Atomic Age – Dice Mechanic
This is the FIRST article in my series on the design aspects of my new RPG in-the-making... Atomic Age!
In thinking about what Atomic Age is going to be, one has to start at the thing that is the basis for the entire system: what dice to use. There are so many different systems out there that it's not as easy a decision as one would think, and it all depends on what you want to get out of the system.
Expectations
So, first of all, let's define what we want to get out of the system:
- Do not overcomplicate the math. I don't want a system that will involve adding eight different numbers before I can determine if the roll was successful or not. So, basically, I want something along the lines of [die roll]+[modifier] >= [target number] to determine success or failure.
- Make it flexible, so that the die rolls can be improved or hindered in a variety of ways.
- Make it easy for people to understand and relate to.
Let's get one thing out of the way: although I appreciate and acknowledge all the many d6-based systems out there, I want Atomic Age to be based on the d20. But there's more to it than that.
I also like to have a mechanism by which, the more of an advantage you have, the more dice you roll. Mainly because it makes the advantage feel more tangible, and players do like rolling dice after all. But I also don't want a system where the players end up dumping a Shadowrun-sized vat full of d6s on the table and then have to calculate up all the dice.
Probability Analysis
For all the probability analysis that will follow, I'm going to use AnyDice to generate charts and probability math.
As for what we will use as a basis for the math, let's assume that you're making an attack with a base +5 attack bonus against an AC of 15.
D&D 5E
The concept of "roll two d20s and pick the better one" is not a new thing... it's been around for some time, and there are several systems that use it. Dungeons and Dragons 5th Edition gave the mechanic a name: "advantage" and "disadvantage".
In past editions, figuring out a roll involved adding a lot of numbers. Attribute bonus, proficiency bonus, attack modifiers, target DC modifiers, etc... The notion of "advantage" was reflected by simply adding more modifiers to your roll so that your end result is more likely to be higher than the target DC.
The 5th Edition mechanic of advantage/disadvantage simplified all that. Your modifiers generally don't ever change due to circumstances (there are some exceptions, like adjusting AC due to cover, but still), and if you're in an advantageous position, rather than add more numbers to your roll, you simply roll two dice. It's easy to resolve!
It has one drawback, however: "roll two dice" is the ONLY thing you can do. "Rules As Written" you can't roll three or four if your situation is even more advantageous. For example, consider these possible attack rolls:
- Attacking a target that you are flanking with an ally.
- Attacking a target that is paralyzed.
- Attacking a target that is unconscious.
In all those situations, "advantage" is pretty much all you get, although attacks #2 and #3 should clearly be significantly more advantageous in terms of your ability to hit. Attack #3 has the added benefit of being an automatic crit or "coup de grace", but the chance of hitting is the same; it's an advantage attack roll against the target's AC.
"Rules as Written" there is no mega-advantage mechanic. There is nothing documented where you would roll three d20s. Except for spell modifiers (we'll talk about that later), it's always two and only two d20s.
Probability
So take our probability example... A standard die roll of 1d20+5>=15 has a 55% chance of succeeding.
With advantage, that probability rockets up to almost 80%...
...and with disadvantage it plummets to 30%.
Disadvantage is brutal in 5E; when rolling disadvantage, the probability of success plummets dramatically.
And, as mentioned above, that's it. If you have a superior advantage, it won't be more than 80%. It is what it is, pretty much always.
Shadow of the Demon Lord
Rather than use the "advantage" mechanic of 5E, I looked to another system for inspiration... Shadow of the Demon Lord.
SotDL uses a system where you still roll a d20 and add modifiers, but you can also add a "boon" or a "bane". A "boon" is adding a d6 to the d20 result, while a "bane" is subtracting a d6 from the d20 result, and they cancel each other out. If you have more than one boon or bane, you roll multiple dice and choose the higher result.
Personally, I like this mechanic for a variety of reasons...
- It physically acknowledges a superior advantage. If you have a high advantage, you'll be rolling a fistful of d6s.
