My Games

Showing posts with label TNT. Show all posts
Showing posts with label TNT. Show all posts

Thursday, September 1, 2022

Tunnels & Trolls: Maximum Hack Pt. 2, Character Types and Talents

As I explained in the first post, this is an old draft I finally decided to publish. Apparently I never completed it, but it is what it is.

This is a continuation of TNT: Max, my heavily-modified hack of TNT (that may or may not get re-branded if I think it's sufficiently different from TNT proper). In the first post I talk about character creation and abilities, which I think maintain the spirit of TNT, while being more streamlined. Here I'll talk about Character Types and Talents.

Character Types

Warrior
The Warrior is virtually identical to TNT Deluxe.
  • +1d6 combat dice per level (unarmed or melee weapon).
  • Can double the damage reduction of armor but increase chance of it breaking (Roll SR LK for Wear & Tear).
    • SR starts at 1, on each fail, increase subsequent Wear & Tear SR level by 1 and decrease damage reduction of armor by 1, until it no longer provides any more protection.
  • No Magic

Rogue
I am not a fan of the TNT Deluxe Rogue. It seems to suffer from the "generalist" problem; it can do everything mildly well, but nothing exceptionally well, which is just not satisfying. I attempt to ameliorate that with this version of the Rogue. This version doubles-down on being a "skill monkey". Since I intend to heavily emphasize talents in this system as compared to TNT Deluxe, this will hopefully make Rogues much more useful.
  • Start with one Level 1 spell and one extra Talent.
  • Gain a number of spells each level with a total spell level up to their Rogue Level.
    • E.g. A level three Rogue can learn three level 1 spells, or one level 2 spell and one level 1 spell.
  • Once per day, can roll a LK SR in place of another SR at one level higher than the SR it's replacing.

Wizard
Other than gaining spells per level in addition to being able to learn spells by other means, wizards in TNT Max are basically the same as TNT Deluxe.
  • Start with all first-level spells.
  • Spells cost Wizard Level – Spell Level less PRE to cast (e.g. for a level 2 wizard casting a level 1 spell, the spell costs 2-1=1 less PRE).
  • When casting with a focus (staff, wand, amulet, etc.) subtract Wizard Level from PRE cost (e.g. a level 2 wizard with a focus spends 2 fewer PRE to cast a spell).
  • Only apply Combat Adds to Light Weapons.

Special Types

This includes Multi-Typing, Subtypes, Specialists, and other unique cases.

Multi-Typing
A character may choose to take the benefits of a different type. In other words, at Level 2, a Warrior may choose to take a level as a Rogue, meaning they would be considered a Level 1 Warrior and a Level 1 Rogue. It would not be practical to multi-type with Warrior and Wizard since they have certain mutually exclusive abilities (as a Warrior, you can't cast magic; as a Wizard, you can only apply Combat Adds to Light Weapons). In such a case, it may be better to make a subtype.

Subtypes
While it's fun to come up with new Character Types, sometimes it's more practical just to tweak a pre-existing Character Type. It's a good template to easily hack in your own Character Types without too much worry about balance or playtesting. I posted a few TNT Character Sybtypes that could be tweaked for this system pretty easily. In particular, if you want a completely non-magical Rogue, you can use the Ace; give them an additional talent instead of a spell at level 1, and they can add their Ace level to SRs when applying a talent in addition to the normal talent bonus.

Specialists
I have somewhat mixed feelings about including this feature from TNT Deluxe, but you certainly don't have to use it. If you rolled triplets on an attribute during character creation (put one or more asterisks by the attribute), they are considered "Specialists". You may want to tweak it depending on your setting, but I would say this should grant them something like a talent, or level 1 spell-like ability, as the result of a mutation or some other non-mundane means. It should be something that feels cool, but doesn't make them uber-powerful compared to the rest of the party.

Talents

Unfinished 🙃

Wednesday, August 24, 2022

Tunnels & Trolls: Maximum Hack Pt. 1, Character Creation and Attributes

This is a super old draft from like 2019. I kinda stopped with TNT after I had an off-putting interaction with one of the TNT devs (won't say which one, and will say explicitly it was nothing terrible, more just a difference of opinion?) and also because my Aquarian Dawn TNT Campaign got killed by covid (or maybe it had gotten disrupted by work, I don't remember anymore).

Anyway, I haven't been up for writing lately but wanted to post something, so I'm digging this out, make what you will of it. There's a part 2, I forget if that's sufficient or if I had left it in an incomplete state, but I'll post part 2 eventually as well.

design notes in this color

Tunnels & Trolls: Maximum

Or, 

The GLOG of TNT


I've been playing TNT for a little while now and really love the system. Here were my initial thoughts when I first started getting into it. This is my attempt to create a new version of the game, one that streamlines things and makes some heavy modifications, but is still true to what TNT is; in the spirit of DIY efforts towards old-school D&D from the OSR movement, and in particular GLOG. Even though I actually have very little experience playing GLOG, one thing that I like about it, is its emphasis on streamlining DIY and customization, and I hope this hack for TNT ends up working in a similar regard. While this hack does change the core game, it should be mostly backwards compatible with other versions of TNT, with a little bit of adjustment. It is probably presumptuous of me to assume this hack could have the same impact for TNT as GLOG has had for OSR, but that's the goal. I should also say that at this stage this hack is mostly untested, except for the pieces of retroactively integrated into my current campaign, but TNT is a simple enough system that I feel reasonably comfortable with the changes I've made to the system.

One additional note: I may decide to "rebrand" this entirely, removing TNT-specific terminology and making it effectively its own game, since TNT doesn't have a proper OGL or equivalent. My understanding is that the TNT people are pretty reasonable, but if I take this far enough, I'd like to actually have ownership of it, and I think the end product will likely be distinct enough to justify it. But at least for now I will continue to refer to it as a TNT hack.

I've been appreciating following Jones Smith's Fiction First system unfold at wasitlikely, so I've decided to break this hack up into several posts as well, and then I'll collate it all at the end. This makes it more manageable, and it also allows for me to adjust things based on any feedback.

Another note, I will likely continue to make new Character Types and Hacks for TNT Deluxe as I've been doing, but when possible, I will try to include versions for TNT Max as well, and also to make TNT Max versions of other Character Types I've already posted.

Character Creation

Roll 3d6 six times, drop the lowest two, and assign the values to the attributes Physique (PHY), Finesse (FIN), Presence (PRE), and Luck (LCK). You can be less generous at your table if you'd prefer, but I like to be nice.

If you roll triple values on any one of those 3d6 rolls, roll 3d6 again and take the total as a single value, and put a * next to that attribute for every triplet.

Either before or after attribute rolls, choose or roll randomly for a Character Type and apply any starting abilities.

Take an equipment package or some starting amount of gold (250 for instance).

Take three talents.
I've reduced the attributes for simplicity and out of personal preference. I'll explain my reasoning for these attributes next. Otherwise, this is mostly similar to standard TNT. I increased the number of talents because I think talents are a nice, light, flexible way to give characters special abilities, and talents will also effectively replace kindreds. I realize kindreds (race in D&D) is something many people like about the game, but I don't think it works as well with the decreased number of attributes since it's based on mulitplicative modifiers and how they affect combat adds. Even with D&D I prefer a race-as-flavor or race-as-class approach. However, if you want special kindred abilities, talents can be used in that regard (as discussed in a later post).

