Fallout 3 Tabletop Game 2: Skills

This post details the 13 skills used in the Fallout 3 tabletop game which I began outlining yesterday.

Skill Check: For nearly all of the skills, there will be times when a “skill check” is called for. When performing a skill check, the player rolls a d%, and compares the result to the relevant skill. If their roll is higher than the skill’s value, then the check is failed. If they roll equal to, or less than, the skill’s value, then the check is a success.

Barter (C) When buying items from a vendor, the character will be charged an amount equal to the item’s cost, plus 1% for every point that the character’s barter skill is beneath 100. This can be rounded to the nearest 10% for simplicity’s sake.

For example, Kestrel has a Barter of 21, and wants to buy a gun worth 50 caps. Kestrel’s barter skill is 79 points below 100, so rounding to the nearest 10%, that means the vendor should charge Kestrel 80% above the list price for the gun she wants to buy. 10% of 50 is 5, so the vendor should charge Kestrel 90 caps for the gun.

When selling items, vendors will pay an amount equal to [Barter Value]% of the item’s cost. For example, Kestrel would now like to sell the gun she purchased. The gun’s base price is 50 caps, and Kestrel’s Barter Score is 21. Rounding to the nearest 10%, that means Kestrel will be able to get 20% of the gun’s value at sale. The vendor will buy the gun for 10 caps.

NOTE: The Barter skill is by far the most complicated to convert to a tabletop game. This is the simplest rule I could come up with. If you deem it too complicated, simply remove Barter from the game entirely, and allow characters to buy and sell items at their base value.

Big Guns (E), Energy Weapons (P), Melee Weapon(S), Small Guns (A), Unarmed (E) All five of these skills function the same way. When wielding a weapon of the associated type, the character has [Skill]% chance to hit what they are aiming at. When firing a weapon, the character should roll a d%. If their roll is equal to, or less than, their relevant [Skill]%, then they’ve successfully hit their target.

For example, Kestrel has an Energy Weapons skill of 31, and a Small Guns skill of 17.

She takes aim at a Super Mutant, and fires at it with her Laser Pistol. She rolls a D%, and it is a 74. Since this is above 31, she has missed! The Super Mutant fires back at Kestrel, but also misses. It is Kestrel’s turn again, and she fires another blast with her Laser Pistol. This time her D% roll is 22, which is a successful hit! The Super Mutant takes damage, but is still alive. It fires at Kestrel again, and once again misses. Kestrel’s laser pistol is out of ammunition, so she switches to her 10mm pistol. She rolls her D%, and it comes up as an 18. Because the 10mm pistol is a Small Gun, not an Energy Weapon, an 18 is a miss!

Characters can aim at different parts of a creature to improve their chances of hitting, or to improve the damage they deal. These numbers may be modified based on the environment, but generally speaking:

Head: -10% chance to hit. +25% damage.
Arms/Legs: +10% chance to hit. -25% damage.
Torso: Normal chance to hit. Normal damage.
Weapon: -25% chance to hit. Knocks weapon from hand.

Some weapons may also have a better, or worse chance to hit at various ranges from the shooter (Melee, Close Range, Mid Range, Long Range, Distant). These bonuses or penalties are unique to the weapon being used.

Kestrel’s chance to hit with her 10mm pistol is very small. She aims for the creatures exposed arms to try and improve her chances. She rolls her d% die, and it comes up as a 20. Normally this would be a miss, because her Small Guns skill is only 17. However, because she aimed for the creature’s arms, her chance to hit was raised to 27%, and this shot hits! Unfortunately, instead of dealing the normal 4 damage that a 10mm bullet would, this shot only deals 3 damage because it is in the creature’s arm.

The Super Mutant is mad now, and pulls out a sledgehammer. It charges for Kestrel, and before she can get another shot off it has moved to Close Range. She’s not very good at melee combat, so she needs to stop that creature before it gets any closer! She pulls out her sawed off shotgun. It’s a small gun, but it has +50% chance to hit at close range. She aims for the Supermutant’s head for extra damage.

With the 17% chance she has from small guns, plus the 50% chance from being at close range with a sawed off shotgun, minus the 10% penalty she gets for aiming for the head, Kestrel has a 57% chance to hit.

Kestrel pulls the trigger, and rolls a 44! It’s a hit! Sawed off shotguns normally deal 18 damage, but for a headshot that gets a 25% boost! Rounded up, that’s an extra 5 damage, for a total of 23 damage right to the Supermutant’s face!

Melee and Unarmed weapons are unique. Like other weapons, they have a chance to hit equal to the relevant [Skill%]. However, since they can only be used at short range, they receive no increased chance to hit based on range. They do still receive bonuses or penalties based on which part of the target is being attacked, however.

The other unique thing about Melee Weapons and Unarmed combat is that while they both deal an amount of base damage equal to the weapon being used, they also deal an additional amount of damage equal to the character’s strength.

Shit, shit, shit! The super mutant is still up, and on its last turn it closed to melee range and walloped her good! This close, it’s difficult to use a gun, so even though she’s bad at it, Kestrel opts to use a melee weapon. She pulls out a knife, and stabs at the Super Mutant! Kestrel has a Melee Weapon skill of 10, so she does everything she can to increase her chances by aiming for the super mutant’s arm, increasing her chances by 10%. Miraculously, Kestrel rolls a 20 on her d%! Any higher than that, and she would have missed!

The knife’s damage is 6, but Kestrel gets to add her strength to the damage. Unfortunately Kestrel’s strength is only 2, and she deals a measly 8 damage. The Supermutant is still up.

On its turn, the supermutant attacks Kestrel’s knife, and knocks it from her hand. She’s in trouble now! Its her turn, and all she has to attack with is her fists. So she does the only thing she can do: she punches the super mutant in its leg.

Kestrel’s unarmed skill is only 6, but with the +10% she gets from attacking the Supermutant’s leg, it’s just high enough for her to hit when she rolls a 15. Since she’s not wielding any weapons right now, the only damage she deals is from strength. 2 Damage.

Apparently the Super Mutant was only just barely hanging on, though, because that 2 damage is enough to knock the creature to the ground, dead. Kestrel gains 3 experience points for defeating a difficult monster!

Explosives (P) Explosives is primarily used for throwing grenades or disarming mines. But may be used for other tasks, such as safely building an incendiary device, or disarming an undetonated nuclear bomb.

In all cases, the character must simply roll under their [Explosives]% using a d% die. If their explosives skill is 50, then in order to succeed, they must roll a 50 or less on a d%. GMs may offer bonuses, or penalties, to an explosives roll, based on circumstances. (Throwing at a target you can’t see, for example, would be a penalty to success of 25%)

Lockpick (P), Science (I) Lockpicking and Science function the same way, with different devices. Lockpick helps the player pick locks, while Science helps the player hack computers. Players must roll under their [Skill]% in order to succeed at breaking into whatever they’re attempting to breech. If the roll is failed by more than 20%, then the lock becomes jammed, or the computer locks down. Another attempt cannot be made unless a key or password is found.