- Even with a fistful of d6s, the probability does not increase linearly.
- It allows the boon/bane dice to be modified using external abilities.
Probability
So the base probability remains the same... 55% success.
... but, instead of advantage, we add a "boon" d6. That increases the probability to a little over 72%, which is comparable to the 80% of advantage.
...and let's say you have two boons. It increases slightly, to 77%.
On the other side of the card, one bane isn't as painful as disadvantage; 37% chance instead of disadvantage's sharp drop to 30%.
...and two banes is still at 32%.
I kinda like this... The probabilities work out the same, albeit it might be a little more swingy, and the advantage or disadvantage is both visual and tangible.
How would this work? Well, take D&D spells like Bless for example... it normally adds a d4 to rolls. Using this mechanic, Bless will simply add one boon. You flanking someone? Add a boon. The target paralyzed? Add a boon. Flanking a paralyzed target? That's two boons total... make him pay!
13th Age
One mechanic I liked from 13th Age is the notion of increasing or decreasing a die roll one or more "steps". For example, if the base die of your attack is a d6 and a feat allows you to increase it one step, the base die becomes a d8.
The way I see it, this can be worked in to this system a little easier. For example, there may be a spell or class ability that will allow you to make your first boon die a d8 instead of a d6, or turn your first bane die into a d4 instead of a d6.
Conclusion
So taking all that into consideration, here's my plan for Atomic Age:
Bonus and Penalty Dice
I don't want to call them "boon" or "bane" for obvious reasons, so for now let's call them "bonus" and "penalty" dice. Standard die is a d6, and it may increase or decrease steps depending on abilities.
"Bonus" and "penalty" dice cancel each other out, and if rolling multiple dice you choose the highest result in the pool.
Attack Rolls
[1d20]+[ability score]+[proficiency modifier*] vs target AC
(NOTE: I'm debating keeping the notion of "proficiency"; more on that at another time)
Skill/Ability Checks
Untrained: [1d20]+[ability score] vs Target DC.
Trained: [1d20]+[ability score]+[trained bonus (TBD)] vs Target DC.
Modifiers
Have some sort of advantage (like Bless, for example)? Add one or more "bonus" d6s.
Have some sort of hindrance (like Bane, for example)? Add one or more "penalty" d6s.
Stuff To Be Determined
What I need to figure out still is what defines the modifier. I'd like to avoid the notion of a proficiency bonus or the linear escalation of numbers (which was absurd in 4E). In the best of all possible worlds, I'd like an average DC to always be DC 15 regardless of whether you're level 1 or level 10, although it would be more likely you'll succeed the higher level you are.
A New Beginning
It's been eight months since I post here... better now than never.
Over the past week I've been thinking a lot, specifically about Atomic Age.
In case you don't know, Atomic Age is my post-apocalyptic treatment of the Archmage Engine, which powers 13th Age. It came to be because I wanted Gamma World, and I wasn't allowed to create Gamma World content for fear that WotC would sue me into non-existence (they had threatened to do so already). But, during its development, it became something different... It's still post-apocalyptic, but not as zany and off the wall as Gamma World is known to be. I think of it as somewhat of a cross between Gamma World, Mad Max and what the future would be like in a Terminator film that didn't time travel.
But here's the thing... when you choose a system to develop your campaign setting around, most of the time you're stuck with the nuances of that system. The Archmage Engine is a great system, don't get me wrong, but there are some aspects of it that didn't feel right or I couldn't get to work with what I wanted to do. For example, how would mutations work in a 13th Age system? What about radiation poisoning? And there are some thing that came with it that I didn't want at all... like magic item "quirks", which are good by design in a fantasy game like 13th Age but just don't fit in my campaign setting.
Since I wrote most of Atomic Age, Dungeons and Dragons 5th Edition made its appearance and the landscape changed. As is the case with the Archmage Engine, I have some issued with 5E in that, although it does some things really well, other things not so much. For example, creating monsters and encounters in 13th Age is stupid easy... in 5E, not so much. And 5E doesn't even come close to the background/icon system that Archmage provides.