Attributes

Physique (PHY): This attribute reflects physical abilities, such as the ability to inflict physical harm, fighting skill, weight-lifting / encumbrance (if you're so inclined), physical durability, fortitude, etc.
  • Use for PHY SRs.
  • Add each point above 12 to damage total as Combat Adds.
  • PHY also reflects the maximum amount of damage you can take before being incapacitated.
Finesse (FIN): This attribute reflects dexterity, flexibility, acrobatics, speed, agility, defensive maneuvers, hand-eye coordination, fine motor skills, etc. 
  • Use for FIN SRs.
  • Add each point above 12 to damage total as Combat Adds.
  • Use for missile attacks and finesse attack SRs.
Presence (PRE): This attribute reflects certain ephemeral aspects of a person; their force of will, magical abilities, ability to draw an audience, etc.
  • Use for PRE SRs.
  • Certain spells have a PRE minimum in order to be cast.
  • PRE also reflects maximum mana for spellcasting.
Luck (LK): This attribute reflects luck as an actual force of nature in the universe, but also gets used as a catch-all for things that might not fit neatly into the other attributes, such as item durability (Wear & Tear). In certain cases it is also used to defend against the effects of magic; primarily curses or magic which affects fates and destinies.
  • Use for LK SRs.
  • Add each point above 12 to damage total as Combat Adds.
  • Use for Wear & Tear SRs.
Attributes are where this hack most differ from core TNT. I prefer to have a few, very broad, very archetypal attributes. TNT Deluxe attributes aren't bad, and I can understand why somebody might want to keep Strength and Consitution or Intelligence and Wizardry separate, but that's not what I'm doing here. I've said before on this blog that I'm a big fan of Cypher System, so this is somewhat modeled after that. I've always liked the idea of "Presence"; in part because I don't like Intelligence as a quantitative attribute, but also because Presence allows you to condense magical ability, charisma, and some of these other ephemeral qualities in a useful and interesting way, so you can avoid dump stats while still codifying these qualities. I don't plan on making the curse / fates aspect of LCK a major sub-system, if I make it at all it would be bolt-on, but I do think that with four attributes, it doesn't make sense to have magic condensed solely into a single attribute. 

In subsequent posts I will talk about the different character types, talents, character advancement, and other basic mechanics of the game. It is mostly pretty similar to TNT Deluxe except where it is accounting for these attributes, but I do try to somewhat standardize characters and NPCs with a uniform Character Rating metric, but I'm getting ahead of myself!

Sunday, March 6, 2022

Weird & Wonderful Wavelengths (Variety Show s1e2)

We interrupt this broadcast of the normally scheduled Weird & Wonderful Worlds blog to traverse the other WWW (the Weird Wonderful Wavelength decomposed like an overzealous cockroach in an empty kitchen from the spectrum of nutrient deficient fluorescent white light that is the World Wide Web). Let us begin with an interactive spacetime courtesy of Leenalchi, from the past, present, future, and sidetime of Korea. But watch out... TIGER IS COMING!

Link here if you don't see the embed on mobile

That sure was something folks. Reminds me of my conversation with Gearoong. Horrific psychedelic Scooby-Don't and the Gang hunting Poltergeists in Maximum Recursion Depth (poor Frieda is already an Ashura).

Moving on to RPGs, because that's why you came here... Right? Or maybe not, sound off from the bleachers!

Here's an UNFINISHED Martian Bestiary for TNT which I never posted (Tunnels & Trolls for those of you folk not in the know ;)):

Martian Bestiary
If more than one MR is listed, it is intended as Trivial, Serious, and Deadly, similar to the TNT deluxe book. These are relative, of course. Even a "trivial" dragon is a tough monster.

Psychomancer (Acolyte):

Psychomancer (Vancelord):

Thark (Brute): Often slaves or gladiators, fighting for the chance at freedom, or just for the sake of fighting. Usually they fight with their bare fists or gauntlets, although some ride lizard-horses and other beasts and wield spears and shields. MR 30 / 50 / 75 

Thark (Myrmeleodon): Gladiator champions, warlords, and berserkers. They utilize traps like a huntsman, preferring to create pit traps to shock and separate enemy forces and overpower them by brute force (like an ant-lion). MR 35 / 75 / 110

Radium Legionnaire (Shocktrooper):

Radium Legionnaire (Zeta-Force):

Orange Agent: These martians manipulate Hyperbolic Orange Light to change their appearance, making them excellent spies. The illusion holds along all senses, and their true form may only be revealed in presence of magic fire. MR 15 / 30 / 50

WotW-style Cephalopod Martian:

DC White Martian / Xenomorph:

Tripod: (see Martian Gear) MR 135 / 160 / 185

Flying Saucer (Fighter Class): (See Martian Gear) MR 45 / 135 / 235

Flying Saucer (Destroyer Class): (See Martian Gear) MR 98 / 185 / 400

And now, here's a 5 Minute Challenge I did forever ago and never posted!


The Danger

Tachyons: Particles moving backwards in time. The tachyons were weaponized. Their presence creates butterfly effects, culminating in chaos fields, paradox-like masses of entropy, spacetime violently correcting for itself in a recursive loop that outpaces itself.

Psychofields: Electromagnetic wave transmission, specifically engineered to tamper with human consciousness. The signal is not subtle, but when cognition itself is altered, it doesn't matter one way or another. It is a collective madness, one which cannot be falsified. It may as well be real.

Antiwaves: Inverse frequency waves. The mathematical imaginary plane actualized in physical spacetime. Like realizing you've been seeing in two dimensions your whole life, discovering the third, only to realize you can't perceive the second dimension anymore.

I only came up with three of them, and I feel like they dip into themes I've explored before, and the writing is mediocre at best, but I guess it's something. What can you expect in 5 minutes?

Alright Alright let's wrap this up, the children need to be put to bed and the babysitter's getting antsy. Let's end with an open-mic poem and a song for the road.
so much to think about and do and see
an itch to scratch and tear until it bleeds
and yet its all so stifling to me
to bring in brief relief to unmet needs
to nonetheless deny the way this feels
it would be nice to rid myself of this
to win is not to spin again my wheels
instead of hell to dwell in love and bliss
What utter beauty, I am moved to tears, TO TEARS! Well folks, it's been fun as always. Maybe the next Weird & Wonderful Wavelength will be less than a year away. Anyway, just so we can enjoy these final moments together a little longer (and wipe away those tears), how about a coffee break?

Wednesday, September 8, 2021

Get Into the Machine, Shinji!

Proof of Concept for a Mark of the Odd-based Mecha* game. My design goal for this is to be a game that is rules-light, that is seamless between Pilots and Mecha, but where the mechanics are just different enough to feel like more than just re-flavoring between the scales. It also takes some inspiration from Cypher, and a tiny bit from my "Mechs & Monstrosities" Hack for Tunnels & Trolls.

*Why didn't I call it "Get Into the Mecha, Shinji!"? I dunno, this just sounded better to me...




Ability Scores

Three ability scores, which we're tentatively going to call the standard STR, DEX, and INT, and regular HP. We can call them something else later, but it's roughly these three categories, and they're the same for Pilots as for Mechas.

Special Abilities

Do you want some cyberpunk in your mecha game? Ok, you've got hacking, robotics, AI-assisted mini-missiles for bullets, high-frequency laser swords, etc. Oh is this an Escaflowne-style magitech setting? Ok, you've got magic now too. Whatever you would normally do with Mark of the Odd, you do. They can also just be skills, talents, careers, etc. Let's say you get 3 of them to start.

Mecha

Pilots and Mecha are separate "characters" / character sheets but character creation is mostly the same between the two. Roll HP and the Ability Scores, and multiply by 10. Damage dice? Multiply by 10. If it's just Mecha-to-Mecha, you don't even have to bother, the 10x is mostly just for scaling Pilot x Mecha stuff. Because there's gotta be some maniac taking potshots with a Mecha-Buster sniper rifle out there...

But peeps are littler...

You are correct, hypothetical person, peeps are littler than Mecha. As a peep dodging a Mecha attack; Dex Save, on Success you take 10x fewer points of Damage (the amount from the roll before multiplying). Mecha are big, peeps are little, so they're harder to target, but susceptible to collateral. Probably not going to satisfy everyone but it's modular anyway, if you've got a better idea go for it.

If you're using a system that allows for partial Saves (like MRD...), you could even do something like Full Damage, Damage/10, No Damage. Basically, if a Mecha really wants to fuck up a peep they can do so, but if a peep stays hidden and/or keeps a fair distance, it should be an option to engage, albeit risky.

Mecha Abilities

Mecha Abilities are inventory-based. You can get as crunchy or as loose as you want with it, but tentatively we'll say there is Head, Core, Lower, Upper x2, Special x2. Generally, they aren't going to add strictly quantitative buffs but you can default to that if you want.

