Catullus64
2023-06-03, 10:10 AM
I'm looking for perspectives on the second draft of a character advancement system for my homebrew fantasy RPG. The idea is to eschew XP and tie progress more directly to the actions & rewards of adventuring.
Broadly, there are three categories of items on your character sheet that can be improved: one category which improves as your character survives fights, one category that improves as you spend time and money on training, and one category that you obtain as a reward for adventures.
Do these mechanics, as outlined below, create any perverse incentives for individual characters, for GMs, or for groups as a whole? Do you have ideas for how these systems could be made more fun? Is the wording as presented below clear, or are there ambiguities/confusions that I should straighten out?
Not going to post the entire ruleset of my RPG, but I will provide a summary of those rules such as are relevant to character advancement. If you have critiques that depend on understanding these mechanics more precisely, ask and I can provide more detail.
The basic task resolution mechanic is a simple dice pool one; roll a number of d6 equal to relevant ability score +/- modifiers, and the number of successes scored is equal to the number of fives and sixes rolled. If a certain number of successes are not specified, and the roll is not a contest, assume that any number of successes is sufficient.
There are ten ability scores, which range from 1 to 10: Attack, Defense, Strength, Dexterity, Speed, Constitution, Intelligence, Perception, Willpower, and Charisma. Your base Attack and Defense are determined by class; your other eight base scores are determined by a fixed pool of allocated points at character creation. Highest possible starting score is 5.
Characters also have Hit Points and Morale Points, the starting numbers of which are also determined by class; they are not tied to ability scores. Their effects are not important to these advancement mechanics, except that effects known as Wounds and Shock are related to their loss. The highest starting HP a character can have is 9, and the lowest 5; the highest starting MP a character can have is 7, and the lowest 4.
Which weapons, armor, and shields a character can use is also determined by class. All classes are trained with at least Light Armor and Small Shields.
Characters have a Literacy Level, also determined by class & cultural group. This level ranges from 1 (fully illiterate) to 4 (master of letters).
Adventure Verbs are this system's version of skills. When making a test that falls under the purview of one of your Adventure Verbs, you score successes on die rolls of four as well as five and six. They can be things like Jumping, Battle-Planning, Speech-Giving, etc. You begin with a selection of 6-8 Verbs, picked from two lists from your class and Cultural Group.
The "Learn By Fighting" Category:
Your character's Hit Points improve directly as you survive dangerous encounters. For this purpose, a "dangerous encounter" is a combat, or any other perilous situation for which the GM uses the combat turn-order sequence. Keep a tally of the number of such encounters in which your character lost Hit Points. If none of those Hit Points were lost to close combat attacks by an enemy, the encounter only counts as one-half. When your tally reaches certain numbers, your character's current and maximum Hit Points improve by 1. Your character's maximum Hit Points can never exceed twice the number with which you started.
Surviving and recovering from Wounds also toughens your character up. The first time that your character fully recovers from a Wound on a given body part, count that as one encounter for the purposes of the improvement track. With a head, a chest, two legs, and two arms, you can earn up to six encounters' worth of improvement this way!
HP Improvement Track (# of Encounters): 3, 5, 8, 11, 15, 19, 23, 28, 33, 39, 45
Your character's Morale Points improve in a similar fashion to your Hit Points; keep a separate tally of the number of dangerous encounters in which your character lost Morale Points, and note the intervals at which your Morale Points improve by 1. As with Hit Points, your character's maximum Morale Points can never exceed twice their starting amount.
The first time that your character experiences a given Shock, count that (at the end of combat) as one encounter for the purposes of the improvement track. With six possible Shock results, you can earn up to six encounters' worth of improvement this way!
MP Improvement Track: 2, 5, 9, 14, 20, 27, 35
Your character's Attack & Defense scores also improve in correspondence with the number of encounters in which your character fights. Any combat in which your character both made an attack and was the target of an enemy attack counts; if none of these attacks either by or against you were in melee, the encounter only counts as one-half. When you reach a threshold indicated, choose whether to increase your Attack or your Defense score by 1.