Super Easy – +50% to Success Chance
Very Easy – +25% to Success Chance
Easy – +10% to Success Chance
Average – Normal Skill Roll
Hard – -10% from Success Chance
Very Hard – -25% from Success Chance
Super Hard – -50% from Success Chance

Medicine(I) For the most part, this is used when the character is using scavenged medical equipment (such as stimpacks) to restore their HP. Each such healing item has a value of how much HP it can restore. The character can effectively restore [Medicine Skill]% of that value. For example, Kestrel has a Medicine score of 30. 30% of 50 is 15, therefore Kestrel’s medical skills allow her to restore 15 HP using the Stimpack.

The Medicine skill may also be used to perform various medical procedures. Gauge what procedures the character can perform using this guideline:

Medicine 1-10: Untrained.
Medicine 11-30: Wasteland Nurse
Medicine 31-60: Wasteland Field Medic
Medicine 61-90: Wasteland Doctor
Medicine 91-100: Pre-War Doctor

Repair (I) Items will slowly degrade as you use them, which will reduce their effectiveness. To fix an item, you must have two examples of the same item from which you can extract spare parts. (For example, if you wish to repair your 10mm pistol, you will need a second 10mm pistol.) This second item is destroyed by the repairing process, and cannot be repaired, or used for future repairs.

When repairing an item, add the current durability score of the item being stripped for parts, to the item being repaired. Players are capable of repairing items up to a durability score equal to their repair skill.

Kestrel has been using her Hunting Rifle a lot, and it’s down to 30 durability. This significantly impacts the damage her weapon does, so when she finds a new hunting rifle, she quickly strips it for spare parts. The new hunting rifle she finds has a durability of 24. Combining the durability of the two items can bring her hunting rifle’s durability up to 54.

Unfortunately, Kestrel’s current repair skill is 51, so that’s the maximum she can repair the item to. The remaining 3 points are discarded.

Sneak (A) Sneak is a very simple skill. If a character wishes to be undetected, and there is a reasonable chance that they may fail in that endeavor, then they must roll a skill check. If they roll equal to or under their sneak skill, then they have successfully gone unnoticed. Note that a sneak check shouldn’t be required if there is not a reasonable chance that the player will be detected.

A new check is required any time the player risks detection. Some examples of times the player might risk detection are:

Attempting to pickpocket a target.
When a new target enters the area.
When an NPC looks in the direction of a character who is not fully hidden.
When an NPC moves close to their hiding place.
If a hiding place requires that the character remain still, then after long periods checks should be required to see if the character accidentally makes noise.

Speech (C) Social interaction should be handled through role playing. The GM should consider an NPC’s interests, and craft the NPC’s reactions based on them. If the player suggests something the NPC would strongly agree with, then the NPC should agree. If the player suggests something the NPC would strongly disagree with, then the NPC should disagree. If the player suggests something which falls into the gray area, then a Speech check should be made. If the player succeeds on this check, then they’ve convinced the NPC. If the player fails the check, then they succeed in convincing the NPC.

Note that neither success nor failure is ever absolute. If the NPC offers the player 200 caps to kill a local Supermutant, and the player demands 400 caps, then success might mean that the NPC offers 300 caps. And if the character fails, then they might be able to earn another check by offering some good reasons why they deserve more caps.

In the coming week I’ll wrap up this exploration of Fallout 3 as a tabletop game with a few miscellaneous rules.

Fallout 3 Tabletop Game 1: Characters

Every year around Thanksgiving, I have a guaranteed 4 days off from my day job. If possible I get the Tuesday and Wednesday before Thanksgiving off as well, netting me a total of 6 days to myself. It’s as close as I’m able to get to a vacation, and just about the only time of the year when I can get really invested in a video game. This year I spent an absolutely obscene amount of time playing Fallout 3, and I thoroughly enjoyed it. I didn’t get as much work done as I had planned to, but I’ve decided that’s okay. ‘All work and no play makes jack a dull boy’ isn’t just a terrifying reveal in a Kubrick film. It’s an adage with some real wisdom behind it.

After spending several days immersed in the game, my ladyfriend and I were chatting about it over lunch. We came to the conclusion that we both loved the setting and style of the game, and enjoyed playing it. But both of us found that we always wanted more options. Why can’t you join the Enclave, for example? Or cart the nuke from Megaton all the way to Tenpenny tower, and blow them up? Or, ya know…fix one of the cars scattered all over the place and drive it around the Wasteland. Obviously the options in a video game are necessarily limited in scope. Every insane whim a player might want to pursue cannot be accounted for.

But tabletop games do not suffer from any such limitations.

It took me perhaps twenty minutes to sketch out the core of the system. It was remarkably simple. Fallout 3’s mechanics are close to a tabletop game already. In fact, the original fallout games were going to be based on GURPS before negotiations between the developers and Steve Jackson Games fell apart. What I cobbled together seems pretty solid to me, and I’m proud enough of it that I thought I’d share.

I must stress that the rules below are imperfect. I haven’t had the opportunity to play test the system yet. And even without play testing it, I can tell you that the rules are math-heavy and complex. I’ve tried to simplify them as much as I can, but there’s only so much that can be done.

Take a look if you’re interested. And if you like what I’ve put together, let me know.

Fallout 3 Tabletop Characters

S.P.E.C.I.A.L.

Each Fallout 3 character has seven SPECIAL attributes which range between 1 and 20. When a character is created, the value of these attribute should be determined in order, by rolling 1d20 for each. If you wish, 3 sets of SPECIAL attributes can be rolled, and the player can select the set which appeals to them the most.

The seven attributes are:

Strength
Perception
Endurance
Charisma
Intelligence
Agility
Luck

Meta Human Races as Player Characters

Most Fallout 3 characters are human. However, players may wish to take on the role of one of the mutated, meta-human races. Doing so comes with some mechanical bonuses and penalties. The GM should also remember that these races are not welcome in most human societies. Super mutant characters receive a +10 bonus to Strength and Endurance, and a -10 penalty to Charisma and Intelligence. Ghoul characters receive a +10 bonus to their Endurance, and a -10 penalty to their Charisma. Racial bonuses cannot reduce a SPECIAL attribute below 1, but they may raise it above 20. (This is the only way a SPECIAL attribute can ever be raised above 20).

In addition to SPECIAL bonuses and penalties, Meta-human races must spend 2 skill points to receive 1 rank in any skills associated with a SPECIAL attribute they have a racial penalty in. For example, if a Ghoul (who has -10 Charisma) wished to raise their Speech skill (which is associated with Charisma), then that character would need to spend 2 skill points to raise their Speech skill by 1.

Skills

Fallout 3 characters each have 13 skills. Each of these skills is associated with one of the SPECIAL attributes. The skills, and the attributes associated with them, are:

Barter (C)
Big Guns (E)
Energy Weapons (P)
Explosives (P)
Lockpick (P)
Medicine (I)
Melee Weapon (S)
Repair (I)
Science (I)
Small Guns (A)
Sneak (A)
Speech (C)
Unarmed (E)

Each skill has a value between 1 and 100. When a character is created, each skill’s starting value is calculated by taking the value of the associated SPECIAL attribute, and adding one half of the value of the Luck attribute, rounded up.