Upper: Held weapons, special arms, or shoulder-mounts, probably at least one of the two providing Damage dice (e.g. Beam Sword, Rifle, Claw Hand, Shoulder-Mounted Missile Launcher), but also things like Repair Kit (restore HP), Extra Arm (for holding extra items, not necessarily full articulation/impact), Special Scanner.

Lower: Types of mobility (e.g. Humanoid Legs, Quadrupedal Legs, Treads, Hoverjet).

Head: Types of sensors (e.g. Radar, Sonar, Infrared, Ultraviolet), Head-Mounted Minigun.

Core and Special: Can get a little fancy, like a unique energy source, a "signature move", atypical things like AT Field from Evangelion or Funnels from Gundam.

You can make these Mecha Abilities require Saves, or just work as-is, the same kinds of decisions you would make designing any other MotO items or abilities. Some of these are a little vague or have overlap but that's a feature, not a bug!

Alternatively, I could imagine stripping all of that out entirely, and just giving each Mecha X number of Special Abilities, and not get hung up on inventory slots or any of that, but Mecha are maybe the one genre where I actually kind of prefer that slightly more simulation-y crunch to it (but only just a little bit).

Pilot Abilities

This is the "secret sauce" of this hack; these are Special Abilities that Pilots have that they can only use while piloting a Mecha. Depending on what you're going for, you could have them be specific to a given Pilot / Mecha pairing, or more flexible.

As before, in some cases, these abilities may require Saves, but more often, they should cost Pilot HP or Pilot Ability Points. So for instance, one kind of boring and straightforward ability might be Ace Dodger: Pilot spends 1 Dex for every 10 Damage to dodge an attack. Must be all or none. So if the Pilot has 5 DEX remaining and that they are willing to spend, and their Mecha is about to take 50 or fewer points of Damage (the opponent rolled 5 or lower on a d6 Damage die), they can do so.

Some more interesting examples might be, if the Pilot is a hacker, they might have a Pilot Ability that lets them remote-hack another Mecha at some cost per turn; if they have magic and some spell that might normally affect a peep, you can spend INT to apply it to a Mecha instead.

And let's assume starting with 3 as well (in addition to 3 regular Special Abilities).

My rule of thumb would be, if it seems like something another Pilot could theoretically do, but they don't have the specific Pilot Ability, they can still do it but it might require a Save on top of a cost, or require a greater cost than normal; this isn't about locking Players into specific builds and being a crunchy tactical game. The Pilot Abilities are mainly just there for a point of reference. Or you can be stricter about it if you prefer, you do you.

You can have regular Special Abilities cost Ability Points as well on a case by case basis, but I think this mechanic should mostly only apply to Pilot Abilities, for reasons I explain below.

Analysis

There is arguably still an incongruity here like if you wanted a big fighty-type Pilot in a nimble dodgy Mecha, you're working somewhat against type, but since the effect of Pilot stats towards Mecha is only related to Pilot Abilities, and these Pilot Abilities are generally more so about unique things you can do than quantitative stuff, I think that is more so mitigated than in many other RPGs that try to consolidate Mecha and Pilot Abilities in some way.

It's a similar kind of abstraction as with Cypher System, in that you spend points to use Abilities, and you could even imagine something like Edge and Effort from Cypher being applied here as well which I would likely do if I expanded this proof of concept.

Also, while many people seem to dislike the Pool Point system in Cypher, I think that should be less of an issue here, because again, it allows the Pilots' stats to affect Mecha-level play, without overwhelming it, but it also allows for mixed-scale play. While a Pilot may have taken Ability Score Damage by using their Pilot Abilities, since generally, only Pilot Abilities cost points, they could still exit their Mecha and immediately get into a gunfight or fistfight if they wanted to with minimal impact. Unlike Cypher, it is less so the case that Ability points are also HP. This might be more of an issue with MRD but not to an extent that I'm concerned with, especially since MRD spreading HP across the three Ability scores + Karma already makes characters sturdier than in regular MotO.

If you're concerned about things like Ability Damage penalties, I would be inclined to just say it's threshold-based like you take a -X penalty to Saves if an Ability is below a certain threshold, like say -1/3rd of the total, etc.; that way you can still have Ability Damage penalties, but it doesn't penalize players for using Pilot Abilities quite as severely. I'd be more inclined to just remove Ability Damage penalties altogether or implement it in some other circumstantial way.


So I'm pretty happy with this proof of concept. I'm so focused on MRD that I don't know if I'll have time to develop this further, but also, given that MRD is already basically a MotO hack, I actually think this could be bolted on top of MRD fairly easily, so maybe I can have my cake and eat it too...

Monday, July 19, 2021

Tunnels & Trolls / Mark of the Odd Hack

I haven't posted any TNT stuff in a long time but I had a random Mark of the Odd (Into the Odd / Electric Bastionland) alternate combat system idea that takes inspiration from Tunnels & Trolls and Maze Rats. I had always wanted to do something similar to this for D&D, but actually, I think it would be a lot more straightforward for MotO.

Just the combat mechanic alone could be like a MotO Hack for TNT-style combat, but I had intended at some point to make a TNT Hack that was going to be basically my attempt at an NSR-ification of TNT (New School Revolution), but actually, I feel like replacing the core combat mechanics of MotO with those of TNT gets me like 80% of the way to what I would have wanted out of such a hack anyway, so it kind of works as both.

Index of Prior TNT Posts

Martians (Part 1 and Part 2, never finished Part 3...)
TNT Character Subtypes (Part 1 and Part 2)
Character Types (Mystic, Huntsman, War Dogs, Warlord)


Also, I deleted my Reddit a while back and would prefer not to create a new one, but a few of my TNT posts on the tunnels and trolls subreddit have been pretty popular, one of them even got pinned onto the subreddit I think, so I would very much appreciate it if somebody could share this post there for me! As I said, I think it could be framed just as much as an NSR-ification of TNT as a MotO Hack with TNT-style combat.

Base Combat Mechanic

During combat, characters (PCs and enemies) can take non-attack actions on their turn, and then once all characters have taken their actions, there is a group opposed roll for combat. In Tunnels & Trolls, this group opposed roll is the default assumption, but you could also choose to break it up into individual opposed rolls between just two characters.

The order of operations may vary; like you could say certain kinds of actions resolve before or after the opposed roll- it's not the kind of thing I get too hung up on, but somebody could codify this.

All characters roll their damage dice, and then you add up the totals for each side, take the difference, and the losing side takes the difference in damage spread between the characters evenly or in whatever other way would be sensible.

Rolling the highest value on a die deals spite damage, meaning even if you lose the opposed roll, you deal the damage anyway. In TNT there are dice pools of only d6s, and you only deal 1 damage for each 6 on a d6. Because more dice are being rolled, it makes sense to only give 1 spite damage per die, but in MotO I think it makes more sense to just have it deal the full damage since you only have one die, or maybe two in some special cases, but not dice pools.

TNT has a rule that I think is really interesting, where ranged weapons have fewer dice, but can bypass the opposed roll. I would translate that here as ranged weapons or small weapons like daggers have d4 or lower as default die size instead of d6. This way, they have a higher probability of dealing spite damage (1 in 4 or 25% as opposed to 1 in 6 or ~16.67%), which is a more streamlined way to implement something like the ability to bypass opposed rolls by leveraging a feature of MotO that is unique compared to TNT; that you can have variable damage die sizes, and that the size of the die is inversely proportional to the likelihood of dealing spite damage. This likelihood difference is still a lot less than the default for ranged weapons in TNT, but also, the difference in the amount of damage dealt is also going to be much smaller in most cases, so I think it balances out (but that remains to be seen with playtesting...).

Armor still exists in this hack, where MotO armor is damage reduction just as in TNT, so it doesn't add to your side of the opposed roll, it only decreases the amount of damage you would take if your side loses the opposed roll. I also think you could add the shield rule from Maze Rats into this, where the shield can be destroyed to negate all damage; this would be somewhat similar to one of the abilities the warrior class has in TNT.

Why do this (if you're coming from a MotO perspective)?

