{"id":86,"date":"2007-12-16T05:22:10","date_gmt":"2007-12-16T03:22:10","guid":{"rendered":"http:\/\/isabout.wordpress.com\/2007\/12\/16\/fantasy-adventure-1-abilities\/"},"modified":"2020-01-02T20:25:33","modified_gmt":"2020-01-02T20:25:33","slug":"fantasy-adventure-1-abilities","status":"publish","type":"post","link":"https:\/\/www.arkenstonepublishing.net\/isabout\/2007\/12\/16\/fantasy-adventure-1-abilities\/","title":{"rendered":"Fantasy Adventure #1: Abilities"},"content":{"rendered":"<p>Re-creating <a title=\"Wikipedia sez\" href=\"http:\/\/en.wikipedia.org\/wiki\/Dungeons_%26_Dragons\">Dungeons &amp; Dragons<\/a> is a common pastime of rpg enthusiasts. I started doing it myself with the 3rd edition in 2001 or so, when I decided to run a traditional fantasy campaign with the rules set. At the time I ended up rewriting the whole game starting with the combat and magic rules and ending with experience, character classes and races. The fundamental core of a traditional adventure game was there still, however.<\/p>\n<p>Looking back now, I think I&#8217;m at least double as smart as I was then. I haven&#8217;t put a pen to the paper over this topic for years, but I have thought about it now and then.  Tonight I feel motivated to jot down some fundamentals on a new game that strives to do challenge-based adventure roleplaying in the D&amp;D vein but without the things that annoy me in D&amp;D, like the combat mechanics and cumbersome rules details. Sleeker, faster and more focused.<!--more--><\/p>\n<p>It should be noted that D&amp;D is huge and adventure games are traditionally two thirds about local group paradigm anyway; I&#8217;m not supremely invested in creating a tight, canonical and closed game here. Rather, I&#8217;m just outlining the tools I&#8217;d like to use for implementing an adventure roleplaying game right now. Some of these particulars have stayed with me for years, others are recent developments. Some I&#8217;ve designed originally for rogue-like computer games, some for the D&amp;D campaign I  mentioned, some just for the heck of it. Likewise, I&#8217;m not that interested in getting this &#8220;finished&#8221; or anything; I&#8217;m just writing things down so I can move on with my musings.<\/p>\n<h3>The Purpose of the Rules<\/h3>\n<p>I want a D&amp;D-like game that is less on the wacky and idiosyncratic side fiction-wise and has more streamlined mechanics. Also, the game needs to have a stone-solid focus on in-fiction challenge rooted in character and situation. Respect for the history and tradition of D&amp;D is important, but pretty mechanics are even more so. The game may use the traditional die-set (this has been a huge point of contention for me, but finally I acceded simply because the 3d6 Ability roll is such a monumental part of the tradition), character sheets and all that other stuff a full-fledged roleplaying game utilizes.<\/p>\n<p>What I find most annoying in D&amp;D in its current incarnation:<\/p>\n<ul>\n<li>Character optimization is not rooted in fiction. Players have to plan their characters in advance to maximize effectiveness. This sucks big. On the other hand, I like the current paradigm of having character optimization in the game at all, unlike early editions.<\/li>\n<li>The combat system is slow and convoluted. Character death is no factored in the game functionally. The enshrined nerd culture paradigm feels dusty; I simply don&#8217;t get entertained nowadays by character specialization in specific weapons, slow hp attrition, clockwork initiative and all that.<\/li>\n<li>The whole tension around encounter density is just screwed. That stuff has to be redone. The current D&amp;D works as a miniature game, but for an adventure roleplaying game I want the players to be responsible of initiating challenges, not the GM, and especially not with tailored safe challenges carefully gauged to be &#8220;challenging&#8221;.<\/li>\n<li>The game is full of dim shit that, while it has lots of tradition in D&amp;D, fails to engage me as independent fiction. Character dependency on magic items, supremacy of wizards, rust monsters, cookie-cutter demihumans and all that stuff is just weird; I&#8217;d much rather play something with a poetically pleasing and understated fiction. I guess they call it &#8220;low magic&#8221;, and trying to do it in D&amp;D is just annoying.