I am doing the thing
Sections I need to fill out:
- Character creation
- Stats
- Character Sheet
- monster stat conversions (for opposed checks)
Goals/ Aims for gameplay/vibe
- Base adventurer is broadly competent so classes feel like specializations
- Everyone can lockpick, pray to divine, use weapons and armor, etc. There are trade-offs to doing these things
- Should be easy for 5e-lings to pick up and understand (minimal barrier to entry)
- Should reflect themes of setting I’m using
- Game is about regular people being called to adventure by dire circumstance, restlessness, or
Base Resolution Mechanic
(stolen from Arnold K. at Goblin Punch: https://goblinpunch.blogspot.com/2020/04/stat-squish-and-lawful-roll.html)
There are two types of ability checks:
Standard (chaotic) ability checks are made with d20 + ability bonus against DC 16. These represent a ability check where there is a significant amount of randomness or uncertainty at play. This is the more common of the two, since ability scores are not meant to be the primary factor in character effectiveness. On a natural 20, the roll is a critical success, giving the best possible outcome. A natural 1 is a critical fumble, resulting in a failure plus some additional downside or complication. Lawful ability checks are made with d10 + ability bonus against DC 11. These represent a ability check where randomness is less of a factor and the check is more about meeting an ability threshold to be able to accomplish a task, i.e. ability scores matter more. The lawful check is used sometimes for contested rolls too, when the outcome is more about comparison of stats than sheer randomness. The probabilities for this are the same as using roll-under your stat. In addition, the lawful roll does not have a critical success or failure mechanic.
The referee may call for a check to be made with advantage or disadvantage, representing exceptional circumstances either helping or hindering your character.
Contested Checks
For simplicity, contested checks are rolled by all opposing individuals. The individual with the highest resulting check succeeds.
Attacking
Attacks are made with d20 + to-hit bonus (based on level and class templates) against the target’s AC. Typical values of AC are 10/12/14/16, shields add +1.
Typical Monster Stats
Since most OSR sources don’t give ability scores/bonuses for monsters and NPCs, use these as rough guidelines:
STR
Bonus | Description | Creature Example |
---|---|---|
-1 | Feeble | Bugs, ghosts |
0 | ||
+1 | Pathetic | Wispy old grandmas, small animals |
+3 | ||
+5 | Average | Normal human |
+6 | Trained | Martial creatures (Hobgoblins, bugbears) |
+7 | Orcs | |
+8 | Ogres | |
+9 | ||
+10 | Truly superhuman | Giants |
+11 | Titanic | Dragons, purple worms |
Your Character Sheet
Ability Scores
Generate four ability scores (henceforth, stats) by rolling 3d6, down the line. After doing this, you can either swap two stats, or reroll one stat and take the higher result. After this, divide each stat by two and round down.
This bonus is now your stat. The old stat has been annihilated (kinda) and no longer exists. From now on, when this hack refers to stat, it means the bonus unless otherwise indicated.
The stats in this hack are as follows: Strength (STR)
- Determines your physical might and endurance.
- Used to resist poison, lift/move things, avoid being crushed/immobilized by force
Finesse (FIN)
- Determines your reflexes, manual dexterity, and muscle memory
- Used to dodge area-based effects, escape grapples, move silently, and perform delicate tasks.
Wit (WIT)
- Mental acuity, perceptiveness, obscure knowledge, sanity
- Recall lore, resist fear and madness, train/improve skills
- +to number of skills known at 1st level
Aura (AUR)
- Force of personality, resistance to magic, divine favor
- Influence people, resist transformation/mind control/banishment, petition the gods, cheat death.
- +Magic saves, reaction rolls, divine intervention
Derived Stats
Hit Protection (HP) is equal to 2*STR-4 at first level, and increases by 2 HP per level after that. Some classes give extra HP per-template. You have a number of skills at level 1 equal to INT/2, rounded down, plus any skills your class gives you. They all start at rank 1
The Base Adventurer
Level | HP | Templates | Max Skill | To-Hit | XP |
---|---|---|---|---|---|
1 | 2 * STR - 4 | 1 | 1 | +1 | 0 |
2 | 2 * STR - 2 | 2 | 2 | +2 | |
3 | 2 * STR | 3 | 3 | - | |
4 | 2 * STR + 2 | 4 | 4 | +3 | |
5 | 2 * STR + 4 | - | 5 | - | |
6 | 2 * STR + 6 | - | 6 | +4 | |
7 | 2 * STR + 8 | - | - | - | |
8 | 2 * STR + 10 | - | - | +5 | |
9 | 2 * STR + 12 | - | - | - | |
10 | 2 * STR + 14 | - | - | - | |
+1 | +2 | - | - | - |