Often, I write a post as a means of working through an idea for the first time. Forcing myself to explain the idea gets my thoughts in order. Later, the idea develops further through play, and within a few sessions the rules I’m using are markedly different from what I’ve got posted up on the blog.
This isn’t the worst thing. Blogs posts aren’t meant to be sourcebooks; they’re meant to be part of a community-wide conversation. None the less, it’s not ideal. I often want to post updates to older posts, which I don’t mind doing if there are a ton of changes to what I originally wrote, but seems like kind of a waste when the changes are less dramatic. As a middle ground, I figure I’ll address multiple old posts at a time.
Simple Socializing: The Give & Take System
(Originally posted April 5, 2017)
I’ve been tinkering with this approach to social encounters for half a decade now. As such, my changes here are quite small. The numbers have been tweaked by playtesting, and a few special cases are called out explicitly.
Attempting Parley
When a potentially hostile encounter occurs, the referee should first determine surprise. If one party surprises the other, attempting parley would require them to sacrifice that advantage.
Parley begins with the players making a social roll, which is 2d6 + any relevant modifiers (such as Charisma). This first roll determines 3 things:
1. The number of exchanges the NPCs will tolerate before they want to leave. The referee should write it down and tick off 1 for each back-and-forth that occurs. (“How are you?” “I’m doing well.” counts as a 1 exchange).
2. The disposition of the NPCs towards the party, determined by comparing the result to the first column of the table to the right.
3. The success or failure of whatever the party’s opening social action was.
Social actions fall into four basic categories: Banal, Give, Take, and Convince. Any time the players say something, consider which of these four it most closely fits in with. If it’s anything other than banal, it will require another social roll.
Banal actions are simple conversation: trivial questions, small talk, and other minutia. They have no chance to fail, and thus require no roll. That’s not to say they’re useless, it’s just not interesting for them to have a failure chance.
Giving actions are those where the party attempts to ingratiate themselves to the NPC. To make themselves more liked. It may take the form of telling a joke, offering compliments, giving gifts, or just listening attentively.
<8: The NPC is unimpressed.
8-10: The NPC enjoyed that. +1 to your next social action.
11+: The NPC likes you. +1 to their disposition.
Taking actions are attempts to get something out of the interaction. Specifically something the NPC may be hesitant to give. This roll covers things like negotiating an agreement, requesting aid, asking a sensitive question, intimidation, bribery, etc.
<4: You’ve upset the NPC. Disposition drops 1 category.
4-6: The NPC refuses you outright.
7-9: The NPC will meet you halfway.
10-11: The NPC agrees to what you want.
12+: The NPC agrees, and offers to do a little better than what was asked for.
Convincing actions are attempts to bring the NPC around to a viewpoint different than the one they currently hold. Used for making arguments or telling suspicious lies. These are difficult to succeed at, and risky to attempt. People don’t like it when you try to change them.
<5: Disposition drops by 1 category.
5-7: Disposition drops by 1.
8-9: The NPC is unconvinced, but not insulted.
10-13: The NPC is swayed, but needs some proof.
14+: The NPC accepts what you said wholeheartedly.
Social encounters are a many-faceted beast which defies being resolved by any simple chucking of dice. This system is not meant to dictate what a social encounter can be. Rather, it’s a baseline which can be adhered to or deviated from in whatever way serves the game best.
Just as they would with combat, the players should look for ways to gain advantage. The referee should imbue the NPCs with their own goals and desires. Penalties and bonuses should assessed where appropriate.
Basic Game Structure, & Hacking as an Involved Deviation
(Originally posted August 27, 2017)
I still like all the stuff I said about the Three Step Conversation and the difference between a Quick and an Involved Deviation. It’s just the hacking system itself that needs to be updated.
There are some minor tweaks to the numbers, and I’ve dropped a few elements that didn’t turn out to be useful at the table. The biggest change is to how failure is handled. The original alarms were too lenient, and assumed the party would always be afraid of their hacks being discovered, which often isn’t the case. If your’e hacking the computer in a long forgotten techno-dungeon, the idea that the hack will be discovered by the police a week from now is not anything to worry about.
Basic Computer Design
Computers have a security rating between 2 and 6 (inclusive) which indicates how difficult it is for a user to do something they’re not supposed to do. Optionally, the referee may want to prepare a list of what information or devices the computer has access to. Just as easily, this can be done using common sense fiat at the table.
When To Roll a Hacking Attempt
Unless players are using a personal computer or a public terminal, they’ll need to make a check just to log on. From here, they can access basic information about the computer’s systems, what it’s connected to, and what type of data is stored on it. Most of the really interesting stuff will require further hacking checks.
For example: reading someone’s personal files, downloading those files, altering the computer’s settings, activating a device connected to the computer, uploading a new program, erasing security footage. Each of these would require a new hacking check.
Making a Hacking Check
Untrained characters have a hacking skill of 2d6. Training adds additional dice to the pool up to a maximum of 5d6. When attempting a hack players roll their entire pool. Each die showing a face equal to or greater than the computer’s current security rating is a success.
Rolling no successes means the hack has failed, and the security rating is raised by 1.
Rolling a single success means the hack has succeed, but it was done sloppily, so the security rating is still raised by 1.
Rolling two or more successes means the hack has succeeded, and the security rating does not change.
If the security rating is raised to 7, the computer completely locks down and it becomes impossible to attempt any further hacking.
If the security rating was raised at all, it will eventually be noticed by whoever owns the computer. Depending on circumstances, they may be able to identify who the hacker was and seek retribution against them.
