Showing posts with label skills. Show all posts
Showing posts with label skills. Show all posts

Thursday, 7 March 2019

Making the case for limited ability modifiers in OSR

D&D B/X is, I would wager, the most popular basis for OSR games. Therefore, B/X style ability modifiers are the most common. In case you didn't know, ability modifiers in B/X range from -3 to +3 and are determined like this:

Score Mod
3 -3
4-5 -2
6-8 -1
9-12 +0
13-15 +1
16-17 +2
18 +3


Nice, unified and symmetric. Except of course when it's not - only positive modifiers affect languages known, and reaction adjustments from Charisma only go from -2 to +2, and ditto for initiative adjustments from Dexterity. But we'll get back to that.

While this is probably the smoothest system in any official edition - more unified than Original and Advanced D&D's jumble of adjustments, and less game-deciding than WotC D&D's gigantic -5 to +5 range, they're not the best choice for everything.

Negative modifiers can be problematic when you want to modify numbers that are naturally quite small. Rulesets will often include things like “you can hold your breath for a number of minutes equal to 1+CON”, which will then require special stipulations and minimums for negative modifiers.

Also, I have witnessed applying modifiers to dice rolls cause headaches to OSR hackers creating their own games using B/X as a starting point (often via Lamentations of the Flame Princess). ‘Esoteric Enterprises’ and other games by Emmy Allen use X-in-6 skills like LotFP, except ability modifiers are applied to skills - though they can never go below 0-in-6 (rolled as a 1-in-36 chance). Since skills start at 1-in-6, this means that a modifier of -3 or -2 is the same as -1, not to mention that a +3 is pretty massive. The WIP post-apoc game Ruinations by Brent Ault has gone through several iterations with its skill system, likewise attempting to include ability modifiers into skills, but trying to dampen their effect. At one iteration of the ruleset, skills were moved up to the d12, starting at 2-in-12, plus ability mods. Once again, anything below a -1 is not accounted for. The skill system was changed in a later version to a d100 where start skills at 20%, and have each point of modifier count for 5%, so a -3 modifier would give a 5% success rate. Which, you'll notice, is mathematically the same as a d20 roll with the modifiers applying in their usual way.

Basically, the d6 skill system is liked (by me and many others) for its chunkiness - adding a pip to a d6 feels much better than adding a handful of points to a d20 - but big modifiers and big chunks don't mix.

I'm going to suggest something to all hackers, tinkerers and homebrewers right now:

Ditch the negative ability modifiers from your game. Completely.

It's okay. Just because you're using B/X as your engine doesn't mean you NEED to have the same ability modifiers. It doesn't break compatibility. You still have the same scores, in the same range of 3-18, for when you take ability damage or whatever. You can still run Keep on the Borderlands even if there isn't some unlucky geezer running around with a -2 DEX. You still have HP, and XP, and AC. You can still use all the great TSR and OSR content out there exactly the same.

Then, squish down the modifier ceiling to one that you think won't break your maths too much.

Yes, it may be somewhat more fun for players to have wide variation in characters' abilities, and amusing to laugh at the one chump with a big negative modifier. But reducing modifiers to a range of, say, +0 to +2, opens up a lot more design space for a homebrewer. Never again will you have to worry about special stipulations when applying modifiers to a base number of 1.

(Btw, this pairs quite well with the static Health/Wounds mechanic I talked about in an earlier post - I'll just have CON modifier increase your starting Health at level 1, but more on that in a later post.)

As for precedents, there are already places where B/X et al. restrict adjustments from abilities to -2 to +2, like reactions, initiative, and XP adjustments - because a +3 would be far too large a modifier on a 2d6 roll, for example. Why not expand these limits to everything, thus truly unifying ability adjustments? A smaller range of ability modifiers that excludes negatives means doing less maths, a larger design space, and fewer special cases.

I propose the following modifiers, and will use them in my next game:

Score Mod
3-12 +0
13-15 +1
16-18 +2


Essentially, it's the B/X range but with negatives completely removed, and +3 squished into +2. You still have some characters (21.3%) who are very good at a given thing, and a few (4.6%) who are exceptional at it. The rest (74.1%) are just average. And that's okay. Now, your base Bushcraft (or whatever) chance will be either 1-in-6, 2-in-6, or 3-in-6. No special stipulations.