Kestrel has a Perception of 14, and a Luck of 5. There are three skills associated with Perception: Energy Weapons, Explosives, and Lockpick. Each of these skills will begin with a value of of 17. (Perception + 1/2 of Luck, rounded up)

Once the starting value of each skill is calculated, the player chooses three skills to ‘tag.’ Tagged skills are raised by a value of 15 points.Kestrel would like her character to be a sneaky explosives expert. So she tags the Explosives, Lockpick, and Sneak skills. This brings her Explosives and Lockpick skills up to 32 each (since they were at 17 before). Sneak is an Agility skill, and Kestrel’s Agility is 11. After everything is calculated, her starting Sneak skill 29 [Agility(11) + Tag(15) + 1/2 of Luck, Rounded Up(3)].

Misc

Once a character’s SPECIAL scores have been assigned, and their starting skills have been calculated, there are only two things remaining before the character is ready to play: hit points, and carrying capacity. Players do not begin the game with any caps or equipment. These must be gained through play.

A character’s starting hit points are equal to twice their Endurance score. A character’s carrying capacity is always equal to 100, plus their Strength times Five. So if Kestrel has a Strength of 15, her carrying capacity would be 175.

Leveling Up

Characters can level up by gaining experience points. Each time the character reaches 50xp, they receive a new level, and their experience resets to 0. Experience points are gained by overcoming challenges, with more experience points being awarded for greater challenges. Some examples include:

  • Opening difficult locks, hacking difficult computers, convincing someone of something which they were skeptical of, defeating an easy monster. (1 xp)
  • Defeating a difficult monster (2 xp)
  • Defeating an extremely difficult monster (3xp)
  • Completing a minor quest. (5xp)
  • Completing a major quest. (10xp)

Each time a character gains a new level, each of the following 3 things occurs:

  • The character’s maximum HP goes up by an amount equal to their current Endurance score.
  • The character receives a number of skill points equal to 10 + 1/2 their Intelligence. Each of these points may be spent to raise a skill by 1.
  • The character receives a perk, which will be given to them by the GM according to my Feat Slots system.

Example traits include:

  • Lightfooted. The character will never set off landmines.
  • Child at Heart. +15% to any social interactions with children.
  • Thief. 5 points each to the Sneak and Lockpick skills.
  • Intimidator. +10% to any Speech attempt where a believable threat is made.

Tomorrow I’ll post detailed information on how the game’s skills work.

Synchronizing Calendars To Avoid Temporal Displacement

For a couple months now, I’ve been considering running a second campaign in my ToKiMo game world. It would be concurrent with my monthly Pathfinder game in that same world. Both groups of players would have free reign to explore and change the world as they desired. The effects of each group’s adventures would manifest themselves in the other group’s world. So if there are rumors of a great legendary sword hidden deep in the forest, then the first group to reach it claims their reward, while the second group to reach it only finds a stone with a strange slit in it.

I’ve wanted to do something like this for years now, ever since first reading the classic “Head of Vecna” tale. I wouldn’t want to pit the two adventuring parties against each other, because I personally don’t think that would be very fun. What I would like is for each party to add life to my game world. I do what I can to make the world around my players seem alive, but there’s only so much that a GM can do. By adding a second party to the mix, it becomes possible for one party to develop a place or an NPC through play, and then for the other party to enjoy the benefits of that development.

Most of the logistical problems involved in running two groups in the same world are minor. If group 1 loots a dungeon, then by the time group 2 arrives at the same dungeon, I’m sure other monsters will have moved in. And if treasure is hidden properly, than it’s doubtful that a single group will ever find all of it, so there ought to be plenty left for the next group to find. And if the players interfere with each other’s quests…well that just sounds awesome, actually. I don’t know why I would want to fix it. There is one problem, though, which I am at a loss for how to fix. How do I keep two games leashed to a single timeline?

When two parties are adventuring separately, what’s to keep them from ending up weeks or months apart from one another? If one of the groups wants to take a month off to craft a suit of armor, and the other group wants each session to begin right where the previous one left off, then this won’t work. There needs to be a method of keeping both parties in roughly the same time period. A task which is particularly difficult since my current group meets monthly, and my new group would probably need to be run bi-weekly.

My first thought is to make time a limited resource for the players. For the group meeting twice a month, they would have a maximum of 1 week to ‘spend’ during the session. For the group meeting only once a month, they would have 2 weeks to spend. Each group would also have the opportunity to spend any time they didn’t use during the game session on other tasks, such as crafting, magical research, carousing, etc. Making time a more tangible resource is something I’ve wanted to promote in my games for awhile, so this would help with that goal as well.

But what if a game session ends on a time sensitive goal? What if the adventuring party is charging into the dungeon to stop a sacrifice which will be performed on the 30th day of the Month of Blood, and they only have hours to spare when our time is up and the session must end? It would be unreasonable of me to force the players to start their next session a week or two into the future, if they didn’t run out of time to stop the sacrifice through play. They must be given the option, in these cases, of beginning the next session immediately where the previous left off.

Perhaps the best way to fix that is to implement a mandatory resting period after an adventure. If group 1 typically has two weeks worth of time to spend in any given session, but a session ends after only a single day, and the next session is a continuation of that same day, then the party must rest for 4 weeks after the adventure to recover from their injuries. I can’t think of a reason why my players would object to this–unless there are further time sensitive goals for them to worry about. If players did object, they could always be given penalties for adventuring while exhausted. A -1 to all physical rolls for each week of rest they miss should work.

But then there’s the opposite problem. What if a single game session ends up taking more time than is allotted to the group? Travel doesn’t take up a great deal of time in the real world–particularly if the players are taking a route they’ve followed many times in the past. But it does eat up game time much more quickly than other tasks do. If you’re running a 3 hour session, and you’ve given the players a week’s worth of time for that session, all they need to do is travel through roughly 30 hexes within the session to exceed the week you allotted for them. And while a lot can happen within 30 hexes, I don’t know if you can (or should) force travel to take up an excessive amount of real-world time just to keep your game’s calendar on track.

The only method I’ve been able to come up with for keeping both parties on track when one spends too much time traveling, is to quietly add a few days to the other party’s resting period at the end of their next session.

I can’t help but feel like I’m over complicating this. Maybe these are edge cases which won’t occur frequently in play. But the last thing I want is for this experiment to turn into a clusterfuck of time travel just because I didn’t create an adequate structure for managing the game’s calendar.

I would very much like some input on this issue, if anyone has relevant experience or thoughts!

Feat Slot System for Pathfinder

In a recent post I covered why I think feats are awesome, despite the significant problems with how they’ve been implemented in Pathfinder. In that post I also posited a couple of alternate systems which would avoid the flaws which D&D 3.X fell prey to. I quite liked some of the ideas I came up with, and based on feedback, so did many others. It seems as though this system would benefit from some further development. Below I’ve tailored the idea specifically to fit within the Pathfinder rules, since that is my primary system right now. However, I stand by the idea that the system could easily be adapted to work in just about any game. I’d be particularly interested to see how it would work in a retroclone compatible RPG.

