Showing posts with label original. Show all posts
Showing posts with label original. Show all posts

Friday, 8 April 2011

Original Standard Final

1P18PT is not a Canadian post code (well, maybe it is, who knows?). Rather, it is my new rule design principle. I like to have to simplify rules down to fit on one page using no less than 18 point type, and the benefits of this commitment to simplicity, I've found, usually pay off in actual play or writing. With this in mind, the final version of Original Standard (click to enlarge):


A few things. I figured out a way to give a standard reference to skill tests you want to implement, based on the input to the test rather to the actual die or numbers used. Most inputs to a skill test, apart from circumstance bonuses or penalties, come from a character's abilities, class or level, if there isn't a specific skill for it. For things that are often used, you may not need to do this, but if there is a weird test in your adventure (fishing a key from a drain with a piece of string, for example) you will want to say what stat is used, whether level should count, and whether level should only count for certain classes.

I also had some thoughts about broadening the standard to cover most Old School games (T&T, Chaosium, TFT). I thought about terms like "normal human hits", "longsword damage," "leather armor equivalent..." Where this fell apart was trying to square level-based characters with skill-based ones, but I'm interested in other people's attempts to truly live up to Old School completeness.

I guess time will tell if people find this or a similar standard useful. So it's on to other, more directly practical things. I have been struggling with a tricky issue on the dungeon.ppt slide (graph lines: overlay or room fill?) and it will take a while to detail both of my jury-rigged solutions. Bear with me ... it'll be great when it comes out, I promise!

Tuesday, 5 April 2011

Original Standard in Action: Of Molds and Magic

http://www.cambriancavingcouncil.org.uk/
To illustrate some final issues arising in the quest to write an adventure using only the common rules elements of 5 out of 6 D&D editions, I give you the red and green molds from Egg of the Gazolba.
Red mold: dies from water, spore cloud if touched or burned, all within 20‘ risk 1d6x10 minute coma.  Green mold: infects by touch, grows rapidly when wet, dies from burning.
http://198.16.16.43/content.aspx?id=48998
To write about these things we are going to need a common time scale. The combat round varies in literal time from edition to edition, but is keyed to action, so can stand as it is. If you want a time course outside of combat, use minutes, hours etc. (the ten minute turn, alas, was put to death in 3e by the more "logical" usage of "turn" as a given figure's combat round.).

In the stat-free writeup I used "risk" to signify a saving throw situation, which all editions but 4th have, and 4th can simulate with a Fortitude attack. Now, which saving throw? Really, I could leave the situation as is; the 3e system using Fortitude saves would obviously use those, and earlier editions can assimilate it to Poison. Nor would it do any harm to give some pointers in case the save to use is not obvious. For example, an arrow trap might be saved against using (Reflexes/Breath Weapon).

The green mold can give a similar (Fortitude/Poison) save when touched with bare flesh, maybe at -2 for the audacity to touch it. All editions' saves or save-like procedures, like hit rolls, use d20, making bonuses and penalties easy to apply. Like green slime, it will infect you and kill you in a certain amount of time ... let's say 1d6 hours ... provided it is not excised with fire (doing fire damage to the victim) or with a cure disease spell.

Okay, okay, "magical curing." But this brings me to the most vexing question. How to deal with spells, and magic items beyond the simple +2 sword? The very thickness of those sections in D&D rulebooks shows that there is no easy way to boil them down, though some have tried ...

Without going through my thought process in too much detail, here is my solution. Each OS document has a "base reference edition," or core rulebook it can refer to for itemized things such as spells, items and monsters, without having to stat them out.

Most of the time, I think, that will be enough; the DM using another reference can improvise or substitute from the name of the thing alone. If you want to deviate from your base reference edition, then give a short description of the new or outsourced spell's effects and other statistics.

A good default reference edition would be OD&D + Greyhawk (of which Swords and Wizardry is a reasonable facsimile). This is the source identified by Delta a while ago wherein most of the iconic spells in the game can be found. This spell list has shown remarkable persistence right through 3rd edition.

To sum up, Original Standard writes with these numerical and categorical mechanics:

Ability stats, 4 classes (race and class descriptors), hit dice or level, armor class (ascending and descending), damage (d8 longsword standard), move as a 12" human standard, saves either descriptive or (original/3e), coins on a gp base, time in rounds or normal units, modifiers to all the above stats, and a base reference edition that can be used to refer to itemized game elements like spells and monsters.

So tell me what I missed, and if this is something you can use - and if not, why not?

Monday, 4 April 2011

Original Standard in Action: Monster stats

Statting a monster, Original Standard style, is fairly simple. Let's take the giant troll in Egg of the Gazolba. The original can be found in the Fiend Folio and these stats will suffice:

Hit Dice: 8
This is fairly straighforward to apply to all editions except 4th, for which a very inexact conversion factor seems to be "monster level = old-style hit dice x 1.5". Hit Dice also determines monster hit point, attack, xp for killing, and saves in various ways.

Armor Class: 4[15] - fairly simple, as with NPCs.
Move: 12" - As mentioned previously, this scales to  a move/speed of 6 5-foot squares (edited) for 3rd and 4th edition.
Damage: 2d8 - Give multiple dice-codes if multiple attacks exist.

Damage from any source presents problems for OD&D and the like where the base hit die and damage is d6 rather than d8. Attack damage dice seem to be to a similar scale in 3rd and 4th edition, just with more bonuses from abilities and powers, which will be calculated anyway in further detailing the monster. I would scale damage to Swords & Wizardry basic damage simply by bumping the die down one size and cutting bonuses by 75%, so 2d8+4 becomes 2d6+3 and so on. There's also a tendency in Basic and OD&D to eschew the multiple attacks in other editions, but that is hard to model in a regular way, and probably best handled by the individual referee.

Special: Regenerate 2 hp/round.
In particular, this regeneration number will need conversion upwards in 3rd and 4th edition where monster hit points double if not quadruple. Remember, OS is an attempt to find out what's common to the more complex editions, not to give them an easy time. "When in doubt, and you really need a number, scale to AD&D First."

In general, monster special abilities are a mixed bunch. If they affect Original Standard stats directly they can be described in those terms (like regeneration, slowing, or extra damage). But some things, like paralyzation, level drain, or poison are best described in words, with a time course for their duration and whether or not you get a save. More on this in the next post where I go into more detail on specials, traps, and effects. And yes, I'll get to spells shortly after that.

That's really my conception of an OS monster stats block. Useful, but not essential, is an additional descriptive portion I'll call the MRI. Like a brain scan, it gives details of the monster's morale, reaction and intellect in a sentence or two, without resorting to stats. For the giant troll I would say:
The giant troll is cowardly when faced with superior power (which isn't often). It is surly but will bargain to its advantage. While stupid, it knows it is stupid, so will be suspicious of overly complicated explanations.
From here on in the hard part starts: trick/trap/skill mechanics and (ulp) spells and magic items.