<\/li>\n<\/ul>\n<p>Hmm&#8230; there&#8217;s probably more, but that&#8217;s enough for now. As for why <a title=\"Wikipedia sez\" href=\"http:\/\/en.wikipedia.org\/wiki\/Burning_Wheel\">Burning Wheel<\/a> doesn&#8217;t do it for me: too fiddly, not streamlined enough, too much GMing work. Just so you know.<\/p>\n<h3>Character Abilities<\/h3>\n<p>OK, so Abilities are at the root of the D&amp;D &#8220;feel&#8221;, so I want to preserve them. There&#8217;s enormous resistance here from my sensibilities, but after much thought I decided that I can&#8217;t work with the traditional Ability set; there are simply so many enshrined separations there that do nothing for me. I simply am not interested in differentiating between a &#8220;strong&#8221; and a &#8220;nimble&#8221; fighter, which is an example of a crowd favourite when it comes to things that people want the Abilities to distinguish.<\/p>\n<p>When redesigning the Ability list I want to focus on functionality. I could go with player-defined Abilities (this is the new millennium, after all), but at this point I&#8217;m a bit against it. Instead, a set of Abilities pertinent to my vision of fantasy adventure gaming:<\/p>\n<table border=\"0\">\n<tbody>\n<tr>\n<td><strong>Body<\/strong><\/td>\n<td>The character&#8217;s physical fitness; pretty much everything that Strength, Dexterity and Constitution used to do.<\/td>\n<\/tr>\n<tr>\n<td><strong>Will<\/strong><\/td>\n<td>As it sounds, the character&#8217;s mental fortitude. I&#8217;d imagine it&#8217;ll find use in magic and other kinds of mayhem.<\/td>\n<\/tr>\n<tr>\n<td><strong>Intelligence<\/strong><\/td>\n<td>A scholastic Ability for discerning thought. Not sure yet if I&#8217;ll really need this one.<\/td>\n<\/tr>\n<tr>\n<td><strong>Wits<\/strong><\/td>\n<td>An Ability for discernment, quick thinking, initiative and all that stuff.<\/td>\n<\/tr>\n<tr>\n<td><strong>Charisma<\/strong><\/td>\n<td>Another social\/magical Ability (I kinda like what the current D&amp;D has done with redefining charisma as a magical Ability). I might drop this and combine with Will, we&#8217;ll see.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>An important point about Abilities is that I want them to work in a balanced manner in the game while making enough sense in the fiction. Ideally all characters potentially need all Abilities, or if they don&#8217;t, this is taken into consideration in the other parts of the design. It should also be noted that right now I&#8217;m only interested in designing for random Ability distribution at chargen, with no point-buy options. Actually, ideally the game will involve no resource-distribution problems between individual Abilities at all; if the player never needs to priorize one Ability over another in improvement, then it does not really matter if an Ability is more or less important than another one.<\/p>\n<p>Another point is that I&#8217;m not at all averse to shifting those Abilities around when I nail down the conflict resolution system particulars. Although I started writing this stuff down from the Abilities, in reality they&#8217;re the last thing to determine.<\/p>\n<h4>Ability determination<\/h4>\n<p>Characters get their Abilities with a roll of 3d6, in order, no rerolls. The traditional problems of this approach are addressed in other parts of the design, but there&#8217;s also a hefty chunk of not caring if a player does not get the optimal Ability scores he thinks he needs for a particular type of character. The character creation process in this game is, just like the character advancement process, pretty subordinate to fictional aesthetics; you can&#8217;t choose your own Abilities, so the character doesn&#8217;t get to do that either.<\/p>\n<p>If I end up not putting that full die range to good use, I might swap the 3d6 with a roll of 3-5 d20, use the middle result. The important part here is a strong bell curve, not the exact distribution. I have some reasons for wanting to use 3d6, though.<\/p>\n<p>Abilities will be explicitly fluid in the game: characters get regular Ability improvement checks to increase their Abilities, as a kind of a secondary experience mechanism. While I like it that characters in current D&amp;D can improve their Ability scores, the utterly mechanical and controlled way it happens is the height of dullness for me. I&#8217;ll be stealing the skill improvement check from Runequest for this purpose, instead. This is also part of my control mechanism for the rolled Abilities: in the long run it doesn&#8217;t really matter if you rolled badly, because your character can try to improve himself in any lacking Abilities.