as rolling an attack and damage roll together, these are still considered separate, and so you much reroll each separately.)

When you reroll, you must accept the new result, even if it is worse. No roll can be rerolled more than once.

Some powers allow characters and creatures to force others to reroll. If you are subject to such a power and you have a reroll of your own, you may expend your own reroll to negate the targetting power. In such a case, both rerolls are expended, and the initial result stands. But, again, you must do so before the dice are rolled for the second time. (Remember: no roll can be rerolled more than once.)

Note that you can only reroll, or force a reroll, when dice are actually rolled! If you take-10, for example, you cannot then reroll.

Posting Nutshell's Work-to-Date

Over the past couple of years, I've gradually cobbled together a decent segment of Nutshell Fantasy - most of the "Characters Book" and parts of the "Rules Book". My plan is to post these here, largely without comment. (I don't want to rehash my reasoning behind everything constantly, because of the time that will take, and because I'd rather get on with developing some of the other bits of the system.)

Consequently, if you see something that you'd like me to explain my thoughts on, please drop a comment below the post and I'll address it.

Foundation Maths

Probably the first time the mathematical elegance of 3e was shown to be problematic in use came the first time a PC cast Bull's Strength. It seems such a simple spell, with a nice, clear function - it gives the character a bonus to his Strength score.

(This spell was one of the ones changed in 3.5e. In 3e, it gives a 1d4+1 enhancement bonus to Str for hours; in 3.5e and PF it gives a +4 enhancement bonus for minutes.)

The problem is that applying a bonus to the character's Strength score generally applies a smaller bonus to the character's Strength modifier, which then cascades across the character sheet - several skills are affected, as are attack rolls, and damage rolls (but not all attack or damage rolls). Played by the book, Bull's Strength is really quite nasty.

(Of course, the spell also hits the problem I mentioned previously with the 'stacking' rules - if the character is also wearing gauntlets of ogre power, the calculations just became that bit harder.)

Given the hassles of handling things "by the book", most groups instead eyeball it - they work out what the change in modifier is, and then apply it to rolls on the fly. This tends to be kinda-sorta okay - occasionally the bonus might be applied incorrectly or forgotten, but it's a pretty minor loss.

But try doing the same with ray of enfeeblement, which applies a Strength penalty to characters. It should work just the same, right? Except that, being a penalty rather than a bonus, players have no incentive to obsessively track it. They may not even be consciously be cheating, but it is by no means uncommon for them to forget (or 'forget') to apply a penalty as they go.

As far as I can see, the root of the problem lies with applying the modifier to the character's Strength score. See, some elements of the character exist in the game purely (or mostly) as 'partial sum' values - they're the foundational elements that are then totalled up to give the final modifier.

(That is, a character's attack bonus is BAB + Str mod + Feat bonus + item bonus + ... The items I've just listed would be the foundational elements, while the total is the key value that matters in-play.)

In order to speed up play, then, values that change in-play should never be applied to these foundational elements, as doing so will cause a cascade of changes across the character sheet (which is fine if you're using an electronic character sheet, but not if the game can't assume you will). Instead, they should only ever apply to the 'top level' bonuses that matter in play. And, moreover, the in-play modifiers should always stack with the total bonus listed on the character sheet, regardless of what combination of foundations have been added to it.

For example:

Bull's Strength: This spell grants the character a +2 bonus on Strength checks, Althetics skill checks, and melee damage rolls. It lasts for 1 minute.

And Another Thing...

One thing I didn't list amongst my 'cascade' of changes due to bull's strength was encumbrance. This is another area where the maths of the system seem nice and simple, but in play they turn into a bit of a nightmare:

In theory, all you do is total up the weight of everything you're carrying, compare it against some Str-based thresholds, and you're done.

The problem is that the game (all pre-4e editions; not sure about 4e) counts encumbrance down to 0.1 pounds, an extremely small amount. The effect of this is that every time your character stops for a meal, every time he fires his bow, and every time he picks up even a single coin, his encumbrance value changes slightly. And, of course, any time his Strength changes, all the thresholds change.

Again, most groups handle this by handwaving it, allowing characters to carry "a reasonable amount", or simply ignoring encumbrance altogether. (Where "a reasonable amount" is almost invariably way more than the RAW allows, and so amounts to ignoring it altogether.)

(It's also worth noting, also, that encumbrance rules, the tracking of ammunition, and the tracking of rations all go together. If you track enc but not the others, players will just 'forget' to have their characters carry food. If you track ammo but not enc, they'll carry an effectively limitless store of ammo.)

Fortunately, there's a nice easy solution to this one. Rather than tracking encumbrance down to 0.1 pounds, and requiring constant recalculation, a better solution is to divide items up into three categories: Major, Minor, and Conditional.

Major items are, as the name implies, big bulky items: weapons, armour, a tent, 3-days of food, etc. I recommend also that a quiver counts as a major item, and can carry a number of arrows, but that the arrows themselves be minor.

Minor items are, likewise, obvious - they're the small, light items that don't really matter: a coin, an arrow, a potion...

Conditional items are things like clothing; if these are worn then they are considered minor items, but if they're just carried then they count as major items.

When calculating encumbrance, then, ignore the minor items, and count up only the major ones. And allow characters to carry a number of major items equal to their Strength score, or some similar threshold, without penalty - then another 3 items at each threshold beyond that, up to their max load.

The benefits of this are three-fold. Firstly, it's much simpler, which means it may well actually get used in play. Secondly, it allows easy recalculation - changes only occur when the character gains or loses a major item... and the 'major' designation provides a neat clue that it's important! Thirdly, it means that the game can meaningfully include tough decisions about encumbrance, rations, and ammunition, and tough decisions are often the meat of a satisfying game. Do you take an extra day's rations, or do you take an extra 10 arrows, if you can't take both?

(There is one other consequence to this, however - you will need to "bundle up" some of the treasure items. Otherwise, a character who finds a hoard of 3,000 coins will be able to carry these without any difficulty, since each coin is a minor item! But turn those 3,000 coins into "a pile of good coins", being a single major item, and it all more-or-less fits. Even better, it's more realistic than the current situation, where characters will often find carefully-sorted piles of exactly 3,000 gold pieces, and nothing else - instead, "a pile of good coins" would be about 3,000 coins, and would be mostly gold, with some silver and some platinum mixed in. When the party get back to town and get to count it all up and sort it through, the pile is actually valued at 3,000 gold. And this abstracts the specific currency in use, which is good because a world with a single decimalised currency is... unlikely to say the least.)