Citan
2017-09-12, 01:44 PM
Hi all!
I have been appointed DM for a game of a specific kind tomorrow: I volunteered to master a game for two friends so that, for once, it's not always the same doing all the heavy lifting.
Except that the game he is usually leading is totally unrelated to D&d. So, they like the idea of discovering a bit of D&d (the settings, the classes, the "general feeling") but...
Although both are otherwise experienced gamers and familiar with many different system, both have 0 knowledge of D&D 5e, and no desire to learn everything overnight.
Furthermore, they tend to be much more interested in the pure roleplay and strategic overview than in chess-like tactical combat.
Thus, I sent them a short form to have an idea of the kind of character they'd like to play (especially how much "magical" they'd like to be), for a free "infiltration/assassination" free one-shot I found on DM's guild (doesn't remember the name right now).
From what I remember, NPC (hostiles or not) are fairly simple (aka nearly no magic or special ability), and the PC will be level 2, so potential fights (if any) should be fairly scarce and straight-forward, like a plain medieval setting.
To make the game more enjoyable and fluid (we only have ~3 hours stat), I think about...
Keeping:
- the concept of skill checks and saving throws, with proficient / not proficient;
- the basic fight mechanics (initiative, move speed, difficult terrain, advantage/disadvantage, OA, AC, Dash/Disengage/Hide/Dodge);
Ditching:
- "Hide" mechanics (meaning, I won't bother with all the RAW shenanigans, if their course of action feels logical and they succeed on the relevant check, they are hidden).
- the action/bonus action/reaction distinction, unless their answers make clear the best fit for them would be a class that has specific, permanent choices for bonus action -like Rogue- or reaction (like Wizard/Warlock spells). Otherwise, I feel that just knowing about OA is enough.
- Ability scores: since nearly no magic is involved (at least on enemy part), saves will be rarely requested. In the same kind of idea, probably no more than half a dozen skills will be used. See below.
- ammunition/weight/loot management: it's a 3-hour max one-shot. :)
Altering:
- HP for player (replacing the whole thing by a "wounds counter", which will for each player amount to 5+ the maximum roll of his class die: for example, if one player went Fighter, it would have 15.).
- damage on player (creatures deal "1/2/3 wound" on hit with ranged/one-handed/heavy weapons, critical doubles the amount).
- damage on creatures (1
- checks and saves: class will determine one "major" ability (STR if Barb, DEX if Rogue, INT if Wizard etc), player choose another. Major rolls get 1d6 bonus.
- proficiency: add 1d6 to the roll. Each player chooses 6 skills or tools or weapons/armors.
- armor: unarmored = 10, light = 13, medium = 16, heavy = 18.
- advantage/disadvantage: giving it "on the fly" as situation evolves whenever players (or enemies) do something smart that would probably give them an edge in real life (flanking, "ventriloquing" an order or scream from behind an enemy to make him lose focus, etc).
- short rests: make it 10mn instead of one hour.
- others: if feature would not fit well in this system, I'll adapt (see example below).
Jeremy, level 2 Fighter
heavy armor, two-handed weapon (3 wounds).
AC = 18, Wounds = 15 (10+5).
Majors (+1d6 on rolls): STR, CHA: attacks, checks, saves
Proficiencies (+1d6 on rolls): Intimidation, Persuasion, Investigation, Athletics, Medicine, Survival.
Special ability:
Action Surge: "once per short rest, in addition to his action, Fighter can make another attack during his turn".
Second Wind: once per short rest, in addition to his action, Fighter can restore 3 wounds during his turn. (restores 3 wounds).
Jemery engages an ironclad enemy (heavy armor), and makes an attack: he rolls 11+1+2=14 so misses. He decides to use his Action Surge, and this times grasp luck with both hands, with a natural 20: he inflicts 2*3= 6 wounds to his enemy.
Max, level 2 Rogue
light armor, AC = 13, Wounds = 13 (8+5).
Shortsword (2 wounds), longbow* (1 wounds)
Majors: DEX, WIS
Proficiencies: Perception, Stealth, Sleigh of Hand, thieves's tool, Animal Handling, longbow.
Special ability:
Cunning Action: "in addition to his action, Rogue can Dash/Disengage/Hide during his turn".
Sneak Attack: "when Rogue has advantage or ally in contact with target, Rogue can add 1 wound".
Max makes a longbow attack: he rolls 1d20 + 1d6 (DEX major) + 1d6 (proficient with weapon) against a "medium armor" enemy: he rolls 10+2+5=17, hits the enemy. Since his friend Jeremy was already fighting it, he deals 1+1 wounds thanks to Sneak Attack.
The idea beyond all these changes is to eliminate most of the number-crunching that is usually very time-consuming, especially with players that are not familiar with D&d, nor with their own characters...
As well as limiting the dice complexity (at most 3-4 die at the same time for any given roll) and using mechanics more similar to what they are used to (Apocalypse World), while keeping most of the feel (skill checks enforcing roleplay, medieval-fantasy setting, gritty fights, magic creativity).
Obviously this would crumble down if one tried to apply it to a larger party or higher level one, but for a lvl 2 two-man party... What do you think? Is making all rely solely on rolls too unreliable?