Special
Assistance: One player may assist the primary hacker by making their own hacking check against the computer’s security rating. If they get 2 or more successes, the primary hacker may add 1 success to their own pool.
Network Hacking: Attempting to access a computer over a local network increases its security rating by 1. Attempting to access it across the Internet increases its security rating by 2.
Lowering the Alarm Level: If the security level has been raised, the hacker may attempt to lower it by making a check against the current security rating + 1. Security cannot be reduced below its starting level.
Root Access: Hackers can attempt to gain root access on any system. Doing so requires four successes. Hackers with root access can perform any local action without making further checks.
New Class: The Cleric, as Anti-Magician
(Originally posted January 21, 2018)
Both my socialization system and my hacking system have undergone rigorous playtesting since I wrote them. I have a lot of hard data about how to make them better. Not so much with the Cleric variant I proposed early this year. As I write this I’ve only had a single player use the class during a single session, and it didn’t go well.
Even before that, I knew there were some issues. Nobody wants to play the thing because it was originally written to be almost completely reactive. I was worried about making the class overpowered, and in doing so I made something nobody wants to play. The classic issue with the Cleric.
I still believe in the core ideas I proposed here, I just think they need some tweaking.
There is a divine music to the universe. Before the fall of man, when we lived each day in the light of our creator, we heard this music always. After we were cast out from the sacred garden we lost the ability to hear. The music still rings out from every sphere in the heavens, but it is beyond us now.
Through diligent study of God’s word, and meditation on the divine, Clerics have trained themselves to hear the faintest echos of that music. Hearing it changes a person. They experience reality the way God always intended for his beloved children. Their only desire is to hear more, and to hear better. Sin disrupts the music, and becomes hateful to the cleric. There is no sin greater than magic.
Clerics have a d8 hit die. They advance and make saving throws as the default cleric class does. Clerics cannot cast any spells. If alignment is used in your game, clerics must be Lawful.
Clerics have the following abilities:
Miracle: Once per week, per level, clerics may call upon God to aid them. The almighty will momentarily intervene in material affairs to do one of the following things:
- Reveal a hidden truth.
- Alter the cleric’s environment.
- Heal a living person’s un-healable ailment.
- Create an impressive spectacle
Think of it as a wish with limited focus and potency. Remember, also, that God is an NPC. God does not appreciate being treated as a class ability. Clerics are warned not to be trivial in calling upon The Almighty. God is never obligated to answer. The referee is the final arbiter.
Turn: The cleric confronts their foes with a brief glimpse of God’s might. The player should indicate a single target and roll 2d6, comparing the result to the matrix below
(Note: this ability affects all foes, regardless of type)
If the cleric’s roll is equal to or greater than the result indicated for their target’s hit dice, that foe is awed by the terrible might of God. They will flee from the cleric if there is an easy escape, or cower meekly if there is not. This effect persists as long as the target is not attacked, and the cleric takes no action aside from looking imposing, or turning other foes.
The cleric may turn as many times as they wish, so long as they are successful. If a turn attempt fails, the cleric’s mystique is undone. They may not turn this group of foes again today.
On the table, a result of “-” means turning is impossible. A result of “T” means turning is automatic. A result of “T*” means that any of the target’s allies with the same or fewer hit dice are also turned. A result of “D” means the target is destroyed by the unbearable glory of God, and that the target’s allies with similar hit dice are automatically turned. A Result of “D*” means that the target, and their allies with similar HD, are destroyed.
Dispel Magic: Clerics may force chaos to bend itself back to order by an act of will. Simply roll a d6. On a result of 1, the attempt fails; otherwise it succeeds. The magic is undone; it fails to activate or its effect ends. If a permanent magic is targeted (such as the enchantments on a magic weapon), then it is only suppressed rather than destroyed. It will return when next the item is touched by moonlight.
Anytime a spell is cast in the cleric’s presence, they may attempt to interrupt its casting by dispelling it. Doing so consumes their next turn.
Keep track of how many times each day this ability fails. If it equals the cleric’s level, the music of God’s perfect creation has become warped in their ears. They won’t be able to dispel magic again until they’ve had 8 hours to rest, and to pray.
For every hit die a Magic User has above a cleric, the failure chance of this ability increases by 1. So a first level cleric suffers no penalty against a first level magic user; but when dispelling the casting of a second level magic user their failure chance would be 2-in-6. Against a third level magic user it would be 3-in-6, and so on.
Referees may also wish to assess penalties for other types of magic. Those which are fundamental to a creature’s being, such as fairy magic. Those which are deeply rooted, or ancient, or unusually potent. It is left to the judgement of the referee, but this is meant to be a powerful ability. It should not be undermined to excess.
Identify: Thoroughly shutting down magic the way Clerics do requires a profound understanding of it. Clerics can determine whether or not a thing is magical, what the effects of that magic are, and even some obscure details like how long ago the magic was cast, and whether the caster was right or left handed.
This is not something a Cleric can do passively. They can’t walk into a room, and immediately point out all the magic items within. However, if they handle an object, look at it closely, smell it, taste it, and listen to it, they will gain an understanding of any magics attached to it. Discovering the magical properties of a thing requires 10 minutes.
Spell Resistance: Clerics have a chance-in-twenty to resist magic, equal to their level. 1-in-20 at first level, 2-in-20 at second level, etc. Any time the Cleric would be the target of magic, before any saving throws or spell effects are rolled, roll a d20. If the result is equal to, or lower than the Cleric’s level, the spell passes harmlessly over them.
This ability reaches its maximum at an 18-in-20 chance.