Friday, 18 May 2012

Remaking Magic

Let's get this out of the way: I strongly dislike Vancian magic.

When I started work on Heroes Against Darkness we'd just finished playing a long 4th Edition campaign followed by a shorter Basic D&D campaign.  The switch from 4th Edition to Basic was caused by a general dissatisfaction with 4th Edition (don't get me wrong, I'm not a hater) and frustration with the final module that we played (Pyramid of Shadows).  The experience of playing some Basic reminded me of why I stopped playing that edition all those years ago:

•  Class as race
•  Spell level != character level
•  Slow non-magical healing
•  Clerics get no spells at 1st level, but elves get one?!?
•  Arbitrary lists of armor and weapons for magic-users and clerics
•  Tables (to hit), tables (saving throws), tables (thieves skills), and more tables (every damned ability score has a different one)!

Now I could whine about Basic all day, but at the time it was state of the art.  Things have moved on since then, with a lot of mechanical improvements, simplification and consolidation of separate sub-systems, and better scaling for all systems.

Sadly, one of the areas where things haven't moved on in D&D-land (at least until recently) has been the magic systems.  Until 4th Edition folded martial and spell powers into the AEDU powers system (At-Will, Encounter, Daily, Utility), D&D had stuck with the same system of Vancian spell-casting, on top of which they layered various fixes to address specific and general issues (spell resistance, casting feats, spontaneous casting, various dalliances with psionics, etc).

It's a relic of the past that should have been discarded from D&D shortly after it was introduced.  It doesn't work particularly well on an intellectual, mechanical, or gameplay level.  Furthermore, it leads to the unfortunate (literal and figurative) explosion of spell-caster power as they advance in levels while the other classes are stuck with a more linear increase in power.  And if you've read some of my earlier posts, you'll know that Vancian spell systems are a terrible waste of pages in game rule systems (compared to the amount of space dedicated to non-magic classes), occupying up to half of the total pages in some editions' player's guides (AD&D 2nd Edition and Pathfinder being the notable examples of this).

So when I decided to make my own system, the major area I wanted to rework was the magic system.  I began with the simple goal of implementing a magic system based on spell points (anima), and from there my goals evolved as I implemented the system and learned more and more about it in its evolution through playtesting.  Eventually my goals were:

•  Magi classes must be balanced against other classes
•  Spells shouldn't become redundant
•  Spells shouldn't scale without additional costs (Fireball)
•  Magi enhance other classes, not replace (Knock, Invisibility)
•  No magic can break the game or the GM's narrative control (Fly, Overland Travel, Teleport, Scry)
•  No spells should have absolute effects (Finger of Death, Sleep)
•  Allow casters to deplete HP to cast spells (blood anima)
•  Just four pages of spells for each magi class

This was going to be one post, but it's turned into a monster so I'll cover each of these areas in separate posts, so stay tuned!


Check out Heroes Against Darkness over at the downloads page: Heroes Against Darkness - Game Rules.

Tuesday, 15 May 2012

+2 Is Easy

One of the goals for the classes in Heroes Against Darkness was that each of them should be easily able to gain +2 to their Attacks, whether it's a melee attack, a ranged attack, or a spell attack.  The game's combat powers are all based on class specialties, situational bonuses, or trade-offs, so each of the classes draws from these possibilities for their specific attack power that grants +2 to hit.

Heroes Against Darkness has an assumed hit chance of around 45% (hitting on a 12), based on the standard progression and monster stats, so the extra +2 on offer immediately switches this to 55% (hitting on a 10). Each of the classes gains this +2 in different ways, so let's take a tour:

Warrior

Warriors have the most straightforward method of gaining their +2. The Careful Strike power allows warriors to trade off some damage (2 damage per damage tier), for +2 to attack:

Careful Strike
Condition Target in melee range.
Attack Melee + 2 vs. AD
Damage
Level 4:
Level 8:
Level 12:
Weapon + Melee – 2
2d Weapon + Melee –4
3d Weapon + Melee –6
4d Weapon + Melee –8

Wednesday, 9 May 2012

Nexus Edition

It's no secret that Heroes Against Darkness is firmly rooted in the traditions and mechanics of all editions of D&D. When describing the game, I specifically refer to it as a 'd20' system because most of the mechanics in the game (attacks and ability tests) are much the same as those that were codified in D&D 3rd Edition.