I have been appointed DM for a game of a specific kind tomorrow: I volunteered to master a game for two friends so that, for once, it's not always the same doing all the heavy lifting.
Except that the game he is usually leading is totally unrelated to D&d. So, they like the idea of discovering a bit of D&d (the settings, the classes, the "general feeling") but...
Although both are otherwise experienced gamers and familiar with many different system, both have 0 knowledge of D&D 5e, and no desire to learn everything overnight.
Furthermore, they tend to be much more interested in the pure roleplay and strategic overview than in chess-like tactical combat.
Thus, I sent them a short form to have an idea of the kind of character they'd like to play (especially how much "magical" they'd like to be), for a free "infiltration/assassination" free one-shot I found on DM's guild (doesn't remember the name right now).
From what I remember, NPC (hostiles or not) are fairly simple (aka nearly no magic or special ability), and the PC will be level 2, so potential fights (if any) should be fairly scarce and straight-forward, like a plain medieval setting.
To make the game more enjoyable and fluid (we only have ~3 hours stat), I think about...
Keeping:
- the concept of skill checks and saving throws, with proficient / not proficient;
- the basic fight mechanics (initiative, move speed, difficult terrain, advantage/disadvantage, OA, AC, Dash/Disengage/Hide/Dodge);
Ditching:
- "Hide" mechanics (meaning, I won't bother with all the RAW shenanigans, if their course of action feels logical and they succeed on the relevant check, they are hidden).
- the action/bonus action/reaction distinction, unless their answers make clear the best fit for them would be a class that has specific, permanent choices for bonus action -like Rogue- or reaction (like Wizard/Warlock spells). Otherwise, I feel that just knowing about OA is enough.
- Ability scores: since nearly no magic is involved (at least on enemy part), saves will be rarely requested. In the same kind of idea, probably no more than half a dozen skills will be used. See below.
- ammunition/weight/loot management: it's a 3-hour max one-shot. :)
Altering:
- HP for player (replacing the whole thing by a "wounds counter", which will for each player amount to 5+ the maximum roll of his class die: for example, if one player went Fighter, it would have 15.).
- damage on player (creatures deal "1/2/3 wound" on hit with ranged/one-handed/heavy weapons, critical doubles the amount).
- damage on creatures (1
- checks and saves: class will determine one "major" ability (STR if Barb, DEX if Rogue, INT if Wizard etc), player choose another. Major rolls get 1d6 bonus.
- proficiency: add 1d6 to the roll. Each player chooses 6 skills or tools or weapons/armors.
- armor: unarmored = 10, light = 13, medium = 16, heavy = 18.
- advantage/disadvantage: giving it "on the fly" as situation evolves whenever players (or enemies) do something smart that would probably give them an edge in real life (flanking, "ventriloquing" an order or scream from behind an enemy to make him lose focus, etc).
- short rests: make it 10mn instead of one hour.
- others: if feature would not fit well in this system, I'll adapt (see example below).
Jeremy, level 2 Fighter
heavy armor, two-handed weapon (3 wounds).
AC = 18, Wounds = 15 (10+5).
Majors (+1d6 on rolls): STR, CHA: attacks, checks, saves
Proficiencies (+1d6 on rolls): Intimidation, Persuasion, Investigation, Athletics, Medicine, Survival.
Special ability:
Action Surge: "once per short rest, in addition to his action, Fighter can make another attack during his turn".
Second Wind: once per short rest, in addition to his action, Fighter can restore 3 wounds during his turn. (restores 3 wounds).
Jemery engages an ironclad enemy (heavy armor), and makes an attack: he rolls 11+1+2=14 so misses. He decides to use his Action Surge, and this times grasp luck with both hands, with a natural 20: he inflicts 2*3= 6 wounds to his enemy.
Max, level 2 Rogue
light armor, AC = 13, Wounds = 13 (8+5).
Shortsword (2 wounds), longbow* (1 wounds)
Majors: DEX, WIS
Proficiencies: Perception, Stealth, Sleigh of Hand, thieves's tool, Animal Handling, longbow.
Special ability:
Cunning Action: "in addition to his action, Rogue can Dash/Disengage/Hide during his turn".
Sneak Attack: "when Rogue has advantage or ally in contact with target, Rogue can add 1 wound".
Max makes a longbow attack: he rolls 1d20 + 1d6 (DEX major) + 1d6 (proficient with weapon) against a "medium armor" enemy: he rolls 10+2+5=17, hits the enemy. Since his friend Jeremy was already fighting it, he deals 1+1 wounds thanks to Sneak Attack.
The idea beyond all these changes is to eliminate most of the number-crunching that is usually very time-consuming, especially with players that are not familiar with D&d, nor with their own characters...
As well as limiting the dice complexity (at most 3-4 die at the same time for any given roll) and using mechanics more similar to what they are used to (Apocalypse World), while keeping most of the feel (skill checks enforcing roleplay, medieval-fantasy setting, gritty fights, magic creativity).
Obviously this would crumble down if one tried to apply it to a larger party or higher level one, but for a lvl 2 two-man party... What do you think? Is making all rely solely on rolls too unreliable?