Attack & Defense Improvement Track: 5, 11, 18, 26, 35, 45
Note: With the highest possible Attack and Defense Scores at character creation being 4/4, the maximum a character can achieve is a combined value of 14.
The "Learn by Training" Category:
The following sections concern those abilities which your character must train between adventures. Note that during whatever period of time is specified for training, your character cannot perform other activities, such as going on adventures. This means that you cannot earn or otherwise obtain food & lodging during that period, and must pay for or otherwise receive it from another.
If you meet the requirements, you can serve as a teacher for your fellow party members; doing so of course means that you will not be able to pursue your own training or activities during that time, and must have your food & lodging provided as well.
Your eight other ability scores (Strength, Dexterity, Speed, Constitution, Intelligence, Perception, Willpower, & Charisma) improve as a result of training in between adventures. The higher a score becomes, the more difficult it becomes to train it further.
Decide together with your GM what activities your practice will consist of, as appropriate to your environment and the ability you wish to raise. You must then spend a week in practice. At the end of this week of training, roll a test with the ability score you wish to improve. If you score successes equal to or exceeding your current score (the latter being possible if you receive Dice Bonuses), you raise the ability score by 1. If not, you must continue training for subsequent days; for each additional, contiguous three-day period that you train, you may attempt another test, until the total number of successes obtained across the entire training period reaches the required score. You can train for as many days as you need, but these days must be contiguous, or else the lessons are lost.
Once you have raised an ability score, you cannot raise that score again until you have undergone another adventure of at least three days' duration.
At the beginner levels, it is easy to self-train; you can raise an ability score from 1 to 2 or from 2 to 3 with no assistance. To reach scores of 4 or more, however, you will need to to obtain the assistance of a teacher. This teacher must have at least the desired score in the ability you wish to train, and will usually require a fee; the Equipment & Services section contains typical price structures for training up to a score of 7. Teachers for scores of 8-10 will typically not teach for money, but will instead demand special favors, rare artifacts, or elaborate tests of worth.
A character can attempt to improve their reading ability, or master new tongues. Attempting to train in literacy or a language is structured like training an ability score. A teacher is always required, who must possess at least the desired Literacy Level or speak the desired language. Certain Intelligence scores must also be possessed to reach certain Literacy Levels: Intelligence 2 to reach Literacy Level 2, Intelligence 4 to reach Literacy Level 3, and Intelligence 6 to reach Literacy Level 4.
After the initial week of training, the character need not make an ability score test. Instead, they must study on their own for a number of months equal to twice the desired Literacy Level, or two months for a spoken language. Unlike other training, this can be done concurrent with other activities between adventures, provided the character has access to reading material and writing implements (for Literacy) or interlocutors (for a language) throughout. Once you complete the required period, you either master the desired language, or improve your Literacy Level by 1. You can train in only one Language at a time.
You can also train to obtain new Adventure Verbs from your class or culture. To do so, you must obtain the services of a teacher who already possesses the verb in question, and spend three days in their tutelage. At the end of this three-day period, roll an ability score test; the GM will decide which ability score is most appropriate to the verb. The number of successes required is equal to the number of additional verbs you have already learned since character creation; thus, your first new verb training will succeed automatically. If you do not meet the number of successes, you may spend subsequent days training; for each additional, contiguous day that you train, you may attempt another test until the total number of successes across the entire training period reaches the required score. You can train for as many days as you need, but these days must be contiguous, or else the lessons are lost.
Once you have trained in a new Verb, you cannot train another until you have undergone another adventure of at least three days' duration.