  • If you like MotO but want to try out a different kind of combat system.
  • It makes combat a little less deadly and more dynamic (maybe, this is untested...).
  • It adds an interesting tactical layer for smaller / weaker weapons or ranged weapons that I think is both interesting, and kind of appropriate for this style of game, without making it significantly crunchier.
  • It seems like a pretty easy conversion, easier than trying to convert D&D combat to opposed rolls, so why not try it out?

Why do this (if you're coming from a TNT perspective)?

    • Mark of the Odd is a really nice, streamlined system that evokes many of the core values of old-school D&D and TNT, but with some more modern sensibilities.
    • If you dislike the dice pools of TNT.
    • If you want to try something new but familiar.


    Full NSR/TNT Hack?

    To make a full hack, I'd need to think about how to convert TNT WIZ (basically spellcasting points) for MotO, and also how to deal with progression and class balance given that there is no obvious equivalent to dice pools or combat adds in this system as-is. I'd need to decide if those are core elements that need to be converted, or come up with some different but equivalent way to treat the ability scores and how they relate to the classes, spellcasting, advancement, etc.

    I think by the end, I would wind up with a system that is conceptually, mechanically, and legally distinct from MotO or TNT, while still evocative of them, in much the same way that MotO itself is meant to evoke the underlying values of old-school D&D, while effectively being an entirely new and unrelated system.

    Monday, January 6, 2020

    Ghostbusting, Fire Fighting, Kart Racing, and Cooking Combat!

    A followup to my meandering post about combat. Despite what I said, these so far haven't involved hacking FATE into OSR or TNT, and are just modifications of regular combat. I tried to design these with OSR and TNT in mind. Many of these involve a blend of Saving Throws (STs) for OSR or Saving Rolls (SRs) for TNT with regular combat actions. In many cases where I refer to Saving Throws for OSR, it might make more sense to just do a roll under attribute, depending on your preferred system.



    Fire Fighting / Ghost Hunting: Inspired by the anime Fire Force (loosely), Mario Sunshine, Ghostbusters, and Luigi's Mansion. It seems strange to put these together but they work similarly. You have to be able to get within a certain range, and maintain your hold, either dousing the fire, or sucking up the ghost.

    • A successful SR / ST gets you in range. 
    • You may occasionally need to re-roll to stay in range. Other environmental obstacles or enemies may get in the way. The fire / ghost regenerates HP if you're throw out of range.
    • An "attack" is dousing the fire / sucking up the ghost. A successful hit against you is fire/heat damage or an attack from the ghost (in TNT, just an opposed roll).
    • Depleting enemy HP means dousing the fire or sucking up the ghost.
    This should be more like a "boss-fight" game, where there are fewer enemies; one stronger one, and maybe a few weaker ones, or only obstacles. The key is to not only get in range, but be able to stay in range, so there's tactics in understanding your environment, or positioning yourself for the unexpected. The fire / ghosts should be less mobile and more reactive than active, at least until it's too late to turn back...



    Kart Racing: Inspired by Mario Kart and other "Kart" Racers, Road Rage, Fast & Furious, and other action racing games, movies, etc. The players can still work as a team, where victory depends on one or more players ranking in the top three.
    • Fixed number of turns (laps).
    • Initiative determines starting position (if applicable). Otherwise SR / ST. There are as many positions as racers+2, and racers can hold the same position.
    • First is the attack round, where all racers make their attacks. Most attacks can only target enemies at the same position or one position ahead or behind ("neck and neck"), and generally cause the target to decelerate and take damage. Running out of HP means the kart is destroyed or blown off the track. Deceleration means moving one position behind.
    • Then comes the move round, where all racers make their move actions. SR / ST at full success (accelerate), partial success (hold position), or failure (decelerate). A racer may choose to hold position or decelerate without the need for a roll. Accelerating means moving up one position, decelerating means moving down one position. Cannot go past max/min position.
    • Environmental obstacles or certain items may also trigger SR / STs.
    • At the end of the last lap, the person in the first position wins. Rewards at first, second, and third place.
    While enemies can still be KOed, this is more about positioning in a race. I do think some additional work needs to be done for this for it to feel fully fleshed out, like a list of items with varying effects, including AoE attack options or attacks outside of normal range. Tentatively, my thought would be that you get an item when you decelerate on the move turn, giving struggling racers a potential advantage, or allowing racers that are far ahead to tactically hold or decelerate. The racers+2 positions is to pad out room for the leader to be far ahead or loser to be far behind. There could also be rules for collateral from spinning out.



    Food Wars: Inspired by Iron Chef and other food competition shows, and the anime Food Wars and Yakitate Japan. Here I'm assuming the party is cooking as a team but you can adjust accordingly.
    • The theme ingredient(s) or chosen main ingredient(s) of the dish are the "enemies". There should probably be 1-3 main ingredients with the highest stats and 1-5 other notable ingredients with lower stats. Alternatively, you can have fewer ingredients, but refresh their HP at each stage of preparation.
    • "Attacks" reflect progress towards preparing the ingredient using a given technique, such as slicing, cubing, garnishing, etc. Tally successful "damage" in addition to subtracting from the ingredient. If an ingredient runs out of HP, it is done being prepared or done with that stage of preparation.
    • Hits against a cook reflect making a critical mistake, or injuring oneself (e.g. cut or burn). Subtract damage taken from the total tally in addition to subtracting from HP. If the cook runs out of HP, they've been injured so badly that they can no longer proceed, or have ruined the dish beyond recovery.
    • The ingredients or techniques may elicit additional SR / STs or have other special conditions. Kitchen "mishaps" or sabotage may also come into play.
    • The total tally reflects the score of the dish, meaning the maximum score would be the total HP of all ingredients / stages of ingredients. This should be compared against some fixed acceptable score or an opposed team's pre-determined score. In addition, you may want to throw in some variability at the end for dramatic effect, like an SR / ST, or two flat die rolls like 2d10 or 2d6, where the first die adds a percent of the maximum possible score to the party or opposition's score and the second subtracts a percent of the maximum to the respective scores. These could also be flat values rather than percentages of the total if that's easier, but should be enough to sway the outcome, without being so large as to make the entire cooking challenge totally random.
    I think this one might need some work. It may be a bit tricky to crunch the numbers since the scoring system is tied to the maximum HP of the ingredients. Maybe it should just be standardized in some other way. Also, I do think adding some randomness at the end is a good way to keep the outcome from being totally pre-determined, but I could see it being really dissatisfying for the party to lose because of it. Also, the fact that the outcome is so dependent on the total score, while true to a cooking competition, may not be satisfying in tabletop.

    Monday, December 30, 2019

    Meandering Thoughts About Combat

    I mentioned recently how I was feeling creatively empty, which gave me a bit of a creative burst, but I appear to have run out of steam and can't seem to finish my Martians setting even though I have a bestiary post already 75% drafted and would like to make some Martian Mechs for TNT by way of Mechs & Monstrosities and Gamma Knights. But that probably won't happen unless I will it to happen by mentioning it here.

    On a theory level, I've been thinking about combat in tabletop RPGs, and how to handle it. While I actually do find character builds and tactical combat in games like D&D 3.+ compelling when I've done a sufficient amount of research into them, I prefer that style of play in videogames, not tabletop. I've come to respect that style of game design a bit more again. By integrating all of the mechanics together, a relatively crunchy game can be made much more streamlined (as opposed to many of the overly complex bolt-on mechanics of D&D 2e and other games from that era, see Star Frontiers Advanced which I should but probably won't write a review of bc tbh I was a little disappointed that my Gamma Knights review didn't make it on the thought eater humpday blogarama). However, it also becomes much less modular, so unless you want to redesign the whole game any time you want to hack something, you're pretty much stuck with what you've got. Which is great if you lack the time, creativity, or general inclination to make stuff yourself. But at that point, I'd rather just play a videogame.