But, I have a problem. And that problem is how to define how Heroes Against Darkness relates to D&D and how to describe the game. You see, Heroes Against Darkness has similarities with each of the different editions of D&D, but it also has differences with each edition (some fundamental), and it also extends outside of the traditional D&D feature-set.

Basic D&D

As a whole, Heroes Against Darkness is probably closest to Basic D&D. However, even though the game has the same simplicity of presentation as Basic, it really doesn't share much in the way of mechanics, with just a few common elements:
• Simple character creation (no customizable feats or proficiencies).

Advanced D&D

The biggest similarity between Heroes Against Darkness and AD&D is:
• Separation of class and race.

D&D 3rd Edition

The 3rd edition of D&D was the first to unify the mechanics of the system so that the d20 was used for attacks and ability tests:
• Unified d20 mechanics for all sub-systems (combat, ability tests).
• Ascending Armor Class.
• Unified Experience Point progression for all classes.

D&D 4th Edition

D&D 4th Edition introduced a number of innovations that I also employ in Heroes Against Darkness:
• +1 per level progression of attacks is based on inherent underlying mechanics, rather than arbitrary tables.
• Defenses instead of saving throws.
• Codification of attack powers (instead of disparate feats and class features).

Conclusion

As you can see, Heroes Against Darkness borrows from both old and new editions of D&D. And alongside all of this commonality with D&D, the game's entire magic system is more closely related to Magic: The Gathering, rather than D&D!

When I talk about the game, I am tempted to categorize the game as a retro-clone, because of its similarity to various earlier versions of D&D. But retro-clones are more closely based on the corresponding edition that they're cloned from, and Heroes Against Darkness (happily) cannot point to a single earlier edition that it clones.

I also find it tempting to describe the game as rules-lite, because it does have comparatively few rules for such a fully-featured system. But rules-lite games, such as Dungeon World Hack, are often more abstract and have rulesets that fit in pamphlets, not in tomes.

Personally, I consider Heroes Against Darkness almost as a 'reference' system, much like Google make Nexus phones to display their OS in its purest form. Heroes Against Darkness is a nexus edition that takes elements from all of the other editions (and elsewhere) and combines these into one unified game system.



Check out Heroes Against Darkness over at the downloads page: Heroes Against Darkness - Game Rules.

Monday, 7 May 2012

New Alternate Downloads Link

I've had a couple of people mention that they can't download the Heroes Against Darkness rules from the Dropbox link on the downloads page, so I've updated the page with a Google Docs link as well. Hopefully this is more reliable!



Check out Heroes Against Darkness over at the downloads page: Heroes Against Darkness - Game Rules.

Cover Illustration Wallpaper

A few people have asked for the Heroes Against Darkness cover art for a wallpaper, so Trevor Smith has obliged and created this:


Check out Trevor's other work here:

Trevor Smith Art

Enjoy!



Check out Heroes Against Darkness over at the downloads page: Heroes Against Darkness - Game Rules.

Friday, 4 May 2012

D&D for Kids (Rules Included)!

I've developed the ideas here into a full RPG for kids called Hero Kids. Check it out here:
Hero Kids fantasy RPG for kids


My daughter Violet has been nagging me for ages to play D&D (referred to as 'nerd games' in our house), so when my Pathfinder Beginner Box arrived in the mail (I don't plan on playing it, but I'm an obsessive completist and I love the monster stand-ups), I thought it would be a perfect opportunity to run a game for her.

Obviously a 4-year old can't play actual D&D , so I set up a super-simple RPG for Violet. Keep in mind, this all happened in the 15 minutes before Violet had pinkie-promised to go to bed, so the game is simple and the materials were whatever I could grab quickly, which should explain the HP tokens we ended up using!