The process for training in the use of a an armor, weapon, or shield type is as follows. First, you must obtain an armament of the kind you wish to master, including 10 ammunition for a missile weapon, or 5 if it is a thrown weapon. Next, you must find a teacher willing to instruct you; that teacher can be any character trained in the use of the desired armament. You must then spend a week of intensive practice under this character's tutelage. At the end of said week, make a Strength, Constitution, Dexterity, and Speed test. If you succeed on all four, you master the use of the armament. If you fail any tests, you must spend another three-day period training to attempt the tests that you failed again before you have mastered the armament. You can train for as many days as you need, but these days must be contiguous, or else the lessons are lost.
To learn the use of a two-handed weapon, you must have first mastered the use of its one-handed cousin, and have wielded one at least once in a life-or-death fight: Sword -> Two-Handed Sword, Axe -> Two-Handed Axe, Mace/Warhammer -> Two-Handed Mace/Warhammer, Spear -> Two-Handed Polearm & Lance.
To learn the use of Large Shields, you must have first mastered the use of Medium Shields, and have wielded one at least once in a life-or-death-fight.
To learn the use of Heavy Armor, you must have first mastered the use of Medium Armor, and have worn it at least once in a life-or-death fight.
The "Learn as a Reward" Category:
This is the least developed category, but the idea is that new magical powers and other special abilities are obtained as rewards for completing adventures or performing certain feats. The text I have for it is as follows:
Unlike with all the game statistics defined above, neither training nor combat experience will teach your character new magics or special class abilities. Instead, each new magic or ability has certain feats that must be performed or special items that must be obtained to unlock it; there may also be unique teachers who can impart it. Some abilities will be unique to your class, while others will be shared with characters of your Class Archetype or Cultural Group. The Advanced Abilities section contains descriptions of new features you might obtain, and an outline of what kind of deeds or things are needed to master it. It is ultimately up to your GM to decide how these requirements will emerge in the details of the game, but you should be proactive in seeking clues and information on how to achieve them. For instance, you might know that slaying a mighty monstrous foe and consuming its heart will allow your Warrior character to learn the Killing Frenzy ability; but your GM will determine that, say, the Manticore of Mount Taran is a suitable foe to meet this requirement.
Thank you for your time and feedback!
Broadly, there are three categories of items on your character sheet that can be improved: one category which improves as your character survives fights, one category that improves as you spend time and money on training, and one category that you obtain as a reward for adventures.
Do these mechanics, as outlined below, create any perverse incentives for individual characters, for GMs, or for groups as a whole? Do you have ideas for how these systems could be made more fun? Is the wording as presented below clear, or are there ambiguities/confusions that I should straighten out?
Not going to post the entire ruleset of my RPG, but I will provide a summary of those rules such as are relevant to character advancement. If you have critiques that depend on understanding these mechanics more precisely, ask and I can provide more detail.
The basic task resolution mechanic is a simple dice pool one; roll a number of d6 equal to relevant ability score +/- modifiers, and the number of successes scored is equal to the number of fives and sixes rolled. If a certain number of successes are not specified, and the roll is not a contest, assume that any number of successes is sufficient.
There are ten ability scores, which range from 1 to 10: Attack, Defense, Strength, Dexterity, Speed, Constitution, Intelligence, Perception, Willpower, and Charisma. Your base Attack and Defense are determined by class; your other eight base scores are determined by a fixed pool of allocated points at character creation. Highest possible starting score is 5.
Characters also have Hit Points and Morale Points, the starting numbers of which are also determined by class; they are not tied to ability scores. Their effects are not important to these advancement mechanics, except that effects known as Wounds and Shock are related to their loss. The highest starting HP a character can have is 9, and the lowest 5; the highest starting MP a character can have is 7, and the lowest 4.
Which weapons, armor, and shields a character can use is also determined by class. All classes are trained with at least Light Armor and Small Shields.
Characters have a Literacy Level, also determined by class & cultural group. This level ranges from 1 (fully illiterate) to 4 (master of letters).