    Anyway, that was an unintended tangent, this is a bit stream of consciousness. I've been thinking about this stuff because of games like TNT and Gamma Knights. I don't necessarily prefer opposed rolls to hit vs. armor type combat systems, but I do find them interesting, and I wish more OSR people would look to TNT for inspiration even if they aren't interested in switching systems. I like how in TNT ranged weapons have fewer damage dice but can bypass the opposed roll, or how rolling a six on any damage die gives 1 spite damage that also bypasses opposed rolls, such that a sufficient number of weak monsters can still make a mark on player characters, without necessarily being an hyper-deadly game. Likewise, while I generally don't like character builds and tactical crunch in tabletop, I do like the idea of that being a differentiation between regular PCs and mechs or power armored PCs. If I were playing a whole mech game I wouldn't bother, I'd just reskin any other game, but there is something kind of appealing to me that I can't fully articulate about the different sensors and power management and force fields and computerized systems in Gamma Knights (or maybe it's more generally related to the point I will be making below, which is supposed to be the main point of this meandering post).

    That being said, in practice, I almost always prefer to minimize combat, or add saving rolls or other non-combat mechanics into combat scenarios. I don't find GMing combat fun, I only kind of find being a PC in combat fun, if the GM did a good job setting up the encounter, and anecdotally, I find that a lot of the fun leaves the table when things get too solely combat-driven. It could just be that I'm not a good combat GM. Or it could be that good combat encounters should include non-combat actions, and I'm doing it correctly after all.

    While I haven't played it, I find the Pyrrhic Weaselry, Or At What Cost? system so intriguing because it's willing to defy the norm of combat systems in an otherwise D&D-style game space, and is really conscientious of fictional positioning and how to leverage that to create interesting encounters. I think the term fictional positioning gets thrown around a lot by storygame people, but frankly I've found that many of the people who sling that term around don't really understand what it means, or haven't thought it through all the way, just making common sense needlessly pretentious (this statement is not intended as an attack on all storygamers or all storygames! I'm not one of those obnoxious anti-storygame people! In fact there are many things I like about FATE and PbtA!). Anyway, If you really want to understand what fictional positioning means, read Pyrrhic Weaselry (we've had some good conversations about it on the underutilized SWORDDREAM_unofficial subreddit). I do genuinely think FATE and PbtA do good fictional positioning as well, and also deserve credit for abstracting away combat as not fundamentally different from other mechanics; it's more that I think other people sometimes reduce it to something less meaningful.

    Despite all of what I just said, the idea of a combat-less system just seems... wrong. I want a combat system! I don't care that I generally don't like it, or that my players generally don't like it, or that I usually try to minimize its use as much as possible, I still want it there! In small doses it's nice. Just knowing it's there adds to the experience. Maybe that's crazy, but such is life.

    That got me thinking though, while there are certain things I don't like about FATE, one thing I really do like about FATE is how it re-constructs tactical combat in a way that doesn't remove combat mechanics altogether, but abstracts them into different kinds of actions that play into the fictional positioning system (aspects). Skills can be designed flexibly for any setting, and can be used as either an attack, defense, to overcome an obstacle, or one other thing that I'm forgetting off-hand because I haven't played it in a while and also I may be getting some of this terminology wrong. That in tandem with the two kinds of stress tracks (one more physical, one more mental, I think called Will) and the ease with which one could hack in more stress tracks, allows you to have your cake and eat it to when it comes to tactical combat vs. fictional positioning. I actually think it's a shame how FATE has to some extent become a victim of its own success, because personally I think FATE is much more interesting, flexible, and DIY than PbtA, which I think has become (or by its nature is) really just the D&D of storygames (for better and worse), but that's also post for another day (I should really be keeping track of these tangents...).

    So I don't have a concrete idea at the moment, but I'd like to think about how to, rather than remove combat altogether in games like TNT and OSR, abstract it across other mechanics or situations in ways that are both tactically and fictionally interesting. How could one bend combat to social conflict, or fire fighting, or ghost hunting with a proton pack, or to cooking a dish / line cooking as a team during the dinner rush? I suspect creating a FATE bolt-on to TNT or OSR, or a TNT or OSR-inspired hack of FATE, will play a part in this, but I don't want to commit to anything yet.

    I've created TNT character types such as the War Dogs or Warlord that add more fictional-positioning Saving Rolls to combat, but I'd like to maybe try coming up with some character types or general mechanics that go the other way, adding combat-like mechanics to scenarios that are not combat per se. The idea isn't so much to increase the overall amount of combat, but to smooth out the delineation between combat encounters and everything else.

    Fitting for this post, I'm going to end on yet another tangent that is dubiously related to the intended point of this post. I've also been thinking about a Poker combat-type mechanic for TNT, inspired partially by the poker mechanics in Deadlands. Because of how TNT uses D6s, I think TNT lends itself better to this kind of mechanic than OSR, but there's no reason why it couldn't also be bolted on to OSR. But again, that's a post for another day...

    Saturday, December 14, 2019

    Martians pt. 2: Items, Gear, and Vehicles

    This is Part 2 of my Martians Micro-Setting. The stats are designed for TNT, but the ideas can be tweaked for OSR or other systems. Part 1 focused on Character Types, including the Psychomancer, Thark, and Radium Legionnaire. This part will focus on items, gear, and vehicles.





    Martian Items, Gear, and Vehicles
    • Radium Pistol: 4d6 damage. Cost 250. The radium bullets create a Radium Explosion when doubles are rolled on a missile attack SR. On each use, roll Wear & Tear. On fail, the Radium Pistol is destroyed and explodes in a Radium Explosion around the wielder. Rolling 1 and 2 (critical fail) on a missile attack SR also destroys the gun and creates the explosion. (see Radium Explosion).

    • Radium Grenade: Cost 25. Can be lobbed (as missile attack SR) to create a Radium Explosion (see Radium Explosion).

    • Flying Saucer (Fighter Class): A smooth, disc-shaped, metallic flying machine with neon lights and usually a glass dome over the top. Can fit between 1 and seven people. They are powered by radium, and require knowledge of martian engineering, piloting, or really good luck to operate. They usually have at least one radium cannon. May be given MR equivalent to flame demon from the TNT deluxe gamemaster screen, or slightly lower MR but apply the massive combat rules. For PCs operating the Flying Saucer without sufficient knowledge, roll luck SR on each turn (or at some approximate rate like once per hour outside of combat), at least SR 2, to maintain flight and/or working order of the saucer. In vehicle combat, use saucer MR in place of normal character attributes.

    • Flying Saucer (Destroyer Class):  A massive version of the flying saucer above. Should be much more difficult to operate for those not qualified (at least SR 4). May use equivalent MR as a dragon, or lowered but with massive combat rules (as above).

    • Tripod: Fighting machines over 100 feet tall. They are composed of three long spindly legs and an almond-shaped body like a cephalopod or head of an insect. From the body sprouts several flexible and prehensile tentacles. They attack with a radium cannon and radium grenade launcher, and have MR comparable to a serious flame demon up to a serious dragon (from TNT Deluxe GM screen), adjusted lower if using massive combat rules (as above).

    • Hyperbolic Orange Torch: Cost 250. A handheld electric torch which produces hyperbolic orange light, invisible to non-martians. The torch masks the wielder's appearance as any hologram programmed into it, undetectable by any senses unless revealed with magic fire. The torch can only store one hologram and a replaced hologram is permanently destroyed. All Martians can use with an SR 1 LK, Orange Agents require no SR to use. Non-martians must make an SR 2 LK roll on each use. Additionally, any wielder must roll Wear & Tear after each minute of use. On fail, the torch runs out of power.

    • Hyperbolic Orange Torch Battery: Cost 50. Used to power hyperolic orange torches.

    • Holographic Prism: Cost Varies (minimum 50). Made of martian glass, these handheld objects store holographic images which may be used with a hyperbolic orange torch. The cost of having a custom hologram made, or to buy a hologram of an abnormal creature, or an especially important / powerful person, will generally be much higher than something unassuming.

    • Directional Compass: Cost 100. A pocket watch-sized compass which contains a phosphor-radium monochrome viewing glass, which can be used for directional navigation on Mars.

    • Radium Gauntlets: Cost 30 (per pair). Sleek metal gauntlets, generally worn by Tharks, but some are made for medium-sized humanoids. They provide up to 2d6 weapon damage per fist, 1 armor per fist, and can bypass most magical defenses and armor.

