Castles & Crusades using just d6s...
Posted: Sun Nov 28, 2010 10:35 am
Okay, this is an edited copypasta of something I posted over at Palladium and Knights & Knaves Alehouse.
I read an eye-opening piece over at the Knights & Knaves Alehouse board about resetting OD&D using the Chainmail rules of 2d6 for 'to hit' instead of d20. Apparently, at some point in the history of D&D, the resolution mechanic wasn't d20, but 2d6 (from what I have gathered, this may have been how it was in Dave Arneson's Blackmoor/First Fantasy Campaign which predates D&D). Despite the screams I can hear now, I think this idea has some merit. It infinitely reduces the complexity of the game. To whit, I think some of the mechanics from OD&D deserve looking at again. For example, in my own games:
All Hit Dice are based on d6:
Fighter Types (Fighters, Rangers, Paladins, Berskers, Brawlers etc) get d6+2 - 6 (depending upon exact class).
Holy Men (Clerics, Druids, Crusaders, Shamans etc) get d6+2
Rogues (Thieves, Assassins, Jesters, Gypsies etc) get d6
Magic-Users (Wizards, Warlocks, Witches, Necromancers, Illusionists etc) get d6-1 to a minimum of 1
Aliens (Psionicists, Scientists, Cyborgs) and High Elves get d6+1 since they are 'race-classes'.
All weapon damages are based on d6 as the most basic weapon in the game, the Scramseax (Longknife) does d6. A semispatha does d6+2 while a spatha and/or battle axe does d6+4. An arrow does d6+1 while a thrust with a spear does d6+4.
Task Resolution/SEIGE Mechanic would be: 2d6+Attribute Bonus (if any)+Class and Race Bonus (if any)+Lvl vs. Target Number.
One of the few modern d20-style conveniences I adopt is the 11-20 AC scale (as opposed to the older 10 - 1). THAC0 in this instance means 'To Hit AC 20', since its a useful acronym. The only problem will be what bonuses for 'to hit' to add to the game since there is a difference between 2d6 and d20 for hitting. Given that I don't use Armour Class in the traditional sense, I had to think about this and re-jigger the numbers. For me, Armour is Damage Reduction. Like in d20, Heavier Armour is useful, but you don't get your Dex Bonus after a certain point. It has to be a trade-off.
Fighter Types: +1 to hit lvls 1-4, +2 to hit lvls 5-8, +3 to hit lvls 9-12 and +4 to hit lvls 13 and up.
Holy Men: +1 to hit lvls 1-5, +2 to hit lvls 6-10, +3 to hit lvls 11 and up
Rogues: +1 to hit lvls 1-6, +2 to hit lvls 7-12, +3 to hit lvls 13 and up
Magic-Users: +1 to hit lvls 1-8, +2 to hit lvls 9 and up
Since I don't use Exceptional Strength, a regular 18 is equivalent to 18/00: +3 to hit, +6 to damage. Natural 12s hit every time, no matter the AC. Given that a fighter could ultimately have as much as 2d6+17 (off the top of my head) its likely that ACs will have to go up to 30.
Initiative would probably require a 'traditional' AD&D type approach: roll 2d6-DEX Bonus+weapon speed and/or spell casting time (might have to use the old AD&D casting time rules). Whomever rolls lowest goes first, and so on.
Ex. - Hookah the High Elf (Fighter/Wizard) w/18 DEX casts Magic Missile. Rolls 2d6 = 5-3(DEX Bonus)=2+Casting Time of 1= 3.
So, we have Mr. 1st lvl Fighter Joe Schmoe the Hapless, who has an 18 STR. That means he's rolls 2d6+4 to hit. To take on an 'average' bad guy of AC 13 (no or low DEX bonus, Large Shield which is +2 AC vs melee & missile) Joe would need to roll at least a 9 on 2d6. Not an easy feat. All of a sudden, that +1 Sword is going to come in REAL handy whereas with a standard d20 roll a +1 sword is nice, but not a big deal. Naturally, this will make Missileer types (javelin hurlers or archers) a lot more credible as threats. An Archer with an 18 DEX is a threat, especially against mail-clad warriors as piercing weapons are the bane of ring-type armours.
Now, this is all just back of the envelope scribbling and I'm totally playing off what Steven Long did for Decipher's Lord of the Rings RPG. However, it would appear that this system was in use early in the days of our hobby since it evolved from tabletop wargaming like Napoleonic Minis. I like the idea of only having to bring one die-type to a game for resolving all actions (combat, damage, initiative, SEIGE Checks etc).
Of course, YMMV, but I think its an interesting and neat concept.