Adventure Verbs are this system's version of skills. When making a test that falls under the purview of one of your Adventure Verbs, you score successes on die rolls of four as well as five and six. They can be things like Jumping, Battle-Planning, Speech-Giving, etc. You begin with a selection of 6-8 Verbs, picked from two lists from your class and Cultural Group.
The "Learn By Fighting" Category:
Your character's Hit Points improve directly as you survive dangerous encounters. For this purpose, a "dangerous encounter" is a combat, or any other perilous situation for which the GM uses the combat turn-order sequence. Keep a tally of the number of such encounters in which your character lost Hit Points. If none of those Hit Points were lost to close combat attacks by an enemy, the encounter only counts as one-half. When your tally reaches certain numbers, your character's current and maximum Hit Points improve by 1. Your character's maximum Hit Points can never exceed twice the number with which you started.
Surviving and recovering from Wounds also toughens your character up. The first time that your character fully recovers from a Wound on a given body part, count that as one encounter for the purposes of the improvement track. With a head, a chest, two legs, and two arms, you can earn up to six encounters' worth of improvement this way!
HP Improvement Track (# of Encounters): 3, 5, 8, 11, 15, 19, 23, 28, 33, 39, 45
Your character's Morale Points improve in a similar fashion to your Hit Points; keep a separate tally of the number of dangerous encounters in which your character lost Morale Points, and note the intervals at which your Morale Points improve by 1. As with Hit Points, your character's maximum Morale Points can never exceed twice their starting amount.
The first time that your character experiences a given Shock, count that (at the end of combat) as one encounter for the purposes of the improvement track. With six possible Shock results, you can earn up to six encounters' worth of improvement this way!
MP Improvement Track: 2, 5, 9, 14, 20, 27, 35
Your character's Attack & Defense scores also improve in correspondence with the number of encounters in which your character fights. Any combat in which your character both made an attack and was the target of an enemy attack counts; if none of these attacks either by or against you were in melee, the encounter only counts as one-half. When you reach a threshold indicated, choose whether to increase your Attack or your Defense score by 1.
Attack & Defense Improvement Track: 5, 11, 18, 26, 35, 45
Note: With the highest possible Attack and Defense Scores at character creation being 4/4, the maximum a character can achieve is a combined value of 14.
The "Learn by Training" Category:
The following sections concern those abilities which your character must train between adventures. Note that during whatever period of time is specified for training, your character cannot perform other activities, such as going on adventures. This means that you cannot earn or otherwise obtain food & lodging during that period, and must pay for or otherwise receive it from another.
If you meet the requirements, you can serve as a teacher for your fellow party members; doing so of course means that you will not be able to pursue your own training or activities during that time, and must have your food & lodging provided as well.
Your eight other ability scores (Strength, Dexterity, Speed, Constitution, Intelligence, Perception, Willpower, & Charisma) improve as a result of training in between adventures. The higher a score becomes, the more difficult it becomes to train it further.
Decide together with your GM what activities your practice will consist of, as appropriate to your environment and the ability you wish to raise. You must then spend a week in practice. At the end of this week of training, roll a test with the ability score you wish to improve. If you score successes equal to or exceeding your current score (the latter being possible if you receive Dice Bonuses), you raise the ability score by 1. If not, you must continue training for subsequent days; for each additional, contiguous three-day period that you train, you may attempt another test, until the total number of successes obtained across the entire training period reaches the required score. You can train for as many days as you need, but these days must be contiguous, or else the lessons are lost.
Once you have raised an ability score, you cannot raise that score again until you have undergone another adventure of at least three days' duration.
At the beginner levels, it is easy to self-train; you can raise an ability score from 1 to 2 or from 2 to 3 with no assistance. To reach scores of 4 or more, however, you will need to to obtain the assistance of a teacher. This teacher must have at least the desired score in the ability you wish to train, and will usually require a fee; the Equipment & Services section contains typical price structures for training up to a score of 7. Teachers for scores of 8-10 will typically not teach for money, but will instead demand special favors, rare artifacts, or elaborate tests of worth.
