Wednesday, September 26, 2018

The Journeyman Class

This is a follow-up to my previously posted "Genius" rules for Swords & Wizardry: White Box. In that post, I referred to the Journeyman class, which is built to take particular advantage of Genius, so here are the particulars.

Clearly, this is just a modification of the White Box Thief class (as first presented in James Spahn's White Box Companion and then adopted fully into White Box: Fantasy Medieval Adventure Game), and it's intentionally designed so that players looking to play a traditional thief can easily use this class for such. However, there are some changes that may need explanation:
  • I'm generous with XP bonuses, thus every class in my campaign has two prime attributes rather than just one.
  • Back-stabbing is an option for any character, thus why it's not specified for this class. To backstab, a character must successfully position themselves to attack the target unaware. A backstab grants a +2 bonus to hit and if successful the character rolls damage twice, inflicting the higher result +2.
  • I moved guild establishment to 8th level from 9th. Partially this was so certain demi-human races with level limits would have a chance at establishing domain-level bases. But also my impression is that guilds are a softer, more subtle power base than strongholds and temples, and a town-based redoubt serves as a good stepping stone for other members of the party before hacking a stronghold out of the wilderness. 

 

Journeyman

While some adventurers rely on their battle prowess, and others their magical might, Journeyman get by on skill and cleverness. Having just completed their apprenticeships in their craft, Journeymen take to the road to hone their skills and find fortune, hoping one day to be recognized as Masters. A Journeyman may be a professional surveyor, architect, troubadour, apothecary, shipwright, scholar or any of a hundred other trades, including such dubious vocations as thief, assassin or spy.

Yes, you can even be a Barber.

Prime Attributes: Dexterity, Intelligence.

Weapons and Armor Restrictions: Journeymen may wield any weapon, but magical weapons are limited to daggers and swords. It is frowned upon by the guilds for Journeymen to engage in martial posturing, so they may only wear leather armor, and may not carry shields.

Enhanced Genius: Journeymen acquire points of Genius faster than other classes, 1 every two levels rather than every four.

Secret Technique: Once per session, a Journeyman may throw twice for a single Genius use, and keep the better result.

Decipher Languages: Journeymen are familiar with a great variety of documentation, so can figure out the gist of most mundane writing. They comprehend the general intent of foreign books, treasure maps or other text on a throw of 3-6 on 1d6. This does not mean they automatically decipher codes or solve riddles, although they understand a riddle's phrasing. A journeyman may attempt to apply this ability to magical writing, to identify what spell is written on a scroll, but only succeeds with 5-6 on 1d6 in such a case. Once identified, they may attempt to cast the spell from the scroll, but again only have a 5-6 on 1d6 chance of success, and the referee is free to apply dire consequences for a mis-read casting.

Saving Throw Bonus: Journeymen gain a +2 bonus on saving throws against devices, including traps, magical wands or staffs, and other magical mechanisms.

Establish Guild Hall (8th): At eighth level, a Journeyman may be declared a Master by the guild elders, and granted right to build a chapter hall in a city or large town. The hall will attract students of the craft and others seeking the master’s endorsement, and give the Master influence over the town's affairs and politics.


Class
Level
Experience
Progression
Total
Genius
Hit
Dice
To Hit
Saving
Throw
1
0
1
1
+0
14
2
1,250
2
2
+0
13
3
2,500
2
3
+0
12
4
5,000
3
3+1
+1
11
5
10,000
3
4
+1
10
6
20,000
4
5
+2
9
7
40,000
4
6
+2
8
8
80,000
5
6+1
+3
7
9
160,000
5
7
+3
6
10
320,000
6
8
+4
5



Friday, September 21, 2018

Genius: Yet Another Approach to Skills in OSR Play



Recently the G-Plus OSR community has been talking a lot about skill systems. So here's my current take on it.

Skills are a thorny subject in the context of old school gaming. Learning to embrace the freedom that comes from forgoing codified action resolution is one of the major experiences of old school play, and yet it can't be denied that delineated skills show up early in role-playing's history. And it can't be ignored that most people, when role-playing, expect to have defined skills on their character sheets.

Skills are definitely utilitous, from a purely procedural perspective. They offer quick clear means to resolve events and to define the capacities of characters. Unfortunately they tend to take the narrative away from discussion and negotiation, turning it over to the dice instead. And they curtail player initiative by discouraging any action that doesn't have a clear numerical advantage behind it. Players blanch at trying anything they can't calculate the odds on, designers try to get over this by expanding the skill list, until the track leads to something like Basic Role-Playing as implemented in Runequest where even such specific actions as drawing a map and appraising the value of gems are defined skills.  