    • Radium Falchion: Cost 100. A one-handed sword hilt which can project a close-range radium current edge for 5d6 combat dice. Except for the hilt, it is weightless, and can cut or burn through most physical defenses and armor. As a LK SR, may attempt to melt or burn a target's weapon or armor.

    • Radium Backscatter Shield: Cost 75. A large target shield made of a gold-colored metal with a greenish radium glimmer, commonly carried by thark warriors. It projects invisible, close-range waves of radium which deflect radium weapons. Provides 5 armor against radium damage or 3 armor against all other kinds of damage.

    Re-posted from part 1:
    Radium Explosion: The target and all characters in melee range of the target (including allies) take 1d6 radium explosion damage.

    Friday, November 29, 2019

    Martians pt.1: TNT Character Types

    I've been struggling creatively (as I've recently mentioned), but as I suspected, the process of venting publicly about my creative frustrations did help inspire me creatively.

    I've been enjoying these TNT character types, even if I am yet to succeed at making TNT the new GLOG (that's a draft I am wholly unprepared to post at this stage). One thing though, is that I think most of my TNT character types so far have been cool ideas, but too complicated or overwritten. Wanting to simplify was part of the appeal of writing the Subtypes (here and here). What appealed to me so much about TNT in the first place was how simple and elegant the character types are (although imo the rogue is underpowered, but my house rules alleviate that somewhat, I think). The warrior gets an additional 1d6 combat dice per level for melee attacks, can double the hit reduction of their armor if they roll Wear & Tear, and can't use magic. That's it. Simple, elegant, fun. So as much as I like some of my more "high-concept" character types, I'm going to try to keep most of them relatively simple going forward. Also, given my more limited time and creative slump, simple is easier ;).

    Here are a few character types for martians, inspired largely by schlocky B movie-style martians that I a mainly associate with the 1950's, and then 80's/90's, but seems to have fallen out of favor in the decades since. In October I went to a cool arcade in Asbury Park that was largely pinball focused, and it had a really cool martian pinball machine. I don't know why, I'm not a huge pinball guy, but for some reason whenever I do play pinball, I find it really creatively inspiring. So anyway, it made me want to make some martian TNT character types. It also made me want to come up with some headier tabletop RPG concepts, but I just don't have that in me right now, so this will have to suffice for now.

    This post has actually turned into something much larger than I initially anticipated, so I think I'm going to break it into parts. This first part will be Character Types, but it will be followed by (in no particular order) an Items/Gear/Vehicles list, a Bestiary, maybe a Martian Spellbook, or a micro-setting post...

    I'm pretty sure it was this pinball cabinet. Also, this animated 3D image is perfect for what I'm going for here!


    Martian Psychomancer

    The psychomancers are psionically-empowered martians. The ancient martian wizard Vance developed a new kind of magic; by encoding memory engrams from the psychosphere, they can cast any spell in the martian collective unconscious, so long as they are powerful enough, and have time to prepare the psychograms.

    • Same abilities as Wizards except for the following.
    • Must prepare psychograms over the course of a long rest (e.g. beginning of the day). Allocate WIZ for each psychogram. A spell may be encoded more than once. Left over WIZ may be used to powerup psychograms at time of casting.
    • Psychomancers may prepare any spell from the GM approved spell list of their level or lower.



    Martian Thark

    The Tharks are ogre-sized, four-armed, fanged or tusked martian warriors with large, menacing, glowing red eyes. Their extra arms and regenerative abilities make them a force to be reckoned with.
    • May regenerate 1d6 CON as a single action up to their level times per day.
    • May attack unarmed with all four fists for 2d6 damage per fist plus combat adds (applied once, NOT per fist!).
    • Lack the acuity to multi-wield weapons efficiently, but may use their extra arms to carry additional shields, backup weapons, or other gear or items, or attempt to grapple* and attack in one turn as part of a full turn action.
    * I forget if there are official grapple rules off-hand, but here is my proposed grapple rules: Make a strength SR, default level 2, modified if the enemy is much smaller or larger (difficult to grasp), too powerful, abnormally shaped, etc., or modified easier if the grappler is much stronger. Grappled enemies may not move or attack on the subsequent turn. The grappler must re-roll the SR each turn to maintain the grapple, and each turn the SR level increases by 1.



    Barsoom was another inspiration for this


    Martian Radium Legionnaire

    The Radium Legionnaires are the elite foot soldiers of the Martian Space Force. They are infamous across the galaxy for the explosive, devastating power of their radium pistols.
    • Gain +2 combat adds per level for missile attacks.
    • May make a Radium Explosion (as missile attack SR) up to their level times per day with a Radium Pistol.
    • Do not need to roll Wear & Tear for normal use of a Radium Pistol and critical fails on missile attack SRs with Radium Pistols do not destroy the pistol or create a local explosion.
    • May choose not to create a Radium Explosion when rolling doubles on a missile attack SR with a Radium Pistol.
    • The missile SR for lobbing Radium Grenades is decreased by 1.
    •  (see Radium Explosion).


    The coolest Marvin the Martian


    Radium Explosion: The target and all characters in melee range of the target (including allies) take 1d6 radium explosion damage.

    Tuesday, November 5, 2019

    More TNT Character Subtypes

    Part of my series of TNT content, currently including:

    TNT House Rules and Cheatsheet
    TNT Character Type: Mystic
    TNT Character Type: The Huntsman (and TNT Traps)
    TNT Character Type: War Dogs (and Caves & Canines Hack)
    TNT Character Type: Warlord
    TNT Character Subtypes: Paladin, Eldritch Knight, Ace
    Mechs & Monstrosities Hack
    M&M: Mechs
    Dueling Minigame




    Berserker (Warrior Subtype)
    Harder-hitting warriors, but less resilient.
    • Do not gain armor bonuses from wearing body armor, helmet, shield, gloves, etc.
    • Rage: Once activated, lasts 1d4 turns. Counts as a free action (can move, attack, or do other things the same round as raging). Add +1d6 combat dice per barbarian level to combat rolls, but take 1d6 damage at the end of the rage (ignores armor).


    Cleric (Wizard Subtype)
    Can cast "divine" spells at no cost, but with longer cast-times.
    • Cleric spells do not cost WIZ.
    • Cleric spells require praying for spell level - WIZ level number of turns (minimum 1).
      • If the party (if in group combat) or the cleric takes combat damage, there is a 1 in 4 chance that the cleric spell will be interrupted.
      • Powering up spells increases duration rather than WIZ cost.
    • Unlike wizard spells, cleric spells resolve last in combat.
    • Can only cast divine spells (see examples).
    • Do not subtract cleric level from WIZ cost / duration.
    • No benefits of wizard focus.
    • Example Spells:
      • Detect Magic --> Detect Divine (holy/unholy)
      • It's Elementary --> Holy Water, Divine Light
      • Oh Go Away --> Turn Undead (powerup increases duration geometrically)
      • Will O' Wisp --> Divine light rather than blue light
      • Poor Baby --> Can be cast as level 1 spell. Powerup increases quantity linearly OR increases range (touch -> close -> short -> medium -> long).
      • etc...

    Bard (Rogue Subtype)
    Limited talent versatility compared to Rogue. Better spellcaster, but less flexible (in combat takes a turn to switch from casting to fighting).
    • At least one talent must be presentation-oriented (music, acting, singing, dancing, etc.).
    • Can use a presentation tool as a wizard-like focus for spellcasting (e.g. instrument, prop).
    • During combat, takes one turn to switch between a performance (spellcasting) and regular combat attacks.