A character can attempt to improve their reading ability, or master new tongues. Attempting to train in literacy or a language is structured like training an ability score. A teacher is always required, who must possess at least the desired Literacy Level or speak the desired language. Certain Intelligence scores must also be possessed to reach certain Literacy Levels: Intelligence 2 to reach Literacy Level 2, Intelligence 4 to reach Literacy Level 3, and Intelligence 6 to reach Literacy Level 4.
After the initial week of training, the character need not make an ability score test. Instead, they must study on their own for a number of months equal to twice the desired Literacy Level, or two months for a spoken language. Unlike other training, this can be done concurrent with other activities between adventures, provided the character has access to reading material and writing implements (for Literacy) or interlocutors (for a language) throughout. Once you complete the required period, you either master the desired language, or improve your Literacy Level by 1. You can train in only one Language at a time.
You can also train to obtain new Adventure Verbs from your class or culture. To do so, you must obtain the services of a teacher who already possesses the verb in question, and spend three days in their tutelage. At the end of this three-day period, roll an ability score test; the GM will decide which ability score is most appropriate to the verb. The number of successes required is equal to the number of additional verbs you have already learned since character creation; thus, your first new verb training will succeed automatically. If you do not meet the number of successes, you may spend subsequent days training; for each additional, contiguous day that you train, you may attempt another test until the total number of successes across the entire training period reaches the required score. You can train for as many days as you need, but these days must be contiguous, or else the lessons are lost.
Once you have trained in a new Verb, you cannot train another until you have undergone another adventure of at least three days' duration.
The process for training in the use of a an armor, weapon, or shield type is as follows. First, you must obtain an armament of the kind you wish to master, including 10 ammunition for a missile weapon, or 5 if it is a thrown weapon. Next, you must find a teacher willing to instruct you; that teacher can be any character trained in the use of the desired armament. You must then spend a week of intensive practice under this character's tutelage. At the end of said week, make a Strength, Constitution, Dexterity, and Speed test. If you succeed on all four, you master the use of the armament. If you fail any tests, you must spend another three-day period training to attempt the tests that you failed again before you have mastered the armament. You can train for as many days as you need, but these days must be contiguous, or else the lessons are lost.
To learn the use of a two-handed weapon, you must have first mastered the use of its one-handed cousin, and have wielded one at least once in a life-or-death fight: Sword -> Two-Handed Sword, Axe -> Two-Handed Axe, Mace/Warhammer -> Two-Handed Mace/Warhammer, Spear -> Two-Handed Polearm & Lance.
To learn the use of Large Shields, you must have first mastered the use of Medium Shields, and have wielded one at least once in a life-or-death-fight.
To learn the use of Heavy Armor, you must have first mastered the use of Medium Armor, and have worn it at least once in a life-or-death fight.
The "Learn as a Reward" Category:
This is the least developed category, but the idea is that new magical powers and other special abilities are obtained as rewards for completing adventures or performing certain feats. The text I have for it is as follows:
Unlike with all the game statistics defined above, neither training nor combat experience will teach your character new magics or special class abilities. Instead, each new magic or ability has certain feats that must be performed or special items that must be obtained to unlock it; there may also be unique teachers who can impart it. Some abilities will be unique to your class, while others will be shared with characters of your Class Archetype or Cultural Group. The Advanced Abilities section contains descriptions of new features you might obtain, and an outline of what kind of deeds or things are needed to master it. It is ultimately up to your GM to decide how these requirements will emerge in the details of the game, but you should be proactive in seeking clues and information on how to achieve them. For instance, you might know that slaying a mighty monstrous foe and consuming its heart will allow your Warrior character to learn the Killing Frenzy ability; but your GM will determine that, say, the Manticore of Mount Taran is a suitable foe to meet this requirement.
Thank you for your time and feedback!