The Feat Slot system would replace Pathfinder’s feats system. This might break a few minor rules, but none of it should be a significant impediment to the game. The only thing which comes to mind immediately is that Humans would lose one of their primary racial benefits. To compensate, humans will gain a feat slot at first level, while most races will not gain any until second level. In addition, when using this system I think it’s best (though, not necessary) to also remove the ability point which players gain every four levels. Feat Slots should be a net increase in player power, and remove the ability point will help mitigate that.

The rule itself is simple. At second level, and each level after that, characters gain a ‘Feat Slot.’ These slots start out empty, and they cannot be filled by the player. Instead, feats are determined by the GM in response to the character’s actions. The GM is under no obligation to fill these slots immediately, and is encouraged to wait until a feat has been properly ‘earned.’ Once a feat slot has been filled by the GM, it cannot be changed, and a character can never have more feats than they have feat slots available.

There are two ways in which feats can be earned. Individual GMs may develop their own criteria, though they are encouraged to avoid letting feats become part of a ‘build.’ One of the strengths of this system is that feats must be earned through play.

The first method of earning feats is for the character to spend time training with a specific task. The player and the GM should discuss what kind of training the player is doing, how they are facilitating that training (equipment, manuals, trainers…), and how long they intend to train for. 2 weeks is a good baseline, assuming that the character is not also spending that time in other tasks such as crafting magic items. Once the period of training is complete, the GM can grant the player a feat related to their training.

This method has a number of cool benefits. First, it doesn’t require a ton of attention or involvement from the GM. It also gives the players some sense of control over how their character develops, while still encouraging diegetic thinking. The player is not improving their character by finding a build online, or flipping through a sourcebook to find something which works for their character concept. They are taking actions within the game world, and gaining benefits based on those actions. This method also promotes a game where players need to manage time along with their other resources, which I like doing.

For the second method, the GM should take notes on the characters’ actions during game sessions. Specifically, the GM should record anything which a player attempts consistently, or which a player is particularly successful with. If, for example, George attempts a bull rush at the beginning of every combat, or Lindsay attempts something crazy and miraculously succeeds at it, then that should be noted down. When a feat slot becomes available (or immediately, if one already is available) the GM can award the player a feat based on those actions.

While the first method seems more strictly logical, I love how the second method allows character improvement to arise directly from play. In the past, I’ve rewarded players who succeed spectacularly at a given task by given them a permanent bonus to future attempts at the same task. In those cases it was an ad hoc ruling, but everyone enjoyed it, and I think it could function well in a more formalized system. The downside to the second method are that it requires a lot more of the GM’s attention. Players also have less involvement in deciding how their character progresses, but that can be viewed as a good or a bad thing.

The two methods are interchangeable, and no group is bound to use one method for all players, nor even to use one method for a single player. If the group is fine mixing and matching to fit their taste, then there should be no problem with that.

I still haven’t covered what the feats of this system would actually look like. By necessity, many or even most of them will need to be invented by the GM, and specifically tailored to what the player has done to earn the feat. As a general rule, feats should always make a character better at doing something they already had at least a chance to succeed at. (For detailed examples of this, read my original post on feats  from November 2011). Balance between feats is something which the GM should be aware of, but not something they should stress over. In the worst case scenario where a feat is allowing one player to dominate the game, a reasonable player will be amenable to having the feat nerfed. If that is not an option, the GM can always opt to reduce the power of that player’s feats in the future, and increase the power of the other player’s feats, until everyone is on somewhat even footing once again. If balance between party members is a major concern for you (though, in my mind, it should not be), then use the core rulebook’s feats as a guide.

To further clarify how this system would function, I’ll run through some examples.

1. Noelle the rogue is extremely fond of fighting with the rapier. She has a feat slot available, and asks the GM if she can devote extra time to training with that particular weapon. The GM tells her that a trainer is available in town who will work with her for 300gp per week, and Noelle agrees. After two weeks of training, Noelle’s purse is 600gp lighter, but the GM grants her the Weapon Focus (Rapier) feat. (+1 to attack rolls with rapier). After reaching her next level, Noelle asks the GM if she can spend still more time training with her rapier. The GM agrees, but since the party has been exploring the wilderness lately, no trainers are available. Noelle instead describes how she stuffs some old clothes with hay, and practices her point accuracy, and delivering solid blows. It takes her 3 weeks of intense training, but Noelle is given the Weapon Specialization (Rapier) feat in exchange. (+2 to damage rolls with rapier).

2. Amber’s fighter stays on point whenever the party is delving into a dungeon. They don’t have a rogue, which means it’s usually Amber’s job to find traps. And by ‘find,’ I mean ‘absorb with her large pool of hit points.’ The GM notices that Amber gets hit with a lot of traps, and determines that she may be developing a better sense of how to spot and avoid them. The GM grants her the Trap Sense Rogue ability, as described on page 69 of the Pathfinder Core Rulebook. It allows Amber to add 1/3rd of her level as a bonus to reflex saves and Armor Class against traps.

3. Hyde is a goodly wizard who is frustrated with undead creatures. The next time his party finds a large group of undead, Hyde captures a few dozen zombies, and takes them back to his magical laboratory. He tells the GM he would like to experiment on the undead creatures to see if he can make his spells more effective against them. The GM agrees, and Hyde spends 2 weeks cutting undead open, casting spells upon them, and doing everything he can to learn about this foe. When his research comes to a close, the GM informs Hyde that spells which can normally only be cast on living creatures can now (within reason) be cast on undead creatures as well. When casting a spell like that on an undead creature, however, Hyde must prepare the spell in a spell slot at least 1 level higher than the minimum required.

4. When one of her allies drops below 0 HP in a pitched battle, Jennifer the barbarian leaps forward to defend her fallen companion. The monster attacking her companion is fierce, but Jennifer bravely attacks it anyway, and rolls two twenties! One for each of the attacks she’s allowed to make this round. The extremely effective attack turns the tide of the battle, and saves the party. The GM notes that Jennifer still has a feat slot available, and grants her a permanent +4 to her attack rolls when any of her allies are at, or below, 0HP.

While it has not yet been playtested, I think the Feat Slot system has real potential. I’d be very interested to know what others think!

The Awesome Thing about Feats

Over a year ago I wrote a post called The Problem with Feats. It was the first piece of my tabletop writing which got much attention, thanks to Courtney of Hack & Slash. In many ways that post represents a significant shift in my thinking about game mechanics, and serves as a signpost for how I developed over the following year. Even though I would probably write it differently now, it stands among my favorite posts from those first few tentative months of writing. But as I mentioned in that post, I don’t hate feats. I was, and am, highly critical of the way feats have been implemented in the various iterations of D&D 3.X, but I hold that the concept is sound. Feats bring a lot more to the table than increased complication and power creep.