<\/p>\n<h4>Using Abilities<\/h4>\n<p>Ability checks will be the main resolution mechanism in this game. Skill checks are just a special case of this resolution. The Ability check is most likely something like this:<\/p>\n<p><strong>Pertinent Ability + d20<\/strong> <em>vs.<\/em> <strong>Difficulty<\/strong><\/p>\n<p>So it&#8217;s basically the same as current D&amp;D, except I&#8217;ve removed the Ability modifier from the system as unnecessary. This increases the significance of Abilities considerably, which is part of the reason why I want to remove point-buy and other methods for min-maxing Abilities at character generation. If Ability scores &gt;15 were commonplace like they are in current D&amp;D, the impact of Ability would be too much for the above, simplified formula. I&#8217;m willing to take on that consideration, though, if it means not having to work with two separate scores for each Ability. Also, a larger impact from Ability scores suits me just fine aesthetically.<\/p>\n<p>The removal of Ability modifiers also means that the most basic &#8220;average human&#8221; result of an Ability check will be 21 instead of 10.5 like it is in current D&amp;D. A trivial matter to adjust for, to be sure.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Re-creating Dungeons &amp; Dragons is a common pastime of rpg enthusiasts. I started doing it myself with the 3rd edition in 2001 or so, when I decided to run a traditional fantasy campaign with the rules set. At the time I ended up rewriting the whole game starting with the combat and magic rules and [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"site-sidebar-layout":"default","site-content-layout":"","ast-site-content-layout":"default","site-content-style":"default","site-sidebar-style":"default","ast-global-header-display":"","ast-banner-title-visibility":"","ast-main-header-display":"","ast-hfb-above-header-display":"","ast-hfb-below-header-display":"","ast-hfb-mobile-header-display":"","site-post-title":"","ast-breadcrumbs-content":"","ast-featured-img":"","footer-sml-layout":"","ast-disable-related-posts":"","theme-transparent-header-meta":"","adv-header-id-meta":"","stick-header-meta":"","header-above-stick-meta":"","header-main-stick-meta":"","header-below-stick-meta":"","astra-migrate-meta-layouts":"default","ast-page-background-enabled":"default","ast-page-background-meta":{"desktop":{"background-color":"","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""},"tablet":{"background-color":"","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""},"mobile":{"background-color":"","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""}},"ast-content-background-meta":{"desktop":{"background-color":"var(--ast-global-color-5)","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""},"tablet":{"background-color":"var(--ast-global-color-5)","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""},"mobile":{"background-color":"var(--ast-global-color-5)","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""}},"footnotes":""},"categories":[21,22,32],"tags":[],"class_list":["post-86","post","type-post","status-publish","format-standard","hentry","category-game-design","category-my-dd-clone","category-volume1"],"featured_image_src":null,"author_info":{"display_name":"Eero Tuovinen","author_link":"https:\/\/www.arkenstonepublishing.net\/isabout\/author\/eerotuovinen\/"},"post_mailing_queue_ids":[],"_links":{"self":[{"href":"https:\/\/www.arkenstonepublishing.net\/isabout\/wp-json\/wp\/v2\/posts\/86","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.arkenstonepublishing.net\/isabout\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.arkenstonepublishing.net\/isabout\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.arkenstonepublishing.net\/isabout\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.arkenstonepublishing.net\/isabout\/wp-json\/wp\/v2\/comments?post=86"}],"version-history":[{"count":0,"href":"https:\/\/www.arkenstonepublishing.net\/isabout\/wp-json\/wp\/v2\/posts\/86\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.arkenstonepublishing.net\/isabout\/wp-json\/wp\/v2\/media?parent=86"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.arkenstonepublishing.net\/isabout\/wp-json\/wp\/v2\/categories?post=86"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.arkenstonepublishing.net\/isabout\/wp-json\/wp\/v2\/tags?post=86"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}