Wednesday, May 29, 2019
Saturday, May 25, 2019
OSR Weapon Damage
The topic of weapon damage comes up
from time-to-time in OSR discussions. I think this is because we want
that beefy fighter to be so very deadly with big-ass swords and we
want that wee dagger to be more lethal than it is.
A lot of folks are in favor of straight
1d6 damage per weapon, as it was in OD&D. I hate that idea, but I
get it. It means that the dagger is a better choice than it normally
is and it allows players to be creative with their weapon choices
since there's no mechanical penalty for those choices. But it also
means - since all things really are even - weapon choice is virtually
meaningless in terms of mechanics. Your skull-tipped mace and my
super sharp scimitar both act identically in combat. I dislike this
immensely.
Caveat: (Important caveat, no less) A
good DM and player rapport will cause the nature of a PC's weapon to
enhance play. My choice of a scimitar vs. your skull mace may mean
that the Arabic-inspired setting has more respect/acceptance of my PC
vs. yours. Perhaps your wicked weapon invites trouble everywhere you
go while I can pass through markets and tea houses without excess
trouble. Or let's say you choose a straight arming sword while I
choose a staff tipped with 3 chains securing large iron hooks. A good
DM would allow me to hook-and-pull targets on a good hit roll, but
may also hit me with penalties when fighting in tight spaces.
Meanwhile, your simple sword presents no particular advantages or
penalties.
So yeah. Straight 1d6 can work as long
as the group really embraces the narrative elements of weapon choice.
I still don't love it, but I'm open to it.
Another idea is damage by class. My
ideas below are in this vein, but I'm not a huge fan of the versions
of this idea I have seen before because they never seem to leave the
existing variable damage as-is for the "middle classes"
such as Thief and Cleric. Versions I can remember seeing will apply
something like a small-medium-large weapon category scheme and a die
step for each based on class. I think this is perfectly logical but
also kind of bland. To me, it robs weapons of their character.
Some people even go as far as limiting
the Strength modifier in combat to only fighter types. I get that
too, but I hate it.
I'm a B/X guy through-and-through
because of the versatility of basic rules such as variable weapon
damage (an optional rule but let's be honest... almost everyone uses
it) and the universal ability modifiers. It means I can play a B/X
Magic-User who has an 18 Strength and I can be potentially a better
fighter than the party's actual Fighter - at least at very low
levels. This bugs a lot of people because of class niches and
what-not. I get that too. But I don't care. It lends greater
diversity to characters in a game with precious few built-in
bells-and-whistles.
Think of that B/X Thief who got lucky
with a high Str, Dex, and Con. Give that guy a two-handed sword and
you got yourself a bona fide sword-and-sorcery hero.
So yeah. Ideas. There are others too.
Here's a couple of ideas I had that I
might drop into my next B/X game (maybe not both). These might have
already been dreamed up by some other game nerd so please post a link
if you have seen either of them before. That would be awesome. I
certainly have not read all the reams of blog posts out there in the
OSR-o-sphere.
IDEA #1: DIE-STEP WEAPON DAMAGE
Your character's class determines the
die step used for weapon damage.
CLASS | DIE STEP |
---|---|
Cleric | Normal |
Dwarf | 1 die step higher |
Elf | Normal |
Fighter | 1 die step higher |
Halfling | Normal |
Magic-User | 1 die step lower (min. 1d4) |
Thief | Normal |
For general use, not necessarily
specific to B/X, it would be like this:
Wizard types = 1 die step lower
Rogue/Cleric types = no adjustment
Fighter types = 1 die step higher
Race would probably be irrelevant since
race in 1e or Advanced style games confers somewhat less
advantage/disadvantage (or should) than in B/X where the class and
race are the same.
IDEA #2: DAMAGE SCALES BY CLASS AND
LEVEL
Some classes get damage bonuses as they
level up.
CLASS | DMG MOD |
---|---|
Cleric | +1 per 2 levels |
Dwarf | +1 per level |
Elf | +1 per 2 levels |
Fighter | +1 per level |
Halfling | +1 per 2 levels |
Magic-User | +1 per 5 levels |
Thief | +1 per 2 levels |
So Idea #1 I really dig because it
doesn't mess with the existing damage values for weapons nor does it
require new categories to be graphed on. You just have to go a die
step up or down depending on class. It makes the dagger more serious
for warriors and the sword less effective for wizards.
(I do allow wizards to use any weapon
because it's fantasy. The downside is their to hit rolls suck and
maybe I make them spend a round drawing or sheathing because of lack
of expertise.)
Idea #2 seems like it would also go a
long way toward addressing a big problem. Why is it that my level 1
fighter deals exactly the same damage as my level 9 fighter with the
same weapon? It just doesn't FEEL right. It's heroic fantasy... I
want to FEEL like I'm just god damn better at this shit than I used
to be. So a fat +9 to damage with that dagger I picked up on the
battlefield would do the trick. I dunno... I'm sure there are
downsides but not sure the downsides outweigh the asskickery.
The Questing Beast RPG Revisited
Ron Edwards of Adept Press recently played my old game The Questing Beast at IndieCON and made this video talking about it.
The main thrust of the video is that Ron was concerned about the mechanical difference between the games. Primarily, that The Pool gives players a choice whether to take narrative control where TQB doesn't offer that choice. I designed TQB to be a little more "controlled" than The Pool in the sense that I wanted it to feel complete as a system. I wanted everything to be very clear and well structured. The Pool has clarity as well, but is far more open-ended as to how things can emerge from play. At least in a sense, that is.
Anyway, it's been a very long time since I thought about these games but I'm happy that they still get some traction here-and-there.
You can get The Pool and The Questing Beast for free.
Tuesday, May 21, 2019
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