The most obvious benefit of feats is that they allow for greater mechanical character customization. I will not argue that player options aren’t highly overvalued in D&D 3.X, because they are. The overwhelming bloat of these customization options becomes particularly apparent when you notice that players are often using ‘builds’ they found online, because the number of options available is too great for most players to reasonably grasp them. But it would be fallacious to assume that just because something is overvalued, that means it has no value at all. Simplicity is good, but it should not be the ultimate goal of a game. The ultimate goal of a game should be to facilitate fun. And people have fun when they can personalize their stuff. That’s why people decorate their cubicle, or put knick knacks on the dashboard of their car. Personalization is important to us.

Maybe it’s presumptuous of me, but I can already hear the response to that statement from my OSR-leaning readers: “But LS, you sexy pile of fat folds” they will cry out in unison. “Customization is achieved through play! It’s about the goals you pursue, the loot you find, and the stronghold you build!”

To which I respond: yes. You are correct. But feats offer a level of personalization to players which none of those elements can match. Because gold can be stolen, and magic items can be destroyed. Friendly NPCs can be killed, conquered towns can be burned to the ground, and even the mightiest castle can be razed. But so long as the player’s character lives, a feat can never be taken away from them. There’s something to be said for an inherent ability. One which you cannot lose any more than you could lose your racial or class abilities.

That’s why I love feats. At least, I love them in theory. But theory’s just half of the equation. The other half is finding a way to implement feats in practice. A way which highlights the strength of this kind of player option while avoiding the common pitfalls which can reduce player agency by placing arbitrary limits on what players are allowed to attempt. It must also avoid complicating the game by introducing endless lists of possible feats to be combed through and analyzed by players who ought to be playing. What I wrote a year ago still rings true to me. A good feat is one which makes a character better at something they can already attempt. In Pathfinder, many of the combat maneuver feats are examples of how feats should be designed. Improved Trip, Improved Bull Rush, Improved Sunder, etc. Anybody can attempt to disarm their opponent, but someone who has the Improved Disarm feat have learned how to keep their guard up when they do it, so they don’t provoke an attack of opportunity. Their enhanced disarming skill also grants them a +2 to disarm attempts, and to defending against disarm attempts.

Ultimately, I would like to see the endless list of feats which fill the pages of every new rulebook replaced with a comprehensive system for creating feats. Something which players and GMs could work out together. Perhaps a sliding scale where the bonuses granted by a feat can be more powerful, the more specific of a situation that feat could be used in. As a simple example, characters could take a feat which gave them a +1 to attack rolls when using axes, +2 to attack rolls when fighting undead, or +4 to attack rolls when fighting vampires. Since “using axes” is very general and could potentially be applied to every attack roll the character ever makes, it receives a very small bonus of only +1. Undead aren’t going to be part of every combat, though, so a feat which only works against them won’t come into play quite as often. Since its use would be less frequent, the bonus can be higher. And vampires are just a more extreme example of that. Fighting vampires is likely to be very uncommon in a standard campaign, so the bonus to fighting them can be quite large.

I don’t mean to imply that the above system should be implemented, mind you. In order to be made workable, such a system would require a lot of mathematical tinkering, and a lot more thought than I’ve given it. That’s just a suggestion for how the current Pathfinder feat system might be modified and replaced to avoid the problem with feats which I described in my earlier post.

A more workable, and dare I say, retroclone compatible feat system would be as follows:

At each level after first, a character gains one feat slot. This slot confers no immediate advantage, and players are not able to select a feat to fill the slot themselves. For the time being, they should simply indicate that a feat slot is available, and it will remain available until it is filled. During play, if a character with an open feat slot excels with a certain type of action or style of play, the GM can reward the player by granting them a feat to represent & enhance that excellence.

Excellence can be demonstrated a number of ways. Players showing preference for a specific tactic is the most obvious choice. For example, a character who frequently throws flasks of lantern oil might be granted a feat which gives them +1 to throwing grenade-like projectiles. Other ways to demonstrate excellence would be for the character to devote a certain amount of in-game time to training. In this way, players could more directly choose their feats. By finding a vampire hunter and training under her for 3 weeks, a thief might be given a feat which allows their backstab attack to function against vampires. GMs could also reward game-changing rolls with a feat. I once wrote a post describing how a level 1 goblin successfully defeated a much higher level monster by making an excellent roll to throw a bomb into the creature’s mouth. From then on we allowed that particular goblin to add a +4 anytime they wanted to throw an item into a small space, and that’s a perfect example of how this feat system could work.

One might argue that this undermines the virtue of customization which I espoused earlier in this post, but it does not. At least, not necessarily. First, most of the methods for receiving feats are dictated first by the player’s actions. The GM merely interprets how those actions should be rewarded. Second, even if the player is not making the decision directly of which feats they would like to have, their character still becomes progressively more unique. The character evolves not only according to their class, but also according to the adventures they’ve had, and the way they’ve lived their life. That seems like an excellent supplement to traditional class-based progression in my view.

Rethinking Rations

At my game table I have a bowl filled with poker chips. At the start of every game, my players look at their inventory and pull out a number of white chips equal to their ammunition, red chips equal to their torches/lantern oil, and blue chips equal to their rations. As we play, chips go into the bowl when these consumables are used, and come out of the bowl when they’re purchased. When the game ends, the players count their chips, and update their character sheets. It’s an efficient system which allows me to be strict about consumable use, without requiring my players to perform a lot of annoying bookkeeping. I think I originally got the idea from Telecanter.

Prior to using this system I was the bad sort of GM who just hand-waved consumables out of the game because they were too much of a pain in the ass to keep track of. I find I enjoy the game much more since I’ve started using this system, though. Tracking ammunition has the largest impact on the game, since players need to be much more conscious about how frequently they use their bows. After a few hours of frequent combat, the ranger starts to get nervous, and that makes the game exciting. Tracking light sources has less of an impact, but it serves as a timer for how long your players can travel underground. Gods help them if they use more than half of their lantern oil on the way down into the dungeon.

Rations, on the other hand, have yet to play any important role in my games. My players track them because I’ve told them they need to do that. They dutifully toss a chip into the bowl at the end of each adventuring day, and when they free a prisoner or find someone in need, they share their poker chips with that person. But tracking rations has never served an actual purpose in the year or more that I’ve been doing it. It’s just a rote action of taking chips out of, and putting them back into the bowl. What is the point?

I don’t want to return to hand-waving rations because of this issue. Limited food resources has too much potential value. There’s a huge desert in the northern part of the continent my players are on. If they ever try to travel there, days away from any town, running out of food is going to be a serious concern. I’ve also begun work on a megadungon which extends dozens of levels beneath the earth. Again, in that situation, the possibility of starving is going to create excitement and urgency in the game. I won’t sacrifice that. But I also don’t want to continue tracking rations day-by-day, purchase-by-purchase for all the sessions where there’s no actual danger of food running out.

