Tuesday, September 15, 2020

Attributes as Skill Variations

Consider this another entry into what now constitutes a series of posts on merging game systems together with the intent of minimizing our pen-and-paper RPG rules.

5th Edition marries skills to related attributes. For example, you make a Dexterity check if you want to test your ability to be stealthy. And, if you have skill in stealth, you get to add your current proficiency bonus. As a shorthand, people will say "make a Stealth check," but there is no such thing.

In my current adventure, I strip out skills altogether. You don't have stealth skills or nature skills. However, you can note things you're trained in: athletics, smithing, cooking, hunting, etc. Think of these as actual trades that you could be trained to do. If you make an ability check that involves your training, you get to add your proficiency bonus. 

A thief in the act of using espionage skills

Where I really differentiate this from 5e, though, is that this training isn't tied to any particular attribute. Take this as an example:

Let's say you're a trained athlete. Not just naturally gifted, but you have participated in a sport with rules and structure.

Certainly you'll add your proficiency to Strength and Dexterity checks related to athletic attempts - running, jumping, climbing, etc. It doesn't matter if you're not particularly strong (say, a +0 STR bonus). Maybe you're a runner. But, in my mind, you're still an athlete, trained to use their physical gifts. So, I'd still grant you a proficiency bonus in an attempt to lift a boulder.

Taking it a step further, let's say you're kind of a dullard (-1 INT bonus). But, someone asks you who won the big yearly race in your city a decade ago. If you're a trained athlete who has spent years in that social circle, you're more likely to know that answer than someone who doesn't live that lifestyle. So, in 5e terms, I'd allow a proficient Intelligence (Athletics) check to recall that information.

NOTE: I very rarely use lore checks in my games. But, if I did, I'd handle them like this.

Another example could be training in woodcraft. You learned from a master outdoorsman how to survive apart from civilization. 

Can you find food to gather? Make a proficient Wisdom check. Can you calm this wild boar? Make a proficient Charisma check. Can you climb a tree? Make a proficient Strength check. If you can find the right handholds and, through experience, make the task easier, it matters less how strong you are (though your Strength score still plays a role).

The key here is that your training enhances more than one type of check. It could enhance any related check, even if you aren't particularly gifted at that ability.

Monday, September 7, 2020

Playing without Attribute Scores

What if we took another step towards minimizing rules, but in an entirely different direction than my previous post. What if we removed attribute scores altogether?

First, let's consider what we typically use these scores for during a pen-and-paper RPG. 

  • Ability checks
  • Attack rolls
  • Damage bonus
  • Armor bonus
  • Initiative rolls
  • NPC reactions and loyalty
  • HP bonus
While that's a significant list, think about a monster's stat block, especially in OD&D and its retroclones. As a GM, you didn't require attribute scores to run them in combat. So, let's assume that we could get by without attribute scores for the combat-adjacent entries above.

Essentially, that leaves ability checks and NPC reactions and loyalty. Let's focus on the more important of those two, the ability check.

Ability checks provide the GM with a tool to model most situations. Can you lift that rock? Make a Strength check. Can you find the path after getting lost? Make a Wisdom check.

However, if you start adding different skills into the mix, and adding skill modifiers or proficiency bonuses alongside ability modifiers ... then the system becomes less of an abstract tool to model different situations and more of a burden on your memory and cognitive load during play.

If you clearly define the scope of your adventure beforehand, you can forego attribute scores altogether and only define a handful of skill scores. And, your skills can change from one campaign to the next if you move from a dungeon-crawl to an urban point-crawl.

A forlorn adventurer contemplating the loss of attribute scores

Let's take a hypothetical adventure where the party goes from a town, through the woods to the adventure site, delves the dungeon, and then travels back again. What skills might they need?
  • Bushcraft
  • Climb & Jump (Acrobatics)
  • Lift & Open (Athletics)
  • Search
  • Stealth
  • Tinker (Pick Locks)
From here, I will use the concept of Specialist skills from Lamentations of the Flame Princess as the foundation for my entire skill system. Everyone starts with a 1-in-6 chance to do anything that requires a roll. Scale a wall without rope? 1-in-6. Bash open a stuck door on the first try? 1-in-6.

But, as a PC levels up, they can spend points to increase those skills chances from 1 to 2, 3, up to a 6-in-6 chance. In Lamentations, only the Specialist can increase skill. I suggest letting all characters do so, and expanding the skill list to also include other aspects of your character that you could increase your ranks in:
  • Melee Attack Bonus
  • Ranged Attack Bonus
  • Initiative
  • Luck
  • Dodge (add to AC)
  • Hit Die (increase die ranks)
  • Hit Points (increase number of hit die)
Why stop there? The final piece of the puzzle is to use this system for your saving throws as well. You could choose to go with the classic Paralysis - Poison - Breath - Device - Magic or maybe just Fortitude - Reflex - Will. Regardless, these start at 1-in-6 as well. The dragon breathes fire upon you? You have a 1-in-6 chance to dodge it unless you start increasing your save ranks.

To sum things up:
  • Every common character trait from pen-and-paper RPGs is an ability with 6 ranks
  • PCs usually start with 1 rank (meaning, a 1-in-6 chance to do the thing, or a +1 attack bonus, or 1 hit die)
  • PCs can spend points to increase ranks when they level up