RPGNow

Showing posts with label thac0. Show all posts
Showing posts with label thac0. Show all posts

Friday, February 17, 2012

THAC0: The Movie - How Did I Miss Thee?

Somehow, someway, I never saw THAC0: The Movie until now.  Sure, it's a fan made movie, but some things are spot on!

Negotiate with Kobolds!?!  They are there for you to kill them and take their stuff!  heh

Heck, Neil Gaiman made a 5 second cameo - it's gotta be cool ;)


Monday, January 23, 2012

The Myth of THAC0 - E6'ing the OSR (First Thoughts)

First things first - here is a link to the E6 rules (all 13 pages including the OGL).  It a fairly quick read.  Essentially, it is a series of house rules to enable you to have your 3X campaign max out at 6th level, yet still allow for character improvement.

A few things to note from the OSR side of things - it uses feats.  After hitting 6th level, players will spend newly earned expo on attaining new feats.  We in the OSR despise feats.  Or, at the very least, we don't feel we need them.

Still, the examples used for spell casters are well thought out, and can easily carry over to an OSR version of the rules as they grant new spells known or spell casting slots (remember, standard progression ends at 6th level)

An E6 OSR game would have the following benefits:
   
     THAC0 capped at sixth level, giving a character a max to hit adjustment for level of +6
     Hit Dice capped at 6th level, reducing the potential of excessive hit point pool
     Appropriate Armor Class should stay reasonable
     Casters come into their own and are effective without the game busting spells of the higher levels
     Thieves have decent class ability without being excessive

Still, part of the fun of roleplaying is character advancement and improvement.  Without feats to draw upon, what can characters spend expo on to improve?

Fighter / Fighter sub classes could spend on weapon of choice, specialization, improved attack rate, a small (1 or 2 point) HP bump and possibly some specifically chosen (limited number) of feats from 3e, like Power Attack and Cleave

Clerics could spend on a weapon of choice (deity specific), new spell slots, improved turning, improved healing, minor magic item creation

Thieves could spend on increasing their thieving abilities and backstab, two weapon fighting feat

Magic Users could spend on new (extra) spell slots, new learned spells, minor magic item creation

Also small stat bumps could be bought, not to exceed racial maximums.

I'm sure there are other benefits these classes could learn to keep the improvement going without the class leveling / hps / THAC0 and AC going much past what is appropriate for level 6.  Let me know of any you might think of.

Yes, its an artificial ceiling.  But as a few have pointed out in the comments to the other Myth of THAC0 posts, some of the best campaigns top out in the mid levels.  This is a way to keep the campaign at that sweet point.

Let me know what you think.  I'm looking at a simple set of guidelines that would work with any of the OSR / Basic / Advanced rules.  I've got ideas, but I'm always willing to work with yours.

The Myth of THAC0 - And the Compounding of Hit Points

There were a lot of really great comments on my first two Myth of THAC0 posts. A few touched on the issue of buckets of Hit Points.

As bad as it was in AD&D 1e & 2e, especially with Rangers that had a CON bonus, it's gotten worse with later editions.

Up until 2e, HD capped at name level (generally between 9th and 11th levels). 3e kept the dice rolling with each level gained, there was no limit, and a high CON's bonus to Hit Points just increased the never ending pool.

Pathfinder adds even more HP, increasing the HD size of all classes but the fighter and cleric one size up, so a rogue with d6 in 3e now has a d8. Max HP are given at first level also.

D&D 4e starts players with 15 + CON, so figure an average of 25 HP at first level.

Higher HP will lead to longer combats unless offset by increasing THAC0 or lowering the effects of armor. All three are intricately connected. The last thing a game at my table needs is longer combats.

Still, excessive HP can still be a problem even in OSR style games. How do we keep the game in it's sweet spot - the lower and mid levels?

I'll be taking a look over the next few days at E6, the OGL game that tops out at 6th level, with the idea of seeing if the concepts can be applied to OSR gaming.

Tenkar's Tavern is supported by various affiliate programs, including Amazon, RPGNow,
and Humble Bundle as well as Patreon. Your patronage is appreciated and helps keep the
lights on and the taps flowing. Your Humble Bartender, Tenkar

Blogs of Inspiration & Erudition