Showing posts with label rule sets. Show all posts
Showing posts with label rule sets. Show all posts

8/26/15

Dungeon Rules: Four Classes

In thinking of streamlined rules to support dungeon play and exploration, I have one last approach. This approach falls into the "race as class" category. If I used it, I would either bolt it onto Swords & Wizardry Core or Blood & Treasure. The four classes:

Human Fighter
  • HD: d8
  • Armor: All
  • Weapons: All
  • Skills: A small selection of thief/rogue skills (optional)
  • Other: Feats (Optional); Additional attacks per round at higher levels (optional)

Human Mage
  • HD: d4
  • Armor: None (or light non-metal, optional)
  • Weapons: Typical magic-user/wizard
  • Skills (Optional): ???
  • Other: Spells (maybe include a few lower-level cleric spells, such as Cure Light Wounds)

Dwarf
  • HD: d8+1
  • Armor: All
  • Weapons: All
  • Skills: The usual dwarf stuff. Maybe Find/Femove Traps and Open Locks.
  • Other: Extra damage with a battleaxe (optional)

Elf
  • HD: d6
  • Armor: Light
  • Weapons: Wide selection
  • Skills: Some thief/rogue (Move Silently and Hide In Shadows, optional); Tracking (optional); Short/low bow specialization (optional)
  • Other: Spells (as per Druid or Ranger, or combination)

8/13/15

Dungeon Rules: Holmes Dungeons & Dragons + GURPS Dungeon Fantasy

I am a big fan of GURPS DF. I also have very special place in my heart for the Holmes D&D Boxed Set. My original experience with D&D back in 1977 was with the first printing* of the Holmes boxed set. My little thought experiment today is mashing these two together, using the race and class configuration of Holmes D&D to create the list of GURPS DF templates.

My boxed set of Holmes D&D goodness did not contain an adventure module. Instead, it came with dungeon geomorphs and monster/treasure lists. The two lasting effects of this were: (1) Each person in my original group created a dungeon to use when it was their turn to DM...my first year of D&D was homemade megadungeon only; and (2) We never used adventure modules (it is only in the last 10 years that I have even owned an adventure module).

GURPS Templates
Here is what I think a Holmes-inspired GURPS D&D game would look like in terms of templates:

  • Dwarf Templates: Dwarf Cleric, Dwarf Fighter, Dwarf Fighter/Cleric.
  • Elf Templates: Elf Fighter, Elf Fighter/Magic-User, Elf Magic-User.
  • Halfling Templates: Halfling Fighter, Halfling Fighter/Thief, Halfling Thief.
  • Human Templates: Human Cleric, Human Fighter, Human Magic-User, Human Thief.

If my math is correct, that is 13 different templates, which I think still gives players a fair amount of choice. The beauty of GURPS DF is that the template for an Elf Fighter can be very different from a Dwarf Fighter.

Points
A key part of GURPS is determining the starting points players receive to create their characters:

  • 250 Points: This is the default number of points for character creation in GURPS DF. There are some good reasons for it as 250 points provides more options in character building and more tactical options in play. Characters are tough but still vulnerable.
  • 200 Points: Characters are still hardy but would have fewer options and more vulnerability.
  • 150 Points: This would more closely mimic the experience of low level Holmes D&D but GURPS doesn't have the same kind of power curve, meaning more experienced GURPS characters are left in the dust by their D&D counterparts. The dual class character templates could be particularly anemic at 150 points.

Eric Smith has some additional thoughts on what GURPS DF character templates could look like at different point levels.

Conclusion
Right now, my schedule is not allowing me to do much gaming. Weekend evenings are filled with music performances and weekday nights are spent on other things. It is fun, however, to do some thought experiments and blogging as a substitute.

*I wish I still had my copy of the Holmes rule book as it was the first printing. "Hobbits" were one of the four races and this was later changed to "Halflings" in later printings.

Related Posts
Comparing GURPS and D&D on Dungeon Design
Systems Matter: Exploration, Encounters and Intent in the Megadungeon

1/19/15

Systems Matter: Exploration, Encounters and Intent in the Megadungeon

Dungeon Explorer
I am a firm believer that the "3 E's"--Exploration, Encounters, and Extraction--do a pretty good job of capturing the essence of megadungeon play. There are plenty of rule sets that will support 3 E megadungeon play: The various editions of D&D (and its clones), GURPS, Tunnels & Trolls, and Savage Worlds are just a few of the many rule sets that will do more than an adequate job supporting dungeon play.

This being said, rule sets are not interchangeable (this, as my college physics textbook says, "is intuitively obvious to the casual observer"). Some rule sets better support tactical choices in combat while other rule sets support quick play and exploration.

Of the three, extraction seems like the least affected by the rule set used. This leaves exploration and encounters. Of these two, encounters are directly impacted by the rule set used while exploration is indirectly impacted.

Gibson Explorer
Let's assume that a dungeon-based gaming session is going to last 4 hours. Those 4 hours are going to be made up of two primary activities: Exploration and encounters. Exploration is typically a systemless activity. Player characters move through a dungeon and, regardless of system, can cover about the same amount of distance on a map per hour of session time. I am sure that there are some exceptions to this, but, in general, the speed of exploration is more a function of GM and players than it is a function of rule set and system.

This is not the case with encounters. Assuming that most encounters result in combat, then the speed in which a rule set decides an encounter determines how much time is spent on the encounter. Simple, abstract rule sets, like Swords & Wizardry, have short real time encounters. More complex tactical rule sets, like GURPS and Pathfinder, have much longer encounter resolution times. On the positive side, these rule sets offer players and GMs plenty of tactical options (I am true fan of GURPS in this regard). The down side of this tactical richness is the time it takes to resolve the encounter.

What this means for the 4 hour gaming session is that, with a more complex rule set, more time is spent on encounters. By default, less time is spent on exploration. Reducing the number of encounters is the only clear way to mitigate the impact of a tactically complex rule set.

This is where intent comes in. If the GM and players have a common intent within the dungeon campaign, then it becomes much easier to be select a rule set and, more importantly, be content with the strengths and limitations of that rule set after many sessions of play. If the intent is to maximize tactical choices for players in a dungeon setting, then GURPS is the way to go in my book. If the intent is to maximize the amount of geography covered so that it is feasible to explore a really really big dungeon, then a simpler rule set like Swords & Wizardry Core would be my choice. In each case, GM and players have to be content with what they have and also what they give up. After all, it is entirely possible to revisit the same dungeon with a different intent and rule set.

I have been thinking about rule sets and intentionality from time to time, just because I think about things like this. More recently, I have been thinking about this since we have switched to D&D 5e. It is a slick, well-designed system...I like it a lot. However, it is slower than Blood & Treasure, our previous rule set, when it comes to encounter resolution. In turn, this has taken time away from exploration. And, D&D 5e doesn't have a lot of tactical crunch in combat, thus leaving our tactical crunch guys yearning for more. There is a lot of out-of-combat decisions that the players must make--which was one of the goals of D&D 5e (perhaps the subject of a future post).

As for me, my intent in creating the Montporte Dungeon was to focus on exploration, by creating a huge dungeon that would be too big to completely explore. And this dungeon would also have lots of connections to the Deep Dark...more connections to what lies below than to the surface world.