By the way: in the oft-referenced late Gygaxian houserules for OD&D, abilities modify things by +1 or not at all. And they modify very few select things. Constitution of 15 or more gives +1 HP per HD, and so on. In discussions of these rules it is often pointed out that they were made for convention games, and therefore do not represent how Gygax ran the game at home. It is true that many of the changes there improve PC survivability - which makes sense when running a quick convention game. However, the streamlining and restricting the effect of abilities does not necessarily improve PC capability - and in fact set a lower ceiling for it than those in B/X and AD&D. I'm not going to say "if it's good enough for Gygax...", I'm just including it for completeness and to show that it's okay to do things differently to B/X - as long as compatibility is preserved. Compatibility must always be preserved.



Saturday, 1 September 2018

Simple OSR Thief skills on a d20

Observation 1: Most of the Thief skills in B/X D&D improve in increments of 5%, which makes using a percentile die rather pointless. You can take the percentile (and x-in-6) Thief skills table, convert all the values onto a d20 target number, and it looks like this (TN rounded up):

Level
Climb Sheer
Surfaces
Find/Remove
Traps
Hear
Noise
Hide In
Shadows
Move
Silently
Pick
Locks
Pick
Pockets
1
3
18
14
18
16
17
16
2
3
17
14
17
15
16
15
3
3
16
10
16
14
15
14
4
2
15
10
15
13
14
13
5
2
14
10
14
12
13
12
6
2
12
10
13
11
11
11
7
2
10
7
11
9
9
9
8
2
8
7
9
7
7
7
9
1
6
7
7
5
5
5
10
1
4
7
5
3
3
3
11
1
2
4
3
1
1
1
12
1
1
4
2
1
1
0
13
1
1
4
1
1
1
0
14
1
1
4
1
1
1
0

Observation 2: From this table it is easy to see that most of the skills - Find/Remove Traps, Hide in Shadows, Move Silently, Pick Locks and Pick Pockets - are always within a band of 2 points of each other. Generally, they start at 16-18, improve 1 point per level, before accelerating to a rate of 2 points per level starting at 5th or 6th level. These could very easily be collapsed into one chance without losing much precision - let’s say into the middle chance, Pick Locks, a 17.



One of the remaining two skills, Hear Noise is one that many tables including mine (and some retroclone rulesets) ignore, simply letting players succeed to listen if they spend a bit of time, so it can be ignored here. Climb Sheer Walls is a bit of a tricky one. It’s the only one that starts at a high chance of success, 87%, and improves by one percentage point per level, so it ill fits non-percentile models. However, there is precedent in the OSR of merging Climb into a more “unified” skill system, in LotFP, where Climb improves in steps of the same size as other skills. If Specialists put all their points at 1st level towards Climb, they end up with chances quite similar to the ones in B/X - good chances in climbing (5/6), terrible chances of doing anything else (1/6).

Hacking it


Let’s assume that in our modern mindset we want a resolution mechanic that can be applied not just to Thieves, but all classes, while still retaining Thief superiority. Naturally, we achieve that by treating all other characters as zeroth level Thieves. So, ignoring Climb for a moment, we choose a 17 as our target number at 1st level, increasing by one each level. In other words, to succeed at a Thief skill, you must roll d20 + Thief level for a result of 18 or higher.

Hell, why not call it a nice round easy-to-remember 15, and give Thieves a little boost? The B/X Thief is commonly seen as too inefficient, and in fact AD&D boosts many of the thieving chances by 10%. Now, doing this does improve all characters’ odds from the default 16.6% of LotFP to 30%. But, especially these days, most OSR play takes place in the low levels. I’m okay with letting characters do a bit more. (For comparison, the Mutants & Magic proposal linked above lets 1st-level Thieves succeed on most things on a 12-14+.) Incidentally, choosing 15 as the target number, the new chances start to fall behind the B/X Thief's at 8th-9th level.