Starting with my next Pathfinder session in a couple weeks I’m going to switch things up. First off, I’ve been having players track 1 week’s worth of rations as 1 significant item using my encumbrance system. (A system which I intend to revisit and revise soon). Based on how much food actually weighs, rations in my game are far too light. Looking over military rations used by the U.S. within the last 30 years shows that a single meal can weigh as much as 2.7lb using relatively modern technology. Assuming three meals a day, a week’s rations is nearly 60lb! That’s hardly in line with other significant items, such as a greatsword, which might weight 10lb. Three days of food, at about 25lb, seems like a much more reasonable weight for a single significant item.

Having determined how a character’s carrying capacity converts into food, I’ll then have my players tell me how much of that carrying capacity they’re willing to devote to food. If they allocate 1 significant item to rations, then they have 3 days worth. If they allocate 2 SI, then they have 6 days worth, and so on. It will be assumed that any time the players visit civilization, (barring extenuating circumstances), they’ll find time to purchase food. The cost will be rolled into their standard upkeep costs. Using this method, the players can just write “6 days of food (2 SI)” on their inventory sheet. All I need to do is ask once every 3 days away from civilization if the players have enough food. If they do, we continue on without a hitch, if they don’t, then things start to get interesting.

Using this system should maintain all of the interesting aspects of tracking rations, but reduce the bookkeeping aspects to a minimum.

Legend of Zelda Adventure System: Levels, and Adventurers

In my experience, there are two kinds of leveling systems. The first is designed around the idea that the player will always have another level to strive for. The majority of the game, if not all of it, is played below the maximum level. This is mostly used in games where levels offer only minor benefits, or in games where acquiring the next level is the primary motivation for play. The other type of leveling system serves as a kind of extended tutorial. The game is fully featured and plenty of fun during the leveling process, but the gradual acquisition of levels serve as a means to gradually introduce players to the abilities they’ll be using at max level.

Both methods have their place, but I’ve always felt a certain frustration with the former option. As much fun as the game may be, the last few levels always have some really fascinating abilities that you can’t wait to get your hands on. But you know that if you ever do get them, it won’t be too long before the game is over anyway. Most console RPGs are like this, in my expereince, as is Pathfinder. Those games where levels offer only minor benefits, such as more traditional versions of D&D, are a little less frustrating in this regard. There aren’t any fancy abilities at max level you’re eager to get, so when you end the game 80% of the way through the leveling process, you don’t feel as though you’ve missed out on something you were looking forward to.

I want to model the Legend of Zelda Adventure System on the latter type of leveling system. The game should be just as fun once you’re done leveling as it was before. At max level, characters become more concerned with finding magical or wondrous items to aide them in their future adventures. And individual character progress continues, because health increases separately from the leveling structure. A max level character will probably only have between five and ten health, which isn’t much! They’ll need to continue adventuring if they want to increase their survivability.

As an example of how the leveling system works, here’s the current class description for the Adventurer class. The adventurer is the class which I think best represents Link himself. It’s a little bit like a rogue, a little bit like a ranger, a little bit like a monk, but not quite any of those. And while many of the adventurer’s abilities were never demonstrated by in the Zelda series, I think they are true to the spirit of the gameplay.

Adventurer

Equipment: Adventurers may use light armor and shields, as well as any type of weapon, without penalty. An adventurer who wears heavy armor does not gain the benefit of any of their special abilities unless otherwise stated.

Level Abilities Gained
1Spin Attack
2Long Jump
3Attack +1
4Climb, Battle Maneuver +1
5Sneak
6Attack +2
7Run
8High Jump, Battle Maneuver +2
9Attack +3
10Great Courage

Spin Attack: Make an Agility Check. If the check is successful, make a normal attack against all adjacent enemies. Such an attack can not specifically aim for a creature’s weak spot. If the agility check fails, you may still make the attack, but at a -3 penalty to hit and damage rolls.

Long Jump: You can jump up to 20ft distant without needing to make a roll. You can reach distances of 21-30ft with a successful agility check. A long jump can’t end on an area more than 1ft higher than the area the character began on.

 Attack: At levels 3, 6, and 9, an adventurer becomes more adept at making attacks with their weapon. They may add the indicated number to their attack rolls to determine if an attack hits.

Climb: The adventurer can move vertically or horizontally along walls so long as the walls are reasonably rough, such as an old brick wall, or a rough stone wall. The adventurer can also support themselves between two walls no more than 6ft apart for an indefinite period of time. With a successful agility check, you can move up to your normal movement speed while climbing, though failure results in a fall.

Battle Maneuver: At level 4, and 8 an Adventure becomes more adept at performing battle maneuvers, and more resilient against them. They add the indicated number to both their Battle Maneuver Attack, and Battle Maneuver Defense.

Sneak: A sneaking adventurer is able to move with complete silence, and hide themselves within deep shadows. While sneaking, an adventurer can move only half of their normal speed. While hiding in deep shadows, an adventurer must remain still while someone is looking at them, or they will be seen.

On particularly noisy ground, such as dry leaves or a creaky floor, the GM may rule that an agility check is needed to move silently.

Run: For a number of rounds equal to their Body score, an adventurer may move up to six times their normal movement rate.

High Jump: May leap up to 6ft straight up without the need for an agility check. May reach heights of up to 10ft with a successful agility check.

Great Courage: The adventurer becomes completely immune to any form of fear effect, be it mundane or magical. This ability works even if the adventurer is encumbered by heavy armor.

Streamlined Skill Rolls

I have a really bad habit.

I have numerous little creative projects I’m working on at any given time. I enjoy it, but I always overestimate the time I have available to work on them. I tend to stress a lot about devoting enough time to each project, and I end up forgetting to make time to rest. More importantly, I don’t make time to play games, or read stories, because it takes time away from creating them. But working without pausing to recharge my creative energies quickly reduces me to a withered husk. Seriously, it’s gross.

The worst part of it is that I don’t even get any more work done when I push myself beyond my limits like this. I just procrastinate a lot at my desk, re-watching JonTron videos for the billionth time (Bro, seriously? Seriously bro? Make more videos) or bothering my ladyfriend while she’s trying to study or draw. And since I spend the whole time feeling guilty about not working, these deviations from my work don’t actually rejuvenate me at all. They just wear me down more. It’s a stupid thing to do, and I somehow never realize I’m doing it until its been going on for at least a few days.

I recently realized I’d been at it again, so the other day I closed all my browser windows, cleared all my notes off of my desk, and sat down on the floor to read the Dungeon Crawl Classic RPG core rulebook, which I’ve been wanting to do for quite a while. Shortly after I started reading, I got to the chapter on skills, which opens with this excerpt:

”A character’s 0-level occupation determines the basic skills he can use. If the player can logically role-play the connection between his occupation and a skill in a way that the character’s background supports the skill in question, then his character can make what is called a trained skill check.”

Without reading another word, I slammed the book closed, and grabbed my notebook, because I knew how I would build a skill system based on that starting point. Once I had written mine down, I finished reading the skills chapter in DCC to confirm that I hadn’t just come up with the same thing they had. I think it’s different enough that I can legitimately call it “mine” without feeling unethical. Particularly considering I used something similar to the basic concept when I made Twittertop RPG. And that was months before I had a copy of DCC.