So I had a crazy idea... why bind myself to a single system? DMs do it all the time... cherry pick bits and pieces from multiple systems, campaign settings, and other source material and create a virtual Frankenstein's Monster of an RPG system to use in their homebrew campaigns. Only I want to take that Monster and publish it.
So I decided to try and write my own RPG system, picking and choosing the features that I want from multiple systems and melding it all into one amorphous blob that will power Atomic Age.
I'm insane, aren't I? Seriously, I have no idea how this is going to go... mainly because it's a daunting task and I'm not exactly sure I know what I'm doing in this regard.
But I can't do it alone.
So I've done something crazy: I've reworked my Patreon to be aimed specifically towards the creation of this new engine. And I'm going to do something even crazier: try to stick to a regular schedule in which I dicuss what this engine is going to be, which means this blog will hopefully see activity it hasn't seen in ages.
Will this become a reality? Who knows... but I have to try. A lot of work has been done for the Archmage Engine version of Atomic Age, but I don't see that ever being cobbled together in such a way that I will be happy with all aspects of it. Hopefully, this way I will actually be happy with it because it'll be wrapped around something I myself put together for the specific purpose of powering the campaign setting.
I hope you all will join me on this crazy ride. My Patreon is open to your support! If you sign up now, you will get my latest published adventure, Witness Protection, absolutely free!
Ever forward...
A New Year
Holy hell, has it really been ten months since I've posted on this site? I gotta start remembering this thing exists.
Well it has finally come and gone... 2018 has been the longest decade in my life, and I think I can say the same for many of you out there.
Looking Back
There have been a few people posting about what their highlights for the past year were. Well, here are mine:
- Published Festival of Magic on the DM's Guild, which - in comparison to everything I've published - is one of my personal favorites.
- Funded the Kickstarter for the 5th Edition conversion of A Night in Seyvoth Manor, and delivered the product before Halloween. It has since become my one and only "Copper seller" on DriveThruRPG.
- Had my craptastic Bahamut, The Platinum Dragon - which is literally nothing but a stat block, a shoddy one at that, and contains no lore or art - become a "Copper seller" on the DM's Guild. I mention this only because, so far, it is the only Copper product I've done on my own in the DMG.
- Collaborated on Storm King's Barrows: Tombs and Crypts of the North, which has since become a "Silver seller" on the DM's Guild. Not my best work, but arguably my most revenue-producing thing all year.
- Released The Absent-Minded Alchemist, which was a bit of a "meh" product to start but was easy to convert from 4E.
- Funded another Kickstarter for my social adventure Uninvited Guests, which has since been renamed to Party Crashers. This Kickstarter was a "proof of concept" - to see if I can do quick and dirty one-offs with a low funding goal - and it worked, so expect me to do more of this in the coming year.
- Launched a Patreon! And the TWO backers I have so far are getting lonely, so...
That's pretty much it. It's not a lot... At a personal level, 2018 has been somewhat difficult in terms of my home life and my financial situation, and those situations are, by nature, not conducive to creativity, so I've been in a bit of a rut. But, all in all, it went better than 2017 in some regards, so there's that.
Looking Forward
So what does 2019 have in store? Honestly, I don't know yet... But here are some goals.
- Finish
Uninvited GuestsParty Crashers in the near future. - Do several more Kickstarters like
Uninvited GuestsParty Crashers over the course of the year. - See what the hell I'm finally going to do with the complete The Coming Dark campaign as well as Atomic Age. There's a lot to be done on those, and I question whether the effort is worth it right now.
- Cater to my Patreon backers more, in that I'll be creating more "behind the scenes" posts and videos (maybe). In the meantime, hope to get more than... well... two... Patreon backers.
- Hopefully set up a regular game with... somebody...
- Maybe go to GenCon. I don't know yet... I need to see if the expense really is worth it.
- Sort out my personal and financial situations so that I can do this kind of stuff more readily and with less guilt.