But still, it's tempting to add skills to the game. Class options can be expanded handily simply by adding some skill to the regular classes. Rangers and Druids are pretty much just Fighters and Clerics with some Wilderness Survival training, after all. And it allows for slight variations without having to build whole new classes to accommodate them. No need to figure out a "Sailor" class when you can just add Semanship to any character. The trick is adding an option that by its presence doesn't imply everyday-incompetence in characters without the skill, nor demands that a whole host of numbers be added to the character sheet just to address edge cases.

Well ... I'm out of preamble chatter, so here's what I've got. I call my approach Genius, as in "He has a genius for weaving tapestries."

The core mechanics I've built Genius around I first saw in Christopher Cale's Backswords & Bucklers, his reinterpretation of S&W: White Box for urban adventures in Elizabethan England. I've since found it earlier utilized in Rob Ragas's alternate White Box thief class, the Treasure Seeker, published in Knockspell issue #2. I've yet to see it in an earlier source, so I assume, until shown otherwise, it's Ragas's invention.

Regardless of origin, the approach immediately appealed to me because it put the focus of resolution not on pass/fail, but on time, the most important resource of an adventurer, the passage of which is the danger intensifier of any adventure.  It doesn't really matter if you can unlock the door, so much as if you can unlock it before being discovered by somebody with reason to stop you.

 

Genius, a System for Character Excellence

Every character has aptitude in a non-combat, non-magical field of expertise. All characters start with 1 point of Genius to define as they choose. Characters of the Journeyman* class gain an additional point of Genius every two levels, all other classes gain 1 point every four levels. Points of Genius gained after the 1st level may be added to an existing field of expertise, or used to start ones new to the character. 
*The Journeyman is my take on the role typically filled by the Thief

Some potential types of Genius:
  • Wilderness Travel
  • Ancient Lore
  • Masonry & Construction
  • Religious Ceremony
  • Weaponcraft
  • Politics & Statecraft
  • Seamanship
  • Trade & Barter
  • Burglary
  • Taxonomy of Monsters
  • Forgery & Counterfeiting
  • Brewing & Cooking
  • Music, Dance & Theater
  • Alchemy

Defining Genius

A Genius should entail broad related areas of endevour, any one Genius enough to qualify as a full career in itself. A good rule of thumb is that any single Genius should imply at least two distinctly different kinds of activity. For instance, Seamanship entails knot-tying and ship-building, and Burglary entails stealthy movement and maintaining underworld contacts. Goals of action cannot be forms of Genius in themselves (Persuade, Intimidate, Deceive, Climb, etc.).

Casual use of genius always succeeds; a sailor can tie a quick knot, a ranger can find fresh water in a forest, a sage can name an ancient queen, all without needing to throw dice.

 

Resolving Challenging Use of Genius 

To check genius in a challenging situation, throw 1d6 twice. The first throw determines how many units of time the effort takes. This can be days, hours, turns or rounds depending on what makes sense for the situation (maybe even years!) but usually it’ll be turns.

The second throw determines positive or neutral results. Add the points of a character’s relevant Genius to the throw, and the relevant attribute modifier if the referee allows it. If the total is 6 or higher, the effort succeeds. Characters may subtract 1 from the initial time result for every point a successful throw exceeds 6. If after modification the time throw is zero or less, the effort requires only one unit of the next lower time increment (hours down to a turn, turns down to a round, and so on)

Characters only know if they succeeded or failed after the determined interval has passed. Conditions permitting, they may keep spending time to make further attempts at the same effort until they succeed.

If the attempted effort would require less time than is relevant to the current context of play (rounds when exploring a dungeon, turns when crossing wilderness) then don't bother rolling, just call it a success and move on.

 

Miraculous Results

If a character has enough of a bonus between Genius, attribute modifiers and magical benefits to guarantee success (+5 or more) they may try for miraculous results, literally fantastical feats beyond the ken of normal mortal arts. Simply subtract 5 from the total bonus and otherwise resolve the attempt as described above.If the character succeeds, they have performed a miracle, fit for legend.

A Miraculous use of the Textiles Genius; she's sewing together a cloak literally made from the laughter of children.