    Mystic (Rogue Subtype)
    A simpler version of my Mystic Type as a Rogue Subtype. The ability to optimize for mental attributes and the tank-like CON/WIZ ability is offset by increased spell cost and limited unarmed / mystic focus damage.
    • Use mental attributes for combat adds when fighting unarmed or with mystic focus weapons (IQ, WIZ, CHA, LK).
      • Mystic focus weapons do not provide any other benefits.
    • Spells cost 1.5x WIZ to cast.
    • Body and Mind are one: CON and WIZ are interchangeable for taking damage and casting mystic spells.
    • Can fight unarmed or with mystic focus weapons with (1d6 * STR Multiplier) + 1d6 + combat adds.
      • For human characters, this would mean 2d6 + combat adds
      • This is the same as the Martial Arts rules in TNT Deluxe but with an additional 1d6

    Huntsman (Warrior Subtype)
    A simpler version of my Huntsman Type as a Warrior Subtype. Sort of like a more combat-oriented rogue or dungeoneer.
    • Gain warrior combat dice only on surprise attacks or ranged attacks while hidden.
    • Cannot wear metal or other heavy armor (or else lose other huntsman abilities).
    • Gain one of the following as a bonus talent: trap-making, trap-setting, hunting, tracking, lumberjacking, survivalism

    Artificer (Wizard Subtype)
    Less flexible than a wizard, but arguably longer-lasting. Additionally, depending on what kind of spells are imbued in what kinds of items, they can be made to be more warrior-like.
    • Can imbue items with spells.
      • Imbued spells do not cost WIZ to cast.
      • Only Artificers can cast imbued spells.
      • Can only imbue spells of artificer-level or lower.
      • Takes spell-level hours to imbue an item.
      • Must roll SR Luck for wear & tear after each casting of imbued spell.
      • Artificer's WIZ is reduced by the WIZ cost of the spell plus spell-level until the imbued item is destroyed or discarded. If the imbued item is later retrieved / put to use, the WIZ reduction re-applies.
        • Discarded means nobody in the party has access to it. If you give it to a party-member it still affects your WIZ.
      • An item can only be imbued with one spell at a time.
    • Cannot cast spells.

    Thursday, October 31, 2019

    Terrible & Awesome Sorcerers

    I was discussing Robert E. Howard (Conan)-style Sorcery with Lungfungus of Melancholies & Mirth, who is doing some really cool stuff with Conan-style mechanics, and we came to a topic I've thought a lot about and been meaning to come back to in a blog post.

    Magic in D&D and other tabletop RPGs is very mechanical, more so in D&D 3.+ than in OSR, but still, it is mechanical, and in being mechanical, loses some of the metaphysical, abstract, metaphoric "Terrible & Awesomeness" of Howard magic, or magic in other older fantasy literature (I would argue this all applies more or less to Tolkien as well).

    So below is a Terrible & Awesome Sorcerer generator; the Fate of those who become entangled with them, their otherwordly Presence, and what makes them a Force of Nature (and how to overcome them). Figuring out how to work with, work against, or avoid them at all costs, becomes a challenge unto itself, like a fairytale.

    I've played with this idea to some extent with how I use superpowers in my games; basically defining them loosely and letting players Just Do It if it's a minor thing, or roll to do it, or spend some kind of player point to do it if it's advanced enough. But in those cases it's more of a story-game effect like a FATE aspect, made loose just to keep the game running smoothly and emphasize narration and flavor. This is about leveraging that same kind of mechanic, a nominally "storygame" mechanic, in an OSR or TNT-style capital-G Game. A character in an OSR game that plays like a "storygame" character would be something Terrible & Awesome, something Weird and detached from the physics of the game in a very real sense. If your fate is foretold by sorcery, IT WILL HAPPEN AS A FACT OF THE UNIVERSE.

    Take these as non-finite, as suggestions. Feel free to tweak them and make your own.

    Note that I have been very busy lately, in a good way, but unfortunately it means I did not have time to code this up as I would have liked to and as I usually do.



    This sorcerer compels Fate. To...
    1. do business with
    2. appease
    3. anger
    4. become acquaintances, friends, or fall in love with
    5. run from, ignore, or deny the wishes of
    6. seek out, give audience, or acquiesce to the wishes of
    7. loyally serve
    8. morally or principally oppose
    9. be known by
    10. personally meet
    11. be in the presence of
    12. have personally met and been forgotten by
    13. have personally met and forgotten about
    14. create, spread, or hear/read rumors about
    15. develop a relationship of any (or some specific) kind with a close friend, family, or lover of
    16. get drunk or high with
    17. survive a deadly battle or duel against
    18. impress
    19. fail to impress
    20. deeply know
    this sorcerer is to...
    1. Suffer the curse of
      1. Mortality: You will die soon.
      2. Loss: You will lose a loved one soon.
      3. Mutilation: You will be transformed in a grotesque and debilitating way soon.
      4. Jinx: You will be unlucky forever after (always have Disadvantage e.g. roll two dice and take the lower value, or a similar negative game mechanic).
      5. Debilitation: One of your abilities (or some equivalent, depending on game) will be permanently impaired by 1d4 and cannot ever be raised above that value.
      6. Forgetfulness: You will forget some important aspect of your history, a piece that may very well change who you are as a person.
      7. Hatred: If you do not already feel all-consuming hatred towards another, you will develop a feeling of all-consuming hatred towards another soon, driven by some tragic circumstance. You will never overcome this hatred.
      8. Irony: Your strength will become your weakness; that which you most value will cause you enormous grief; you will come so close to succeeding at your greatest ambition, only to fail in some tragic and symbolic way.
    2. Gain the boon of
      1. Peaceful Death: You will not die violently, unexpectedly, or in pain.
      2. Love: You will always have love in your life.
      3. Beauty: You will become, and forever after be the most beautiful version of yourself, regardless of how your body changes over the course of your life. Others will recognize this beauty in you, and you will have self-acceptance of this beauty.
      4. Blessing: You will be lucky forever after (always have Advantage e.g. roll two dice and take the higher value, or a similar positive game mechanic).
      5. Empowerment: One of your abilities (or some equivalent, depending on the game) will be permanently increased by 1d4 and cannot ever go below that value.
      6. Remembrance: You will remember some important aspect of your history that will change you for the better. If nothing of such value has been forgotten, you will experience a dream of equal substance. 
      7. Acceptance: You will come to terms with a hated enemy. If you have no hated enemies, you will have the certainty that you will never make one.
      8. Irony: Your weakness will become your strength; that which you most detest will be your salvation; on the verge of failing at your greatest ambition, a comedic or symbolic deus ex machina will favor you.
    This sorcerer has a Presence. Around this sorcerer...
    1. the beauty in all things is apparent.
    2. the ugliness in all things is apparent.
    3. animals and monsters, even those domesticated, revert to their basest natures.
    4. conversation and all noise-making gives way to silence and seriousness.
    5. activities, even those of importance, give way to raucous merriment and silliness.
    6. playful or socially acceptable violent urges are likely to be acted upon, and they will escalate if allowed.
    7. the dead or lost are remembered.
    8. the dead or lost are forgotten.
    9. an oppressive lethargy, an ennui, presses upon all.
    10. animals and monsters, even the wildest sorts, are abated, and carry a gravitas evocative of a heretofore unseen intellect.
    11. it is difficult to remember names, details, facts, or prepared spells.
    12. muscle memory and other skillful actions feel sloppy and unpracticed.
    This sorcerer is a Force of Nature. They cannot...
    1. be harmed or killed
    2. be impeded
    3. be banished
    4. fail
    unless...
    1. their true name is revealed.
    2. they fall in love.
    3. their phylactory or other sorcerous focus is destroyed.
    4. they experience empathy.
    5. they reach enlightenment.
    6. they will it to be so.
    7. they dream.
    8. reality is fundamentally altered.
    9. reality ceases to be.
    10. a hero succeeds in their journey.
    11. they produce an heir.
    12. they take a life.
    13. they refuse to kill.
    14. someone or something they love is killed.
    15. someone they love is turned against them.
    16. they are shamed.
    17. they are made to forget themselves.
    18. a species is brought to extinction.
    19. a civilization is destroyed, all traces of their existence are irrecoverable, and they are forgotten.
    20. they defy the gods.

    Wednesday, October 2, 2019

    Warlord: TNT Type

    I've only played D&D 4e a few times, probably a decade ago, way before I formally got into tabletop RPGs. I didn't have an especially great experience, the people I was playing with were nice enough but they were people I met online so I had no pre-existing relationship with them, and their sensibilities were everything I don't want out of tabletop. Also, combat was waaaay too long. In any case, I don't think 4e is my kind of game, but to my limited understanding of it, I can respect it for what it is. It seems if you want a game that is tactical, without being overly crunchy for the sake of simulationism, then 4e is the way to go. I was always interested in the 4e-based Gamma World, which seemed to strip it down to its essentials, but never got around to playing it. I guess that's neither here nor there.