If you're reading this, you're one of the reasons I press on. Thank you for your support, and I hope to show you a lot more cool things in 2019.
Ever forward.
A Developer’s Hell
Gosh, it's been a while... To say my life has been hectic, or difficult, is somewhat of an understatement. So much so that I have had to effectively cancel my trip to GenCon this year because I see no way whatsoever that it can be logistically or financially possible. So, to those of you that are going, I will have no choice but to experience it vicariously through you.
Meanwhile, my little pet project - the Atomic Age RPG - has been languishing in something I can only describe as "development hell". Or maybe "launch a Kickstarter hell", if such a thing exists.
Here are my concerns with the project:
1) I have no art
Right now, at this very moment, I can probably launch a Kickstarter, distribute or sell the product... but I can't bring myself to do that. You see, right now at it stands it's nothing more than a text dump, an almost identical copy of the Archmage Engine SRD with some words and numbers changed. That does not make for a successful RPG by any means, and I feel that if I were to do that the product wouldn't last a day before disappearing into obscurity.
If I'm going to do this I'm going to do this right, which means that I need some sort of art. And there are many levels that need to be covered by art...
- I don't even have a LOGO yet
- The Kickstarter listing alone needs some sort of art
- The core book needs art. A LOT of art, quite frankly
- Everything else (stretch goals, backer rewards, etc...) needs art
Now I know a handful of artists I want to approach with this project, and I have even had business-like discussions with them, but with all of them there is a cost to get this off the ground. Maybe some will do it free, I don't know... I didn't ask and I don't want to ask. Like I said, I want to do this right: I do not want contributions or charity. I'm going to treat this like a business, which means I will pay my artists what the market bears.
That being said, although the cost of prettying up the core book and supplementals will be covered by the Kickstarter itself, the logo and Kickstart art will not and has to be paid first. The financial turmoils I've already mentioned make that rather difficult to do, and I can't bring myself to take the next steps without knowing - without a doubt - that I can afford my artists.
2) It hasn't been officially announced
I've mentioned the project in passing, and have even posted images of some of the content I've been working on, but it hasn't really been officially announced. There's a website, and a Facebook page, and a Twitter account... but few people know about it.
Why not? I don't have a logo, and for personal pride reasons I feel I can't start officially directing people to the social media venues without having a product identity.
So, until I can do that, they stay clouded in obscurity and amidst the whispers of a select few.
3) It hasn't been playtested
Because it hasn't been launched, few people know about it. Even fewer have actually seen it. Actually, I can only think of two people that have, and even those two have probably only glanced over it, figuring I wasn't quite serious about this whole thing because I haven't done everything I mention above.
For that reason, I have no idea if what I'm doing is "right" or "broken". I don't know if I properly grasp the concepts and game style people expect or look forward to, or if I've created any single element that needs radical changing before it gets abused all to hell.
Granted, the playtesting could theoretically happen during or after the Kickstarter, but as a long time game designer it's a serious concern for me. I've had issues before with games that weren't properly tested... Sure, this isn't a video game, but I feel it needs an equal level of analysis and testing before getting anywhere near production.
4) It hasn't been edited
I'll be honest: I'm a lousy writer. And if you're a writer reading this, I bet you can admit (to yourself, at least) that in the early stages of your writing career you were a lousy writer too. Heck, there are probably several dozen grammatical errors and misspellings in this post alone (yes, I know they're there... No, don't point them out).
If I want to do this right, the game has to be the best that it can be, and for that an editor is absolutely necessary. Yes, I know that the editor can do his job pretty much at any time before the product reaches the final stages, but that would mean that the early "alpha" or playtest releases might end up looking like they were written by a child who can't speak English. Once again, personal pride steps in... You can be the creator of the best RPG the world has ever seen, but if you give it to the world using text that looks like it was written by a monkey with a typewriter it doesn't matter how good the game is.