Materials

The game uses these materials:

• 1 dungeon map
• 1 hero
• 4 monsters
• 1 d10
• 1 d6
• 6 health tokens for the hero

The flipmat that comes in the Pathfinder Beginner Box is very nice, and I used the cavern side for the game:

Violet chose one of the characters from the various hero pawns in the Pathfinder Beginner Box:

I used just four goblins from the Pathfinder Beginner Box as baddies for the game:

And the d10 is for the hero's attacks:

The d6 is for the monsters' attacks:

Finally, this was the first thing that came to hand to use for the hero's HP tokens:

Rules

Setup:
• Hero has 6 HP and rolls a d10 for movement and attacks.
• Monsters have 2 HP and roll a d6 for movement and attacks.
• Set up the hero at the entrance of the dungeon, and the four monsters along the route to the treasure (in this case the golden fountain in the middle of the flipmat)

Movement:
• Hero rolls d10 and moves that many squares.
• If a monster can see the character, it rolls d6 and moves that many squares.

Combat:
• If the hero and a monster are adjacent, they both roll their dice (d10 vs. d6) the highest roll wins and their opponent takes 1 HP damage.

Win/lose conditions:
• The hero wins the game when they reach the treasure.
• The monsters win when the hero is defeated.

Playing the Game

I started Violet's hero at the top middle of the map, and then scattered the goblins along the route to the treasure (the golden fountain in the middle of the map). The first goblin was at the top of the stairs, the second in the room at the top left, the third in the big room on the left side and then the last goblin was in the corridor near the treasure.


Each turn, she rolled her d10 and then moved her character that many squares (with some help). If a monster was nearby, I rolled a d6 for the monster and moved it towards her hero.

When the monster and the hero were adjacent, we both rolled our dice and the highest roll 'won', with the loser taking 1 HP damage. When Violet's hero took damage, I ate one of the six BBQ Shapes tokens that I had lined up for her health (bwahahaha!). When the monsters took damage, we just remembered it and then killed them the next time they took another hit.

The combination of the 2 HP for the monsters, 6 HP for the hero, and the d6 and d10 all worked pretty well, because Violet's hero reached the treasure with just 2 HP left!

What Did We Learn

• Counting (for movement)
• Comparing (for the opposed attack rolls)
• Remembering (for the monsters having 2 HP)

Possible Advanced Rules

• There's no difference if the hero reaches the monster first or the monster reaches the hero first, so maybe whoever moves adjacent gets either a free opposed attack or a bonus to their first opposed attack.
• This is balanced for only a small number of 'encounters', so there could be healing potions in side rooms, or the hero could regain 1 HP after each combat.

Thursday, 3 May 2012

Overview of Heroes Against Darkness

Imagine an ancient world torn apart by primal powers. A place where magic runs through all living things and erupts from the minds of powerful magi, where humans, elves, dwarves and orcs walk the same earth, where ancient gods fight side-by-side with mortals in an endless battle between order and chaos.

Adventure is everywhere. This is the world of Heroes Against Darkness.


Heroes Against Darkness is a free, fast, flexible, and fully-featured fantasy d20 RPG system. The game is quick to learn and play, while offering progressively greater options and flexibility as players develop their characters and explore the breadth and depth of the system.

For Players:
• A game that’s fast, fun and deep
• Streamlined rules system using unified mechanics
• Eleven character classes for all play-styles
• Three martial classes: Warrior, barbarian, berserker
• Two specialist classes: Rogue, hunter
• One hybrid class that combines magic and martial: Hospiter
• Five magi classes: Warlock, healer, canonate, necromancer, mystic
• Extensive character background and skill options
• Fast character building with plenty of depth
• Martial and specialist classes get meaningful combat choices through class-specific techniques that are based on trade-offs and the unique capabilities of each class
• Anima points-based magic system with five main schools focusing on each of the following; physical, healing, protection, necrotic and controlling

For GMs:
• A system that’s easy for the GM to set up and run
• Intuitive and clear rules
• Set up unique combat encounters in minutes
• A simple ability test system for non-combat challenges
• Support for long-term campaign play
• Extensive GM’s Guide to help run the game
• Huge bestiary with over 80 monsters
• A framework for quickly making custom monsters
• A comprehensive world-building guide
• Appendix of key tables for GMs



Check out Heroes Against Darkness over at the downloads page: Heroes Against Darkness - Game Rules.