Words from a grognard

Category: Design Theory

Design Theory: What About Skills?

One vexing problem that presents itself when designing an old school system now is the question of how to use skills. This is a design problem because the earliest D&D systems used an implicit skill system instead of an explicit system. That has lead to a lot of people thinking that the old school rules don’t have skills built into them, a mistaken position.

I’ll leave it to those who’ve spoken of it before me to lay out how skills in old D&D appear (see Lucy Blumire’s blogpost about old school skills) and simply assume that the skill system is present as fact. That skill system is implicit in the text, with instances of it only showing when specifics are needed; at no point are the skills presented as being a subsystem in the rules. One way in which this characteristic affects the mechanics directly is in the realm of PC abilities.

At no point in describing PC abilities is a general skill system laid out or referred to. Even when the thief class showed up in a supplement with its personal skill set described, there was no discussion of a general skill subsystem in the rules. The thief skills also differed from the general skill usage by requiring percentile dice rolls instead of an X-in-6 approach. It wasn’t until the appearance of expansion books for AD&D that an explicit presentation of a skill system debuted.

This all means that designers of systems taking an old school approach these days have to decide how to involve skills in the systems. Do we design implicit skills that only get described as a discrete dice roll used in a specific situation here and there, or do we lay out skills as an explicit part of the system? Are skills to be a one-size-fits-all measure of X-in-6 chances called out discretely for everybody or will PC competence vary by class and/or experience?

I’ve decided I want to take a hybrid approach to skills. PC skills will be described as best as possible as discrete instances of what a specific class can do, instead of a list of skills that can be learned and developed by any PC. I also. however, will describe how PCs of other classes use those skills, without them being able to develop any greater competence (much the same as with the X-in-6 approach). This is the same basic tack as thieves being able to develop their ability to climb sheer surfaces while non-thief PCs have just a general chance to climb and never develop that skill further, so it’s not without precedent. An example from my projects would be that of fighters being able to employ stunts in melee (and the development of those locked in through level advancement) and non-fighters being able to attempt the same with much worse chances of success (and no improvement possible).

This approach involves no setting up an explicit skills system that covers learning new skills and generating ratings, then rules on how to develop those skills over the course of play, and how players can go about choosing how many skills and what skills their PCs possess. It stays with “at this level, PCs of this class can do X and all other classes can only wish they could do that as well” approach of AD&D and avoids the explicit approach of Traveller or Runequest or GURPS. I just won’t be shy about calling out the skills.

DA Design: First Combat Module: Notes 1

I’ve been playing around with the first of the alternate combat sub-systems in the Dangerous Adventures project. What began as a purely Weapon Speed & Casting Time exercise has morphed into quite a bit. It still has weapon speed and casting time involved, though they appear differently, now.

The primary problem that reared up with the system as originally envisioned involves movement. Breaking movement down by segments proved to be a bit tedious and boring in play. Even grouping segments of movement together on an ad hoc basis whenever all that would happen for those segments would be movement just wasn’t working well.

Also, the weapon speeds in the book obviously weren’t intended to be used in a strict segment count system, so those would all have to be re-figured; I couldn’t find a suitable mathematical formula to use to assign them segment counts. It’s easier to simply work up new speed ratings from scratch.

Now, beginning from scratch means that the ratings don’t have to reference segments, nor range from 1 to 10 to fit. I can break the round into any number of segments that I wish, based solely on what seems to work best for me. That means I can structure rounds around (!) any of the concepts involved in combat. With that in mind, I’ve landed on five segments/phases in a round, based on the different types of movement I want to include. I think the five-step phasing will assist GMs to work in any unusual activity, too, with the provided descriptions of movement types giving suitable examples to generalize from for rulings on the ground.

The list of movement-types: Shift/Intercept; Split-Move (& Fire); Half-Move (& Attack) [Or (Attack &) Half- Move]; Charge (& Attack); Counter-Charge (& Attack); Full Move (Advance); Full Move (Run). These movement-types should provide enough examples to provide guidance for GMs ruling on weird actions.

This is all part of the chassis for the combat system, part of the Basic rules for it. There will be Expanded rules that include abilities added for some PCs (fighters) as they increase in level and also fit both Mana Channeling & Counterspell and Magical Combat procedures. I think it’s flexible enough, at this point, to support any other combat types I may want to add (read: that I’m contemplating now).