5) It's not done
In the video game industry, there was a time when if you asked pretty much any video game developer when they were going to release their product they would answer without hesitation "when it's done" (I guess we can thank 3D Realms for that one). But the thing is, if it were entirely up to me and my creative flow, what exactly defines "done"? Honestly, I could keep writing content until the core manual is 3,000 pages. Who decides "OK, you can stop now and publish this"?
Furthermore, as many authors will probably attest to, it's hard to be satisfied with what you've written. When you think you're done, you look at it and think "you know, I didn't like [X]... let me fix that"... And six months and 400 pages of rewrites later you keep thinking the same thing. It's very hard for a writer to stop themselves because, in their eyes, it's never done... it's never perfect... and there's always room to do something better.
Let's look at the classic example of someone taking forever to write something: George R. R. Martin. Do you honestly think he sits down and starts writing page one, then as soon as he writes the last word of page 1,200 sends it off to the publisher and never thinks about it again? Heck no. Let's be realistic here, there probably is at least one version of The Winds of Winter that is already written cover to cover... He's knows it's terrible, he's probably been writing and rewriting and rewording and fixing it for the last four years, and will probably keep doing that for another four years because that's the way he works. If he had someone that made him publish the books when they were ready, we'd have fifteen books in the series by now. They may not be as awesome as the five books we've seen (they'd probably suck, to be honest), but they'd be out there.
So unless you're George R. R. Freakin' Martin, eventually you have to put your foot down and say "OK, I might have spent five years rewriting this thing eighteen times, and I know it's probably the worst thing I've ever written, but I can't keep doing this until the end of time", send it to your publisher and hope that you're the only one that thinks it sucks.
I know a lot of things in my product are deficient, or "broken", or nothing more than a "// TODO" tag. It's personal pride again, preventing me from having anyone besides myself see how bad or lacking this product is. Every day I write something, even if it's a sentence or a paragraph or changing monster #135's Mental Defense stat... But I know that at some point I'm going to have to force myself to stop and let other people look at this mess.
Anyway, besides the personal issues I will not elaborate on here, I have a lot of things to do and a lot of battles with my own pride to overcome. This product will get done, sooner than later, and I just have to get my crap together to do it.
Until the Kickstarter launches, "ever forward..."
Atomic Age Preview: The Vorpal Rabbit
In case you aren't aware, my pet project - the post-apocalyptic treatment of 13th Age's Archmage Engine SRD - has a name now: Atomic Age. We have a website and a Twitter account, but I'm not exactly advertising yet because I don't have appropriate branding for it. I want a logo and a few creative assets before I head unto the breach that is social media.
In the meantime, development continues... Most recently on the catalog of monsters that will be included with the core book. Initially I had created the "straight", not off-the-wall monsters that could be present in a semi-realistic post-apocalyptic world - robots, soldiers, wasteland marauders, etc. - but now it's time to do the weird ones that make a post-apocalyptic game entertaining and offbeat.
While I was converting Lepus Maximus to Atomic Age, someone mentioned Monty Python and the Holy Grail. And with that the thought process was unavoidable.
Since it's actually compatible with 13th Age, here you have my latest creation: The Vorpal Rabbit. Hope you enjoy!
Rabbit, Vorpal
Normal 3rd level Wrecker Beast [RABBIT]
Initiative +7
AC 20
PD 15
MD 11
HP 44
Huge, sharp teeth +8 vs. AC - 8 damage, and the rabbit pops free from the target
Charge: The attack instead deals 12 damage on a hit if the rabbit moves first before attacking an enemy it was not engaged with at the start of its turn.
Natural 17+: 6 ongoing damage (hard save ends, 16+)
Quick footed: The rabbit gains a +5 bonus to disengage checks.
Leap about: As a move action and with a successful disengage check (if applicable), the rabbit can hop to any nearby space it can see.
Fear: While engaged with this creature, enemies that have 15 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks.
Nastier Specials
Critical threat: When the rabbit makes a charging attack, it scores a critical hit on a 17+.
Vicious streak: When the rabbit scores a critical hit, it can move to engage another nearby target and makes a charging bite attack against it as a free action.