_________________
Lord Lamorek Steelguard, Baron of Calx Mons Montis - The Castles & Crusades Society
I read an eye-opening piece over at the Knights & Knaves Alehouse board about resetting OD&D using the Chainmail rules of 2d6 for 'to hit' instead of d20. Apparently, at some point in the history of D&D, the resolution mechanic wasn't d20, but 2d6 (from what I have gathered, this may have been how it was in Dave Arneson's Blackmoor/First Fantasy Campaign which predates D&D). Despite the screams I can hear now, I think this idea has some merit. It infinitely reduces the complexity of the game. To whit, I think some of the mechanics from OD&D deserve looking at again. For example, in my own games:
All Hit Dice are based on d6:
Fighter Types (Fighters, Rangers, Paladins, Berskers, Brawlers etc) get d6+2 - 6 (depending upon exact class).
Holy Men (Clerics, Druids, Crusaders, Shamans etc) get d6+2
Rogues (Thieves, Assassins, Jesters, Gypsies etc) get d6
Magic-Users (Wizards, Warlocks, Witches, Necromancers, Illusionists etc) get d6-1 to a minimum of 1
Aliens (Psionicists, Scientists, Cyborgs) and High Elves get d6+1 since they are 'race-classes'.
All weapon damages are based on d6 as the most basic weapon in the game, the Scramseax (Longknife) does d6. A semispatha does d6+2 while a spatha and/or battle axe does d6+4. An arrow does d6+1 while a thrust with a spear does d6+4.
Task Resolution/SEIGE Mechanic would be: 2d6+Attribute Bonus (if any)+Class and Race Bonus (if any)+Lvl vs. Target Number.
One of the few modern d20-style conveniences I adopt is the 11-20 AC scale (as opposed to the older 10 - 1). THAC0 in this instance means 'To Hit AC 20', since its a useful acronym. The only problem will be what bonuses for 'to hit' to add to the game since there is a difference between 2d6 and d20 for hitting. Given that I don't use Armour Class in the traditional sense, I had to think about this and re-jigger the numbers. For me, Armour is Damage Reduction. Like in d20, Heavier Armour is useful, but you don't get your Dex Bonus after a certain point. It has to be a trade-off.
Fighter Types: +1 to hit lvls 1-4, +2 to hit lvls 5-8, +3 to hit lvls 9-12 and +4 to hit lvls 13 and up.
Holy Men: +1 to hit lvls 1-5, +2 to hit lvls 6-10, +3 to hit lvls 11 and up
Rogues: +1 to hit lvls 1-6, +2 to hit lvls 7-12, +3 to hit lvls 13 and up
Magic-Users: +1 to hit lvls 1-8, +2 to hit lvls 9 and up
Since I don't use Exceptional Strength, a regular 18 is equivalent to 18/00: +3 to hit, +6 to damage. Natural 12s hit every time, no matter the AC. Given that a fighter could ultimately have as much as 2d6+17 (off the top of my head) its likely that ACs will have to go up to 30.
Initiative would probably require a 'traditional' AD&D type approach: roll 2d6-DEX Bonus+weapon speed and/or spell casting time (might have to use the old AD&D casting time rules). Whomever rolls lowest goes first, and so on.
Ex. - Hookah the High Elf (Fighter/Wizard) w/18 DEX casts Magic Missile. Rolls 2d6 = 5-3(DEX Bonus)=2+Casting Time of 1= 3.
So, we have Mr. 1st lvl Fighter Joe Schmoe the Hapless, who has an 18 STR. That means he's rolls 2d6+4 to hit. To take on an 'average' bad guy of AC 13 (no or low DEX bonus, Large Shield which is +2 AC vs melee & missile) Joe would need to roll at least a 9 on 2d6. Not an easy feat. All of a sudden, that +1 Sword is going to come in REAL handy whereas with a standard d20 roll a +1 sword is nice, but not a big deal. Naturally, this will make Missileer types (javelin hurlers or archers) a lot more credible as threats. An Archer with an 18 DEX is a threat, especially against mail-clad warriors as piercing weapons are the bane of ring-type armours.
Now, this is all just back of the envelope scribbling and I'm totally playing off what Steven Long did for Decipher's Lord of the Rings RPG. However, it would appear that this system was in use early in the days of our hobby since it evolved from tabletop wargaming like Napoleonic Minis. I like the idea of only having to bring one die-type to a game for resolving all actions (combat, damage, initiative, SEIGE Checks etc).
Of course, YMMV, but I think its an interesting and neat concept.
_________________
Lord Lamorek Steelguard, Baron of Calx Mons Montis - The Castles & Crusades Society