Last post I talked about problems of tone, and intimated
that my ruleset-in-progress would have some mechanics to evoke some aspects of
tone. But as noted, to satisfactorily explain that I need to lay out some of
the basics.
So my initial thinking has undergone some hefty evolution
since the early posts I put up with regard to a rule set. I've settled -
hopefully for good - on skill mechanic that uses a "nd6" model (where
n equals the difficulty of a task). When testing for success on a task, the PC
must roll equal to or under the appropriate Attribute, using however many
six-sided dice indicated by the Degree of Difficulty. Generally, Attributes
range from 5-19, averaging 10 at first level and most tasks have DD of 3, so
that should give some idea as to the broad outline of the skill mechanic. I'll
elaborate further on each element of the rules in upcoming posts.
Attributes, in this final incarnation are what many games
call 'Abilities' or 'Stats' or whatnot. because attributes provide the base
target number for success or failure, I've settled for 13 of them to guarantee
a certain amount of flexibility. I won't explain them here, but they are as
follows, generated using a 3 + 2d6 procedure: Strength-ST, Dexterity-DX, Presence-PR,
Fellowship-FE, Piety-PY, Receptivity-RC, Knowledge-KN, Perception-PE,
Appearance-AP, Health-HT, Concentration-CN, Intuition-IN plus LUCK (which is
always 3d6 neat). Some attributes are expressed during combat as a combat
modifier, equivalent to the attribute -10.
Combat is treated differently: the attacker rolls 2d6, adds
(and subtracts) appropriate modifiers, and, if achieving a positive number,
gets to roll Vitality damage as per their mode of attack (there's more to it,
but that's the gist), and has a chance of causing a wound. I want combat to be
reasonably quick, but also quite nasty - not to be taken lightly.
I'm still sticking with the Aptitudes (these were mentioned
in a couple of older posts, but in the context of Labyrinth Lord, and that information
has been superseded, and I deleted). The Aptitudes are one of the keys to
hitting the tone I spoke of last time. Others are Temperament (an expansion of
the four humours) and Alignment. I know plenty of people don't like Alignments
very much, but I'm rather fond of them, and judiciously used, they provide a
sort of metonymic shorthand for a character's relationship with the cosmos -
and by extension with the doomed world of Verkhun, so they stay in, in more or
less the form you find in most 'Advanced'-style OSR games (and, of course,
modern iterations).
Another item in the roleplaying toolbox is that of
Allegiance: this is for the player to define (within some limits: Clerics must
have an Allegiance to their Deity as one of their primary motivators, but how
that Allegiance is manifested in thought, word and deed is fairly open, as long
as they follow doctrine. Different deities have different standards for this
sort of thing, of course).
I'll go into detail about these 'tone' - or 'feel' aspects in
an upcoming post.
Other elements of the game are much like the general ruck of
OSR-type games: Classes and Lineages are a thing, and magic, though not
Vancian, functions in more or less the same way (although success is never
guaranteed, as a Spell Roll is required). Pushing the bounds of reality in such
an unstable environment is dangerous: magic is morally, mentally and
biologically corrosive, unless the energies manipulated are confined by
expensive, time-consuming procedures (that remain risky, nonetheless). Clerics
and their ilk are protected from this risk however: they act through prayers -
which are not spells, although formally they resemble them. Clerical prayers
are heavily limited by deity 'portfolio', and do not, for the most part, have
the reach and range of Magic.
Anyway, that's the basic outline of the rules as they stand right now. Next post on all of this will give more detail on what I call the Roleplaying Triad (which is silly, as it really has more than three factors, but I handwave that by smooshing some of them together).