At character creation, each player should choose a profession. This is what they did in their life before they became an adventurer. A list of examples might include farmer, merchant, school teacher, sailor, scribe, or blacksmith. The profession is not limited to those, but it should be something similar. “King” would not be an acceptable choice. A good rule would be that if a profession cannot be easily found in a small town, it is probably too specialized to be selected.

During play, if a player would like to attempt something which would not be covered by the skill-set they have from their class (such as navigate a ship by the stars, accurately evaluate the price of a painting, or repair a broken sword) , they may argue that they know how to perform this task based on their profession. If the GM agrees, then the character may attempt the task with a “trained” skill check. If the task being attempted is not covered by the character’s profession, then they can still attempt an “untrained” skill check.

Both trained and untrained attempts have four levels of difficulty, which are determined by the GM. They are Easy, Challenging, Difficult, and Impossible. Note that these four levels are not necessarily the same between trained and untrained characters. If a farmer wants to plant a field, that would be an easy task, while for an untrained character it would be a challenging one. While navigating by the stars would be a challenging task for a sailor, but an impossible one for—say–a baker.

If a task is easy, it can be completed without any roll. If a task is impossible, it is failed automatically. For challenging or difficult tasks, a D20 is rolled against the appropriate difficulty number, which is determined by the character’s level.

This chart would be universal, and used by any character regardless of their class. So each character would have a total of three numbers associated with their skills, which only need to be updated according to the chart’s progression as the character levels. No bonuses or ability scores need be factored in, though circumstance bonuses & penalties may apply.

What do you think?

Legend of Zelda Adventure System: Sage Spells

On Monday I detailed my current plans for how magic will work in the Legend of Zelda Adventure System. But a big list of magical mechanics isn’t much use without some specific spells to provide context. Below are all twenty three of the spells I’ve created so far. That should be plenty to start testing the game with, since even a max level character will only know 11 spells.

You may notice, as you look through this list, that there are very few spells which could easily be labelled “offensive” spells. My vision of the sage is that it serves as a utility class, rather than a damage dealing class. In part, this is informed by my own preference. Whenever I play a caster, I like to load up on spells which allow me to help everyone else do their jobs better, rather than spells which put me in a pivotal role. More importantly, I hope that by restricting the magic user to support spells, it will be virtually impossible for the class to become overpowered the way magic users in Pathfinder are.

Heal: May restore 1 heart container to anyone who has been injured by laying a palm upon them. Does not work if the target of the spell is dead, and cannot be used to grant health beyond a character’s normal maximum

Push: May be cast from up to 10ft away. The target is knocked back 10ft. If something stops them from being knocked back that far, the target takes damage equal to 1/2 the extra feet they would have moved. If the target will be pushed into something dangerous (lava, off of a cliff, etc.) and they pass something which they might grab onto, they are entitled to an agility check to try and grab it.

Levitate: The target may move up and down through the air at will. They must be touched by the caster in order for this spell to be cast. There is no limit to how high or low they can go, and they can move at any speed they wish. The spell has a duration of 1 minute per level of the sage who cast it.

Water Walk: The sage must have some water available to cast this spell, which they sprinkle upon the feet of of the spell’s target. The subject may they walk on water as if it were solid. Only their feet are affected by this spell, so if they fall over the spell is broken. Water is not very solid footing.

See Through Wall: Sages may cast this spell upon a surface up to 10x10ft in size. Once cast, the sage can see through up to 10ft of solid material, to the other side. The vision is slightly blurred and tinted the color of the surface which is being looked through. This spell is unable to penetrate lead. Some villains line important chambers with the material to prevent spying.

Floating Disk: A silvery disk materializes in the air, roughly 4ft in diameter. The disk floats between 1 inch and 6ft off of the ground, and can carry the weight of several full grown Hylians before the spell shatters. The sage moves the disk with their mind, it can be moved up to 60ft away from the sage, and does not need to be within their line of sight.

Conjure Plank: An extremely sturdy plank of an unknown solid material forms in the air in front of the sage. It is 12ft long, 3ft wide, and 4 inches thick. While suspended by its ends, it can support a fully grown Hylian jumping in the center of it without being damaged. Despite its strength, even a weak person can easily lift the plank with a single hand.

Passwall: The sage, and anyone touching them or their clothes, is able to walk through a wall as if it were an extremely viscous liquid substance. This spell does not allow anyone to see what is on the other side of the wall, nor can they breathe while within the wall. Any part of a person which exits the wall after entering it cannot re-enter the wall unless the spell is cast again.

Detect Hidden: Secret doors within the same room as the sage begin to glow a bright blue color for all to see. This effect works regardless of the nature of the door. It can be a section of wall which slides away, a loose stone on the floor which hides a gem beneath it, or a trapdoor in the ceiling which would drop acid on the party.

Ghost Sound: The sage can create any sound they can imagine, and make it seem as though it is coming from anywhere within earshot of themselves. This spell must be cast with the eyes closed, and requires intensive listening and hand gestures for the sage to successfully indicate where the sound is coming from.

Summon Animal: Through a number of verbal incantations, including whistling, the sage may summon a natural creature to do its bidding. The animal must be one which would be present within a mile of the Sage’s location, and it must be able to reach the sage unobstructed. A horse could not be summoned to the 10th sublevel of a dungeon, but a spider or bat could be. Note that this spell does not work on monstrous creatures, nor can it be used to tame specific creatures, such as one which is threatening the players. It takes 1d10 minutes for the creature to arrive at the sage’s location, and it will obey the sage to the best of its ability for 3 hours. This time will be lessened if the sage treats the animal poorly, or could be lengthened if the sage treats the animal particularly well.

Counterspell: Cause the spell of another sage to fail. The spell is cast using subtle hand gestures and blinking patterns, making it difficult to detect. It can be cast either in a “general” way, causing the next spell cast within 100ft to fail, or it can be cast at a specific target, causing their next spell to fail.

Airblade: A blade of focused wind cuts through the air in a slashing motion, dealing 1d6 slashing damage at a range of up to 60ft.

Speak with Plants & Animals: The sage is able to speak the language of plants and animals for the length of a single conversation (however long that takes). Remember, though, that not all plants and animals will be eager to help.

Telekinesis: The sage can use this spell to lift and move an object of up to 50 pounds. The ability functions up to 100ft away, but cannot move any object at more than a slow, clumsy wobble.

Control Fire: If fire already exists, the sage can manipulate it with their mental powers. They cannot make it larger without fuel, but they can shape it, make it flare up momentarily, cause images to form in it, or cause tendrils of it to lash out.

Freeze Water: By blowing upon the surface of a body of water, the sage can can freeze it solid. The larger the body of water, the thinner the ice will be. A 10ft diameter pond could be frozen completely solid. A 20ft pond could be frozen with ice about 6 inches thick. A 30ft pond would only have a thin layer of ice atop it. Alternatively, this spell can be used to create a 10ft block of ice within a larger body of water.