    Anyway, back on point, one consistent positive thing I've heard about 4e from various independent sources is that the Warlord was a really cool class and it was a shame that they didn't follow through with it in 5e. Having skimmed through the wiki, making me basically an expert on the subject, I can see why it was popular. I've always liked the idea of an intelligence-based fighter, but also it's a cool class in that it plays into the tactical-ness of 4e, and it's a martial support class that in addition to using intelligence, also uses charisma, which is often an underutilized attribute. On the whole, it's a cool idea.

    I've talked about this in my prior TNT posts, but I really like the combat system in TNT. I like the tactical-ness of missile damage and spite damage within an otherwise opposed roll-based combat. However, like any combat system, it can easily devolve into a slog of number crunching and dull roll after roll. The last session of my campaign I felt like this happened in the single, fairly brief combat encounter. I've been trying to add more special abilities to my Character Types, ideally without getting too crunchy, because I want combat in TNT to be more than just the opposed roll. There should be various other tactical options with corresponding SRs that can sway the battle even when the dice probabilities suggest you'll more often than not win or lose the group combat opposed roll. My hope is for it to be more OSR-like than D&D 4e-like, but 4e can still an interesting point of reference to work from.

    So in other words, I think TNT would be will suited to a Character Type very loosely inspired by the D&D 4e Warlord. I'm not using any of the specific 4e Warlord abilities or terminology, it is strictly at the conceptual level.

    D&D 4e Warlord

    This character type is almost exclusively designed for combat or pre-combat tactics. In a game like TNT, obviously that's not too much of a problem since most things are just attribute-based SR rolls anyway, but it's worth keeping in mind that they don't have any spells or other benefits for SRs outside of combat besides whatever basic talents they have and their attribute scores.

    What makes this type cool (or so I think), but also tricky, is that it requires cleverness on at least the part of the Warlord to come up with unique tactical options, willingness of other players to go along with the Warlord, and flexibility and improvisation on the part of the GM to create situations the Warlord can leverage, or respond to the Warlord's plans in interesting ways. I could go more the D&D 4e route and give them explicitly-defined abilities, but that's just not in the spirit of what I want from TNT. That all being said, if everyone is gelling, I think this character type could make combat much more interesting, while still being true to TNT and OSR-like principles. 


    Warlord Abilities

    Tactical Actions

    • The Warlord can make an IQ SR (Battle Order) or CHA SR (Rally The Troops) by exploiting a Tactical Opportunity (see below), which provide benefits to ally SRs during combat. 
      • The SR will generally be 1-2 (easy), 3-4 (moderate), or 5+ (difficult) minus Warlord level, to a minimum of 1.
      • Warlords cannot attack and make a Tactical Action in the same turn without spending Tactics Points (see below).
      • A Tactical Opportunity can only be used for any Tactical Action once per combat.
      • Once per combat (or more at GM discretion), a failed Tactical Action SR may lead to disadvantageous circumstances (GM discretion).

    • Tactical Opportunity
      • A situation the Warlord can exploit for Tactical Actions. This is intentionally loosely defined, and can be anything from an enemy weakness, a trap, object, or feature in the environment, having the high ground, outnumbering the enemy, having superior training to the enemy, etc.
      • Tactical Opportunities are only allowed to be exploited for a Tactical Action once per combat so that the Warlord must be creative, and by extension combat will hopefully be dynamic and interesting.

    • Battle Order
      • The Warlord exploits a Tactical Opportunity to gain the high ground, allow allies to flank enemies or bypass a defensive line, find a weak point on an enemy, etc. 
      • Effects may include giving an ally a +3 bonus on a combat-related SR roll (such as missile DEX rolls), receiving a hint from the GM of an enemy weakness, triggering some environmental element that damages the enemies or affects the battlefield (like deploying an artillery weapon or dropping boulders from a cliff), increasing the spite range from 6 on d6 to 5 or 6 on d6, allowing an ally to roll three dice and take the best two on an SR, etc.

    • Rally the Troops
      • The Warlord gives a rousing speech or rallying warcry that fills an ally with determination, creating a Tactical Opportunity to do something extraordinary, resist the effects of debilitating injuries, or overcome the odds.
      • Effects may include allowing an ally to fight for one more round even if they've lost all their CON (if the ally succeeds at a CON SR equal to the Tactical Action SR), giving an ally +3 to SRs to resist debuffs such as poisons, sleep spells, and charms, allowing a spellcaster to channel a spell even if they've run out of WIZ (if the ally succeeds at a WIZ SR equal to the Spell Level), creating a new Tactical Opportunity, etc.

    • Tactics Points
      • Every time an ally rolls an SR to perform a unique action (i.e. not missile attack, spellcasting, character type special ability), the Warlord gains a Tactics Point.
      • A Warlord can only have up to 1 + Warlord Level Tactics Points at a time.
      • Each combat, a Warlord starts with 0 Tactics Points, and any unused Tactics Points are lost at the end of a combat.
      • Tactics Points can be used to give the Warlord a +3 bonus to a Tactical Action SR, give a +3 bonus to an ally on a combat SR, or allow the Warlord to make a Tactical Action as a bonus action. The Warlord can spend Tactics Points up to their level times per turn, but can only spend them in the same way once per turn.
        • I.e. They can spend a point to make a Tactical Action as a bonus action and give themselves a +3 bonus to the SR, but they couldn't spend two points to give themselves +6 to the SR.


    Warlord Combat Example


    Given that Tactical Opportunities and Tactical Actions are loosely defined, I wanted to give an example of what a Warlord can do. So in this party we have Warlord, Warrior, Rogue, and Wizard, against a horde of goblins, including two club-wielding Clublins, three pig-riding Pigboiz, a goblin Whiz, and a Bugbear.

    The Rogue makes a DEX SR to shoot a flaming arrow into the brush to create a fire along the goblins' path. This gives the Warlord a Tactics Point. They use the Tactics Point to make a Tactics Action (specifically, Rallying the Troops) as a bonus action, by exploiting the Tactical Opportunity of the fire. They roll CHA SR 2 (even a horde of Goblins aren't that tough), and on success, intend to give the Warrior a +3 bonus to their CON SR to resist the fire as they charge into battle. The Wizard casts a spell, and the Warrior and Warlord roll their damage dice (the Rogue already took their action to start the fire, but the fire damage dice are added to the roll as well). Since the warrior succeeded at their CON SR, they take no fire damage.

    On the next turn, the goblins are intimidated by the Warrior who charges into battle amidst the fire without a care in the world. The Warrior decides to make a battlecry, a showy display meant to further intimidate the goblins, granting the Warlord another Tactics Point. During the commotion, the Rogue wants to set a wire trap to trip the Bugbear, the most dangerous of these Goblins. The Warlord spends their Tactics Point to add +3 to their Tactics Action, a Battle Order, to give the Rogue +3 to the SR to lay the trap. They roll an IQ SR to see if the Battle Order succeeds at assisting the Rogue. Additionally, since this is a unique action SR on the part of the Rogue (and not an SR in response to the circumstance, as the CON SR for the Warrior in the last round was), the Warlord gets another Tactics Point, which it uses to make that Tactics Action a bonus action, so that they can still contribute to the opposed combat roll. The bugbear is successfully tripped, taking them out of the opposed combat roll (for now), and the fight continues...

    Summary


    I really like the core concept of this Character Type, but it definitely needs testing. I like the idea of keeping tactical actions and the benefits they provide fairly rules-light, almost more like FATE aspects. However, in itself it's not a major benefit, which is why I allowed tactics points to be spent to allow Warlords to make tactics actions as a bonus action. However, part of me wonders if that is overkill. Also, all of this only works if players are willing to take the initiative to make a bunch of SRs rather than just straight combat, which I think is really cool and a necessary buy-in, but it is definitely a demanding thing to ask on a consistent basis. What do you all think?