"Most LotFP campaigns feature lower level characters, and modern campaigns do not last long enough to build characters to higher levels. ... providing characters more possibilities at lower level and decreasing the importance of gaining levels is important."
- James Raggi, "Playtest Notes" in Eldritch Cock

Now that we’ve moved all skills to this mechanic, the obvious next step is other “common activities” with X-in-6 odds like Foraging, which LotFP turns into the Bushcraft skill, and Open Doors, which is not a skill but an X-in-6 chance modified by Strength. Open Doors should certainly be modified by Strength in our new system too. One benefit of moving to the d20 is that if you want ability scores to affect the odds of skills, you can, simply by adding the ability modifier to the roll. Wisdom would be used for Bushcraft, Dexterity for Stealth, Intelligence for Tinker, and so on. The modifiers have a bit of an impact but do not overflow the die size. Also, we are now rolling high (like all other rolls), instead of rolling low on a d6 or percentile, if you care about that sort of unification/elegance nonsense. (I don't think the d6 is bad at all, personally, in fact I really like how chunky the increments feel.)

Finally, let’s get suspiciously modern and use the term “proficiency” for adding Thief levels to the roll. Thieves shall have proficiency in Stealth, Climb, and Tinker. If we take a leaf from LotFP’s increasing demihuman skills, then Dwarves would have proficiency with Architecture, Elves with Search, and Halflings with Bushcraft (and also have a +10 to hide in the wilderness). I would also probably give Fighters proficiency in Open Doors, because why not? They’re likely to be the most physical type.

A summary of the skill system


All activities and skills (Climbing Sheer Walls, Finding Traps, Removing Traps, Hearing Noise, Hiding in Shadows, Moving Silently, Opening Locks, Picking Pockets, Forcing Open Doors) are rolled on a d20. The appropriate ability modifier is added, as well as Thief level if the activity is thiefy. A result of 15+ is a success.

Skills/activities:
  • Architecture: INT, +Dwarf level
  • Bushcraft: WIS, +Halfling level
  • Climb: STR, +Thief level
  • Languages, Medicine: INT
  • Open Doors: STR, +Fighter level
  • Search: INT, +Elf level
  • Stealth, Sleight of Hand: DEX, +Thief level (these skills can be rolled into one)
  • Tinker: INT, +Thief level

(Sneak attack is no longer a skill, but a simple 2x multiplier, possibly increasing with Thief level.)

Now that all Thief activities progress the same, you can combine those that use the same ability, i.e. Stealth and Sleight of Hand. If you see Tinker (Pick/Remove Traps) as an activity requiring more dexterity than intelligence, then that can be merged in too for a general "Thievery" skill. As an extension of the system, you could have character backgrounds that give you background skills granting a +2 bonus to certain activities.

Pros & Cons


So what’s the score? We have made abilities slightly more important, which depending on your taste may be a good thing or a bad thing (but actually less important compared to roll-under ability checks). We now have a Thief and not a Specialist - we’ve removed “builds”, option paralysis, customization - which again you may see as either good or bad. We've made Thieves decent at everything, but far worse at climbing (I dunno, give them a +10 to climb or something if you want). As a positive, we’ve reduced the space taken up by skills on the character sheet, since you no longer need to list the individual skill levels, only whether you’re proficient in them - adding your level to the roll is easy enough. And there's no need to print a Thief skills table in the rulebook anymore.

However, I see some serious risks in going in this direction. Those risks are psychological shifts that may happen in dungeon masters when moving from a “X in Y” chance to a target number which has treacherous resemblance to the modern “d20 + proficiency vs. difficulty class” mechanic of 5e. The danger is that DMs will start to see the fixed target number of 15 as a "default DC" that they will begin to carelessly modify. They may be tempted to do this where they would not have been in a d6 skill system. LotFP's rules only mention modification of the chances in two places: opening giant stone doors, and attempting to forage in different terrains such as the desert. Modifying the target numbers too often may give rise to a treadmill where characters get more competent but DMs constantly raise the obstacles in response. Because... for some reason a locked chest in a high-level dungeon would have a higher DC to open? I am generally against that, and it should be used very sparingly, as LotFP does. Just let players know their chances of success, and let characters feel competent! This psychological risk of treadmills could perhaps be mitigated by pre-applying the modifiers and listing the naked die result required on the character sheet, as saving throws are handled, though that would take up a bit more space on the sheet and require updating every level.

The other risk is that it will tempt DMs to call for knowledge rolls, and perception rolls. Those are harmful too, but the explanation why is a subject for another blog.

Finally, I'd like to say that I'm not under the impression any of this is an original idea. The Thief seems to be one of those topics of eternal discussion. In fact I'm almost certain there are already several blogposts with same idea, but Google failed to find me any so I'm barfing my notes on here.