Magic Shield: Mystical energy forms into the shape of a red circle 1ft in diameter. The circle is solid, opaque, and moves of its own volition within about 3ft of the spell recipient’s skin. It can successfully block one projectile per round. If the spell’s recipient is attacked by a magical projectile, or a particularly heavy one (such as a thrown boulder) then the shield will block it, but be destroyed in doing so. Otherwise the spell lasts for 15 minutes.

Raise Fog: A thick fog rises from the ground in a 50ft radius from the caster. This fog magically fills that space, and after that acts as normal fog. On a sunny, windy day, it will quickly dissipate, while in an underground cavern it might remain for hours before slowly settling back to earth.

Sleep: A single target within 30ft suddenly falls unconscious, sleeping soundly. This effect cannot be resisted, but once they are asleep a splash of water or a slap will wake them.

Sphere of Darkness: A 10ft spherical area becomes completely engulfed in magical darkness. No light can penetrate this sphere. It can be cast either upon an object, or a location. Once cast, it will remain tied to that object or location until it fades away an hour later.

Orb of Light: The sage can conjure a 3″ orb of heatless light which is insubstantial, but can be held or mounted as though it weren’t. Bright light fills a 15ft radius from the orb, with dim light for 20ft beyond that. The light otherwise acts normally. It will not magically bend around hands, bodies, or other objects.

Fear: The target of this spell will fixate on the scariest thing in their immediate vicinity, and will become cripplingly terrified of it. They will react according to character, either groveling for mercy, cowering in fear, or simply fleeing for their lives.

Legend of Zelda Adventure System: Notes on Magic

One of my favorite things to tinker with in an RPG is the magic system. Ultimately, the goal of any tabletop game mechanic should be effectiveness and simplicity. But unlike combat mechanics, there are innumerable ways for a magic systems to achieve those goals. Combat is real, and a lot of people who play RPGs have even studied it. You can’t pull wild made-up ideas about fighting out of thin air, because everybody will recognize that those ideas don’t model reality. You have some leeway, but on a fundamental level, a combat system needs to be grounded. But magic doesn’t exist.

Magic can come from anywhere, be accessed via any method, and have any side effects the designer wants. Ultimately it still needs to be effective and simple, but the paths a game can take to reach that goal are nearly limitless. Magic can be born of nature spirits which must be asked for their spells, or it can come from pacts with demons who demand sacrifice in exchange for power. Magic can be an elemental force which speaks to a chosen few, or it can be ‘glitches’ in the universe which the intellectual elite have learned to exploit.

In the Zelda series, the source of the world’s magic is never explained. Ocarina of Time touched on the subject with the history of the three goddesses. But the LOZAS project is focused on the games which came before that, so I’m not taking it into consideration here. An argument could be made that the Triforce itself is the source of magic, but it seems more likely to me that the world is inherently possessed of mystical energies. I’m not sure if I’ll choose to add more flavor to that myself, or if I’ll leave the specifics for individual game masters to tinker with. But since the ‘fluff’ has already been taken care of–albeit ambiguously–I’ve focused my attention on creating solid mechanics for the game’s magic. Mechanics which hopefully capture the feeling of Zelda spellcasting, without resorting to a point tracking system. That would be too much bookkeeping, I think.

Before diving into the magic system in full, however, I need to explain a little bit about how the ability scores and ability checks currently function. There are three abilities: Body, Agility, and Wisdom. When generating a character, each player rolls 2d10 three times, and arranges the resulting numbers between their three stats as they choose. I like using two dice rather than three, because it makes both high and low scores more common, which seems appropriate for the dramatic style of a Zelda game. Once the scores are arranged, each player gets 2 points which they can place in any of the abilities they like. So the maximum a player can have in an ability score is 22, and if they have a 22, then it’s the only maxed they can have, since there are no opportunities to increase ability scores after character creation.

Ability checks are handled OD&D style. The player rolls 1d24 and if the result is less than or equal to the relevant ability score, then they succeed. If their roll is greater than their ability score, they fail. In the event that the player doesn’t want to use a d24, they can always use 1d12, and flip a coin to see if they add 12 to the result. I could write more about why I’ve chosen to set the game up this way, but it’s not particularly relevant to explaining how the magic system works.

There are two types of magic players can access in the Legend of Zelda Adventure System. The first comes from magic items, which anyone can use. The rod of fire, or the cloak of invisibility for example. These items draw upon the magical energies within the wielder to power their spells, but the knowledge of how those spells are cast has been crafted into the item itself. The item is casting the spell, and merely leeching off of the untrained mystical powers of the wielder. After an item has been used, a non-sage must roll a wisdom check. If they fail, then their magical energies are drained and they must restore them either by consuming a potion of magic, or by resting for 8 hours. If they succeed on the check, then they still have enough energy to continue casting without rest. For as long as a character continues to succeed on wisdom checks, they continue to find reserves of magical power within themselves.

Sages, the game’s primary casters, have a little more access to magic than other classes do. At first level they learn 2 spells from the sage spell list, and they learn one spell each level after that. At the maximum level of 10, that’s a total of 11 spells. Sages are able to cast a number of spells per day equal to twice their level. So a first level sage will know 2 different spells, and can cast 2 spells on a given day. While a 10th level sage will know 11 different spells, and be able to cast 20 spells per day. After a sage casts their final spell for the day, they make a wisdom check just as other classes would after using a magic item. If they fail the check, they are drained and cannot cast any more that day. If they succeed on the check, then their last spell slot for the day is not spent, and they may use it again later. They may continue casting spells in this manner for as long as they succeed on wisdom checks.

Sages can also make use of magic items, as other classes do. Like other classes, the sage makes a wisdom check after they use the item. If they succeed, then their spellcasting ability is unaffected. If they fail, then using the magic item expends one of their spell slots for the day. When a sage uses a potion of magic, it restores half of their total spellcasting ability for the day.

In addition to their greatly expanded spellcasting ability, sages are able to use “spell crafting.” Using spell crafting, the sage’s player describes to the GM a minor modification they would like to make to one of their spells. For example, the spell, “Conjure Plank,” creates a 10ft long, 3ft wide plank which appears in front of the sage. An example of a minor modification would be to make the plank 12ft long, or to cause it to appear in a specific place about 30-60ft away from the sage. After the sage has described the modification they’d like to make to the GM, the GM uses their own judgement to determine whether or not the alteration is minor enough to work. If it is, then the sage should make a spell crafting check.

To do this, the sage rolls a wisdom check. For particularly easy or difficult spellcrafts, the GM is encouraged to announce bonuses or penalties to the sage’s roll. If the roll is a success, then the spell works as intended, and one spell slot is lost. If the sage has no more spell slots for the day, then after a successful spell crafting attempt they are considered fully drained and unable to cast again. If the check fails, then the spell fizzles. It may function incorrectly, or simply nothing happens. Regardless, the sage still loses their spell slot as if the spell had succeed. It should be noted that spell crafting is not permanent, but only affects one specific casting of the spell.

Sometime in the next few days I’ll share a spell list for the Sage, to give you an idea of what kind of magic players will be able to access in the game.