A Collage of RPG Systems

 In an earlier post I alluded to some mechanics and procedures that I am using for a hex-crawling game. In this post, I will discuss the base system mechanics and why I chose them.

There are many systems out there, each providing a different take on how to play an RPG. Some are focused on combat, some on exploration, and others on storytelling. I believe that the collection of rules, mechanics, and procedures is an attempt by the author to achieve a specific type of gameplay. For my hex-crawling game, I wanted to simulate the difficulty and wonder of overland exploration with an infusion of fantastical elements. I wanted to achieve a feeling of wonder approximating how I imagine Bilbo felt during his journey in The Hobbit. Just like I created an RPG adventure collage by merging independent ideas and content, I decided to do the same for the base systems.


Character System: Simplicity.

Originally, I wanted to use Old School Essentials (OSE). I liked the simplicity of the character sheets, the lethality, and the open-endedness of some mechanics and procedures (e.g., a lack of lengthy skill tables). However, because the players had primarily experienced 5e, I decided to go with something that would ease them into Old School Renaissance (OSR)-type of play. Dungeon Crawl Classics (DCC) is a system that I believe sits somewhere between 5e and OSE. Character sheets are simplified, power curves are moderate, and the game can stay lethal for many levels.

How is it going: It has stimulated creative and careful play. Currently the two highest-level characters sit at level 5, and they still approach combat carefully. Rather than rushing head-on, they have negotiated, strategized before combat, set-up ambushes and traps, and retreated.

Side note: One of the two, a Dwarf named Tlacuache, is slowly turning into some kind of necromantic Dwarf with every near-death experience. Thus, he is now actively seeking ways to tempt Death without actually dying.

Spell casting: Chaos.

I wanted to try the spell casting system in DCC, because I like the idea of unstable and risky magic. Sure, it adds complexity because it requires a roll each time a spell is casted, but so far it has led to very interesting scenarios.

How is it going: Spellburning (using attribute points to increase spell power) has been a very fun way for the players to gain bursts of power. A dramatic spellburn to form a magical web was essential in defeating a dragon. Conversely, maximal spellburn to save a falcon later contributed to a series of failed saves that resulted in the death of a wizard named Bryan (RIP).

Player Intervention: Expendable Luck.

The Luck mechanic from DCC was appealing because it gives players an expendable resource to tip the scales in their favor at critical times. Because Luck generally does not regenerate, players come to decision-making opportunities that add a hint of strategy.

How is it going: Each player uses luck in their own creative ways. Tlacuache, for example, is only alive thanks to luck. Although, after 5 near-death experiences he’s completely out. Lady Priscilla, despite having the most luck, is quite reserved with it. An awesome mechanic so far.

Checks and Saves: Character Skills.

Difficulty Challenge (DC) is a concept that I prefer to leave aside. To me, it feels arbitrary and can lead to inconsistent expectations. The hardiest character may shake off a corrosive ooze in one instance and get annihilated by a little trap next. Instead, I wanted to use something that was rooted in the character providing more consistent expectations to the player. For that, I chose to use roll-under checks and saves like in Warhammer FRP and Mausritter. With this approach, a character is operating under its own attributes and knows the probabilities. In addition, because there aren’t set modifiers, a player is encouraged to describe approaches in exchange for them (generally +1 to +3). To further emphasize this approach, a character receives an attribute point upon leveling that may place anywhere of their choosing.

How is it going: This has led to more role-playing, fuller descriptions, and expedited checks and saves. I particularly like the transparency of this approach, so the player always knows their target and how badly they fail or how well they succeed. In addition, because one point makes a good difference in the probability, it has greatly influenced how players distribute the attribute points they gain. Tlacuache, for example, is focusing on hardiness and luck to continue tempting Death.

Death Condition: Fighting ‘till the End.

Another mechanic that I avoid is characters losing consciousness at 0 hit points (HP). The player gets taken immediately out of play, sitting there waiting for someone else. Sometimes this can take a couple of rounds and I would prefer players to stay in the action as long as possible. At the same time, because I was introducing 5e players to OSR, I wanted to have a mechanic that did not lead immediately to death at 0HP. Both OD&D (chance of surviving) and DCC (roll the body) have mechanics that basically put a percentile probability of surviving or dying when reaching 0HP. I wanted something similar that could be dynamic and exciting at the moment. That’s when I was inspired by the effects of adrenaline.

I settled to use a mechanic by which the character uses its hardiness to stay alive. That is, when a character reaches 0 HP they don’t immediately die. Instead, adrenaline kicks-in and they roll a save vs. death (fortitude check in DCC terms). On a failure the character dies. On a success the character is alive, pumped with adrenaline and still in the action, but at 0HP. For every success, the character accumulates a negative modifier to their next save vs. death (intended to model how death cannot be forever avoided). Therefore, when the character is reduced to 0HP again, or receives damage while at 0HP, another check ensues but this time modified by the number of previous successful saves. Tlacuache, for example, has now saved 5 times, translating into a 5-point penalty against his next death save.

How is it going: This approach has led to some interesting results. First, it puts a simple gate between life and death that is rooted in the character’s hardiness (fortitude) giving players hope and increasing tension when rolling the save. Second, it is fast paced: either the character dies and the player gets a new sheet from our stack or simply keeps going at 0HP. Third, it has sparked some creativity: Death has influenced Tlacuache to seek necromantic knowledge. For this, we developed a progression that relies on the number of successful death saves (I will describe this on a later post).

Resource Management: Encumbrance.

Resource management adds elements of strategy that I wished to implement. For example, transporting piles of treasure may require multiple visits to a dungeon simply because it is impossible to carry a ton of metal pieces and artifacts in one trip. In addition, characters are not mules with infinite capacity for carrying every existing tool for every situation. However, keeping a table of weights for items and performing calculations mid-game was more complexity than we wanted.

Slot-based encumbrance felt like a good compromise. We simply use the character’s strength as the number of carrying slots.

How is it going: This approach has worked so far in creating a simple puzzle during expeditions. Players usually take 1-2 weapons max, a few tools, and enough rations to go and return from the trip. They've also used other creative means to carry overweight items, for instance getting a donkey to increase their total carrying capacity.

Side note: Animal companions seem to tickle a very particular instinct of guardianship on players. I have seen it many times in other games I’ve run. In this game, Bryan the wizard sacrificed his life protecting the donkey from highly poisonous giant bees.

Resource Management: Item Durability.

Inspired by Mausritter, I chose to include item durability to promote item use diversity. Always using the best weapon is mechanically the best approach but can quickly devolve into repetitive strategy. Now, if that weapon is damaged, the character may use it only in the most pressing of situations or may have to part with it for some time to get it repaired. The mechanic is simple: the item accumulates a damaged conditions on a 1-in-6 after a major use event (e.g., combat or prying open a door). Upon the second damaged condition, the item breaks.

How is it going: This mechanic has encouraged the cycling of weapons and has also placed use limits on tools, such as pry bars and ropes. A warrior named Chad was keen on using his katana for every situation. Eventually, as probability would have it, the katana was damaged. Rather than risking breaking it, Chad is adventuring with a different weapon while the katana is being repaired.


In conclusion, I have used DCC as a base system for my game and incorporated mechanics from other systems or sources to forge an amalgamation that best reflects the experience I envisioned. In a later post I will discuss the procedures that we are using for hexploration. As you may have guessed, it is also a conglomeration of mechanics that I find interesting and complementary.


Until next time, brave adventurer! 

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