Tuesday 28 June 2011

Options

I am the Warden!!

Before I begin explain what may be perhaps the fundamentals of the Optional System, my monthly Friday game packed up our 4e books for the last time. We finished the latest adventure in the campaign and stopped using D&D characters, spending the last hour-and-a-half drafting up OS conversions of the same character. A rogue, a wizard, and a warlock have crossed sides and sketched themselves out for these experimental rules with the guys psyched to play them. C'mon, July, get yer arse here NOW!!

Now we must delve into the core of this system: options. For starters, let's take a look at how options work and the inspiration behind them.

Let's Talk Options
Options are the key to play this game. An option is any action - physical, mental, or social - attempted by any living creature in the game. When you swing a sword, you're using an option. When you walk through a doorway, that's an option. Drinking a beer? You'd better believe that's an option. Options can be as simple as buttoning your shirt or as complicated as invoking a god's wrath to open a portal to Hell.

There are different types of options, many of which we'll get into later on this week, but there are two important classifications of options: dice and automatic. Automatic options are those completed with little effort or concentration - you simply do them and never have to worry about whether or not you were successful. Drawing your weapon is one of the most common automatic options. Dice options require you to - wait for it! - roll dice to attempt. When you roll dice, it is always an opposed roll against the other player you're attempting to overcome or against difficulty dice. There is where it gets fun.

Bonus Options
Each Team starts their turn with 1 option + an additional option per character on the Team. So a Team with 3 characters has a minimum of 4 options. When you succeed on a dice option, you gain a bonus option to use immediately after you raise your arms in the air and flaunt your victory. If you use your bonus option to make another dice option and succeed, you gain another bonus option, and so forth and onward. There is no limit to the number of bonus options your Team can receive on a turn. You just have to keep rolling better than your opponents and against the Gamemaster. When you run out of options, your Team's turn is done.

Bonus options are what makes this system unique and spectacular (if I might toot my own horn just this once). While granting players the ability to take "unlimited actions" may appear incredibly overpowering, I can assure you it is not as simple as that. This is why all dice options required an opposed roll against another set of dice. With a pre-determined difficulty number, a player will always know what their objective is. If jumping 10 feet up has a difficulty of 20, the player knows he can only accomplish the jump if he can roll at least a 20 and will plan his skills and powers accordingly to ensure his success. But if the target number changes with every single roll, there's no prediction as to whether or not a character can succeed. The objective of the player is to roll as high a number as possible and increasing the odds of success by adding additional dice from training, powers, circumstances and more. By this concept, a roll of 7 might also succeed. (This makes it crucial to understand the number rolled by any character cannot measure the strength of the attempted option. For example, if you do roll a 7 to jump over a cliff, that does not mean you barely reach the rocks on the other side and grab hold for dear life... though it's certainly fun to play it that way. A success is a success is a success.)

Initial playtesting reveals it is possible for characters to gain up to 5 bonus options at the maximum on a turn and this is not always the case. There is just as much likelihood of a Team botching every single roll and accomplishing nothing on their turn. The beauty of this method is there's no easy means to calculate probability, an element in almost every RPG. Nearly every game we've ever played crunched the numbers and built their system around the concept of probability to ensure a reasonable chance of success. Go back to 4e, for example. At its simplest level, you have a 55% chance of succeeding on your rolls in D&D; modifications such as proficiencies, magic items, feats and more increase those odds to perhaps 65% or maybe 70%... to me, that's predictable. After a while, the odds of calculating your chances of winning a fight can be measured simply be knowing what your enemies' AC is. Not here, not in my system.

Only The Beginning
There's a lot more to options, rest assured, but that is for another day. In Part 2 of Options, I'll tell you about the five (5) base options and how any character can perform a large number of actions with just those alone.

5 comments:

  1. Two reasons. As a publisher, I felt incredibly limited in my design options while still abiding by a license such as the GSL. Look at Break & Enter. To make stealth work the way I wanted, I had to use dramatic alterations to the rules to make it work. As a player, I've never truly felt my characters could perform at the table in the same way I picture it in my mind. What better way to fix those issues than build a new system from the ground up?

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  2. Why stop playing 4e?

    Simple; it's a horrible system. If have to stick to a d20 system, play Pathfinder. It's what 4e should have been. Or, play OS, one Warden here finishes it up!

    BTW, I am intrigued so far. I'll keep reading, see if I like what's coming.

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  3. I know I've become very bored with D&D's mechanics, but also Pathfinder and most other systems. They're neat, orderly, and limited IMO. I've explained how most RPG combat works to my non-gamer friends and my fiancee as such:

    "I say, I shall now take a moment to strike you with my sword. Aha! A hit! Jolly good and 12 points of damage, one of my best."

    "Hmm, perhaps, but I still have 88 hit poInts left and you'll need to hit me at least 8 more times to kill me. So now I shall attack you!"

    "Well, I suppose that is fair. We are gentlemen after all. Would you like to grapple me?"

    "I was tempted, but it seems pointless. I'd have to use my entire turn just to grab you. What say we just keep smacking each other until one of us goes down?"

    "Capital idea!! I await your attack, my good Orc."

    SNORE!!

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  4. I understand the issues with d20, trust me! I've played it and written for it long enough to understand the vagaries and plain silliness of the system. I also understand that the highly abstract combat system can be a major turn off for some.

    But it does work, and it is fairly quick, as long as the GM keeps the action moving along.

    I've been toying with a few ideas on how to tweak it (especially initiative and changing the order around), but I won't go into that here, aside from to say that as an integral part of the game upon which so much is dependent and interrelated, it's not an easy go. I know you've been through that already with products of your own.

    But, back to d20 combat: Yes, it is abstract, but if adjudicated properly, it can be made to "seem" more real. Role-playing games are collective story telling, and so if you have people capable of it, you make them "tell" what happens based on how the dice come up.

    I find it also simpler if I work under the paradigm of "Everything has 4 hit points; everything else is an amalgam of luck, exhaustion, bruising, bashing, and scraping in general."

    It's only when things get down to those last 4 hit points that I start getting downright mean about player-character actions.

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