I’m
developing a fantasy roleplaying game -- something combining elements of the
old-school retro-clones with a framework to more easily introduce a younger
generation to gaming -- with a unique dice mechanic for resolving actions and
combat. Admittedly I’m not a game systems guy; my strengths come in designing
setting and adventure material. So I’m approaching this game engine premise
with a good deal of trepidation, especially since it’s a central element for
the game under development. For the sake of easy reference I’m tentatively
calling the game engine the Oracle System
since it focuses on the reading of dice and the interpretation of results with
character-specific special abilities; the fantasy roleplaying game in question
is tentatively titled Basic Fantasy
Heroes.
Oracle
Core Mechanic
Every
character or monster has a die rating representing the number of six-sided dice
they roll to undertake any task where the outcome remains uncertain: jumping
over a pit, bashing open a door, searching a room for hidden treasure, and
fighting adversaries. Most player heroes begin with 3 dice; foes at this level
typically have as many or fewer dice than player characters.
When heroes
attempt any task with a chance of failure -- including combat -- they roll
their dice and consult the results. Dice showing a 4, 5, or 6 are successes for task resolution or hits in combat; those showing 2 or 3 are
defend results; and 1 is a wild result.
Successes/Hits:
Each result indicates a success or hit. Most tasks require only one success to
accomplish; hits determine not only if an attack finds its target but how much
damage it deals.
Wild
Results: For many rolls a wild result simply counts as a miss; however,
depending on a hero’s distinguishing special abilities (called specialties: see below), they may count
as hits or defend results or activate some other special power.
So let’s play around with this base
mechanic. We’ll start with Varl, a 3-dice player character fighter.
(Technically he could be any class, mostly defined by specialties, but we’ll
stick with fighter for now.) Varl tries forcing open a stuck door. He rolls his
3 dice and gets a 2, 4, and 5; although the 2 counts as a miss (he’s not in
combat, so it’s not useful as a defend
result) the 4 and 5 count as successes.
Since he has at least one success,
Varl forces open the door.
Now let’s pit our player character -- 3-dice Varl -- against a
monster -- a typical 2-dice goblin -- each wearing leather armor with a value
of 1. Player and gamemaster make their rolls simultaneously, count the valid defend results, and count their hits (less any applicable defend results from the opponent). On
the first turn Varl rolls a 2, 2, and 4 (two defend results and a hit)
while the goblin rolls a 3 and a 5 (a defend
result and a hit). Although Varl
rolls two defend results, only one
counts to block the goblin’s single hit
since his leather armor has a value of 1 (thus limiting the maximum defend results he can use on any turn).
The goblin’s sole defend result also
blocks Varl’s single hit. This turn
nobody lands a hit.
On the second turn Varl rolls a 3, 5,
and 5 (one defend result and two hits) with the goblin rolling a 1 and a
3 (a wild result, considered a miss
in this case, and a defend result).
The goblin’s single defend result
blocks one of Varl’s hits, but the
fighter’s other hit makes it through;
Varl’s own defend result would count
if the goblin had scored any hits.
Each hit that isn’t negated by defend results allowed by armor causes
the target to lose one die from their overall dice total. After taking one hit from Varl, the goblin (normally a
2-dice creature) now has a die value of 1.
On the third turn Varl rolls three dice
(1, 4, and 6…a wild result and two hits) while the goblin rolls only one
die (5…a single hit). With two hits from Varl and no defend results, the goblin loses his
final die and meets his end; however, Varl doesn’t roll any defend results to stop the goblin’s sole
hit and thus loses one die…he’s down
to only two dice, a handicap that represents his injury diminishing his
ability.
As demonstrated,
a character or monster’s dice also function as their “hit points.” Dice lost
from damage in the previous turn force the hero (and monsters) to roll fewer
dice on subsequent turns, reflecting their injuries and lowering their chances
of winning the fight. While some players might remain wary of this kind of
“death spiral,” the game includes enough readily available healing options
(including spells and race-specific balms, salves, and even mud) to help heroes
maintain their health
Hero Specialties
Under this
base mechanic nothing sets heroes apart from each other -- all starting
characters roll their three dice for every task -- so I’ve introduced
“specialties” into each class; similar to feats, moves, or talents (whatever
you want to call them), they allow for different interpretations of dice in
particular situations. Players can choose two specialties for heroes during
character creation to help customize their distinct identity through gameplay.
Each class has at least one exclusive specialty, plus several others shared
with a few other classes. Some cover non-combat situations, but many boost
heroes’ abilities during fights.
Let’s give
Varl some specialties from the fighter class list to help enhance his fighting
style:
Favorite Weapon: Gain +1D in attacks
using your favorite weapon, battle axe “Smiter.”
Heavy Weapon: Count wild results as hits when
using a heavy weapon.
Some
specialties like these come with limitations -- in these cases, use of a heavy
weapon (as opposed to normal weapons or ranged weapons) and the use of a
particular item -- but they offer various bonuses in play. Favorite weapon gives attackers an extra die to roll when using a
specific weapon; assuming Varl wields “Smiter” in battle, he rolls 4 dice
instead of 3 dice. Heavy weapon
converts wild results into hits when one uses a heavy weapon.
Using these two new elements let’s
revisit that fight between Varl -- now using “Smiter” and rolling 4 dice -- and
the goblin still stuck rolling 2 dice. On the first turn Varl rolls a 2, 2, 4,
and 5 (two defend results and two hits) while the goblin rolls a 3 and a 5
(a defend result and a hit). Although Varl rolls two defend results, only one counts to block
the goblin’s single hit given the
leather armor’s value of 1. The goblin’s sole defend result blocks one of Varl’s hits, but not both, so he loses one die from damage this turn.
On the second turn Varl rolls a 1, 3,
5, and 5 (one defend result, two hits, and a wild result, counted as
a hit for a total of three hits) with the goblin rolling a 1 and a
3 (a wild result, considered a miss
in this case, and a defend result).
The goblin’s single defend result
blocks one of Varl’s hits, but the
fighter’s other two hits make it
through, reducing the goblin’s lone surviving dice to zero and thus vanquishing
the monster.
Yes, I’m
skewing the results here for the purpose of demonstration, but the point still
stands that specialties give heroes an edge. Monsters and other gamemaster
characters can also possess specialties, though not always, and not always as
many as heroes.
Designer Satisfaction
Thus far I’m
fairly content with how the Oracle
game engine operates on paper and in the limited self-testing I’ve undertaken.
I’m busy refining the presentation of these rules and the means to run them in
various gaming environments (solitaire and group) with an eye toward the
playtesting process. The Oracle System
incorporates several elements I like:
* Simultaneous Combat Resolution: One
roll for each combatant determines defense potential, whether a hit is scored,
and how much damage successful hits inflict.
* Attack/Defense Balance: The
simultaneous combat resolution mechanic balances one’s ability to attack and
defend. The more hits one rolls the
fewer defend results one expects, and
vice versa.
* Reading the Dice: Specialties affect
how one reads the dice, converting wild
results into hits or defend results, or providing an entire
die bonus to particular actions.
* Allure of Dice: Although the system
limits die rolls to one roll per combat turn, it focuses all hope on those die
results, preserving the allure of dice as some enchanted means of divining the
future (a subject I explored earlier), in this case the fates of imaginary
characters.
Stay tuned
for further developments, modifications, and revelations about the Oracle
System mechanics and how I’m incorporating them into the fantasy roleplaying
game platform I’m designing.
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