Now, LJ has a three-phase round structure too accommodate all of the above, to one degree or another. It’s interesting (at least, for me) to see how the same basic ideas brought on two different structures. I’ll likely post about that at some point so everybody can compare the two.

Design Theory: Combat, Abstraction, & Procedure

Part of my early-rpg-gaming study has involved reading the Chainmail rules and how those were used, not only for minis wargame play, but also play of OD&D. As Chainmail is a wargame, most of what it provides is rules for combat, so it’s an integral part of studying the OG RPG combat rules.

One of the most interesting tidbits to be found in Chainmail is that it has three combat systems. Yeah, it offers a mass combat system for use with miniatures wargame scenarios, a man-to-man system for individuals beating on each other, and a fantasy combat system for dealing with monsters. The rules text as a whole offers up a lot of information on the earliest fighting rules and there’s much to be gathered from reading the text.

Procedures Provide Structure

One aspect shared across all three systems is that they’re all broken down procedurally in play. It’s this procedural step-by-step approach that provides a great deal of the verisimilitude among the abstractions made in the rules. The use of phases provides a feel for how action proceeds apace, yet some activity most often precedes other activity and that difference helps ground the whole in time. I compare stepping through phases here (as with B/X and OSE) with the free-for-all of AD&D and find that using phases does make a difference in flavor, at least for me, so I figure there are other players for whom it makes a difference, too.

The phases provide some structure for the abstractions, especially when dealing with actions that aren’t described in the Advanced rules, such as split-fire missile actions. The phase structure places the initial move early in the round, the missile attack later, and the final move segment after. Let’s look at how it plays out:

THE MOVE/COUNTER MOVE SYSTEM

  1. Both opponent’s roll a die; the side with the higher score has the choice of
    electing to move first (Move) or last (Counter-move).
  2. The side that has first move moves its figures and makes any split-moves
    and missile fire, taking any pass-through fire possible at the same time.
  3. The side that has last move now moves its figures and makes any split-moves
    and missile fire, taking any pass-through fire possible at the same time.
  4. Artillery fire is taken.
  5. Missile fire is taken.
  6. Melees are resolved.
  7. Steps 1 through 6 are repeated throughout the remainder of the game.
    Note:Missile fire from split-moving troops is considered to take effect immedia-
    tely during the movement portion of the turn, and the same is true of pass-
    through fire. All other fire, both artillery and missile, is considered to
    simultaneously take effect just prior to melee resolution.

This provides a basic feel for time advancing through the round. This feel is enhanced by stepping through artillery fire and general missile fire and melee. While there are arguments to be made about having the chaos of battle reflected in simultaneous resolution for everything, I find the feel of time progressing during a round to be preferable. The switching from player to player and monster to monster with simultaneous resolution doesn’t provide the same.

I also believe that stepping through the phases in play helps GMs develop a feel for how to approach play, in general. Building a habit of taking matters one step at a time during resolution can help GMs provide consistency in adjudication and that helps with the verisimilitude of the setting.

The rules also offer a list of possible actions to take. This list is predicated on minis play, of course, and yet most of what it describes can also happen in man-to-man and fantasy play — split-move fire, pass-through fire, indirect fire, direct fire, cover, charging, and melee. Yes, a player could have a PC do something not on the list, yet the list illustrates the variety of possible combat action just by its size and what it covers. I suspect most GMs could study that section of Chainmail and come away with a better understanding of all the things that can happen and how to sequence them and adjudicate them, even with having to adjust for playing an RPG instead of a minis wargame.

Chainmail also provides a different take on initiative by dint of having the different combat systems order action differently. The basic roll isn’t the end all be all of old school initiative, it turns out. The man-to-man system, for example, uses weapon speeds to figure out how many attacks a combatant can make based on a comparison of weapons between them and their foe. A small, quick weapon vs a large, much slower weapon can lead to multiple attacks that wouldn’t be possible using the fantasy combat system; fighting men and fighting monsters are qualitatively different in Chainmail.

A key concept I pull from this is that using procedures in play offers a lot of benefit at little cost. I don’t see scrapping the free-for-all for phased resolution to result in a loss of flavor in any significant way, while doing so gains a good deal of feel in play. It’s because of this that I’ve embraced the use of phases in my projects, although the specifics vary by which title.

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