Fought porcs before and are now in a porcine-humanoid fray again? Advantage!
Share good posts with good goblins. Claytonian at the gmails.
Leveling is an Abomination
This skreed probably won’t be long. But I’ve been wondering what could happen if we bucked the trend that a vast majority of RPGs follow. As far as I know, may only a few games don’t have leveling outside of the storygames (Powered by the Apocalypse’s decendants these days?). I think Traveler doesn’t. But maybe it should, let me promise to get back to that thought and then break the promise.
So, what’s so bad about leveling? Well, it kinda makes the game about getting better. The game becomes about the game? Eh, it’s not so bad. Well, anyways, I want to challenge myself to see what could be good about gaming without levels.
Imagine, if you will, a different kind of campaign style. The DM emails her nerd crew with a message like this:
Dear dorks,
Congratulations on your theft of the 39 girdles. Everybody roll your Luck, and if you pass, your fence has not gotten tortured to the point where he sells you out and you are not in jail during the next leg of the campaign.
Now onto the next adventure. Rumor has it that a gnome has been subtly probing patrons at the Howling Grognard Tavern & Cockfighting Ring. Seems the gnome is looking for some bad enough dudes to infiltrate the Baron’s Mistress’s cousin’s boudoir and make off with a specific necklace. There may be turtles involved, and a few theify types might be good for this one. What characters heed the call?
So now the players have a choice: Do they make a brand new character--something that some players do on the regular to pass time anyways-- or do they bring an old character, risking one of their favorites? See, in a game without levels you don’t get new HP, you just get scars. And maybe an ignominious end.
But there are plenty of nominious ends out there too. See, without levels, a character is kinda freed up to have an arc and and a well-earned retirement. They don’t have to worry about finally gaining the level where they learn to punch three times instead of two. Leveling is not particularly realistic. Which is fine, I mean, we are talking elf games here. But maybe without HP and ability inflation gumming up the mechanics, the players can actually experience some dadgummed stakes?
And the DM doesn’t have to think, “When my players gain a few more levels, I can finally run them through The Tomb of Whores.” I got news for you, players don’t want to risk their level 11 characters. They’ve grown too attached! Nah, you can have your PCs face anything in a game where there are no levels (the trick being to use rules that give them a fighting chance) and the PCs are a rotating ensamble. So, how bout it?
Ah, so wait, the post is over, but I remembered what I heard about Traveller. Without levels, things get a bit dull. Reportedly. But I think the way of doing campaigns I described above would work well for that. Or imaging playing Star Wars without levels! Each mission could let a different person play a Jedi (everyone wants to be Jedi when you Star the Wars). One other aspect that is a bit of a fix to the traveller issue is having the achievements be in-world as opposed to on the character sheet. This is not the campaign style I’ve been thinking of, but gaining land, money, and spellbooks could be a fine play style.What follows is a map. Plan B. Based on some old Judges Guild stuff.
2d6 Everything
by Claytonian
To dice your way thru life, roll high as you can on 2d6.
Difficulty Number needed (roll this or higher)
Simple Nae rolls, mate (you succeed)
Tasking Seven
Daunting Nine
Yikes This one goes to eleven
Combat is a bit special. The number you roll is the number of damage you or the foe takes. You have to roll at least seven damage to hit them (if you roll six or lower, you take the damage), unless you are fighting more than one foe, in which case the minimum number to roll goes up by one per additional opponent. Low roll spells hurt you too.
The But Actually System
For each level you gain, you get a Freebie checkbox. When you would take damage, you can instead check off one of these boxes and describe how you evade the hit, at some credible narrative cost. For instance, by saying "Actually it sunders my shield" or "Actually I duck down and get a bit of a haircut."
You can also check off Freebie boxes to add mighty deeds to your successful rolls. For instance, “Actually, I shove my hammer down the dragon’s throat, and it lodges in there, choking her!”
Freebie boxes, once checked off, are gone until you level up.
Char Gen
Each PC gets 2d6 HP. Each time you level up, you reroll this and take the new roll as your new HP if it's higher (this is not accumulative; the max HP any PC will ever have is 12).
Swords and Sorcery
After you roll starting HP, choose if you will be able to use magic or not. If not, you may gain one level straight away.
Shticks
PCs have 2d6 shticks (talents/backgrounds/traits/&c). Make them up as part of character gen. When a shtick applies, a check's difficulty is one step easier.
Dying
0 HP characters are unconscious and will bleed to death within 2d6 rounds (rolled secretly). It is a daunting task to staunch the wounds.
Healing
You get all HP back at dawn each day. This does not heal narrative wounds though, so if you have a broken leg, it’s going to affect you for six weeks.
Leveling
After a jolly good outing, the Two Dee Master (2DM) will announce a Leveling check. You can roll 2d6 and try to roll over your current level. If you succeed, you level up.
Remember, when you level up, you gain a Freebie checkbox, uncheck all Freebie boxes you have, and get a chance to have more HP than before.
Inventory
You start with 2d6 items. This is also your Load score. If you would pick up more items than Load, you will have all checks be one step harder. Put something down, maybe?
Rounds
During a round, you can perform one action or move 2d6 hexes (not both unless you use a freebie). Initiative is not really a thing. If you don’t take care of monsters, the DM will have them dispatch you.
Monsters
Monsters get to do horrible things to you if you roll snake eyes to hit them. For instance, snake eyes against a giant may mean that it pounds you into the ground like a nail. Monsters have 2d6×Awesome HP. An underworld rage corpse probably has Awesome 1. A god may have Awesome 10.
Quick, while it’s winded!
Monsters can wager 2d6 HP to do special moves at the top of a round, like breathe fire. This never kills them. If they are not damaged before the next round, they gain these HP back!
Character Sheet
Name: Level: HP: Shticks: Freebie boxes: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑ Load # ______ Inventory: Encumbered? Wounds: |
This post is getting remade. Tweaked a little, but mostly being redone so you can read it on a mobile device without having to substitute one of Venca's eyes for your own.
Hey, maybe the players discover something before they even get to that pocket.
----
Share good posts with good goblins. Claytonian at the gmails.
I'm thinking about when I run Lodoss again. I Fanslated the Companion Rules a while back, and ran the players through eight or so adventures. Now I'm eying translating a scenario book which has scenarios from both the past and present. I want to introduce a few houserules while I'm thinking about it.
Lodoss time trippin campaign
PCs will start 40 years in the past, right when the age of the six heroes was getting started. Eventually, they will play the descendants of the survivors of the first part of the campaign. The Descendants will adventure in the Record of Lodoss War era.
PCs will not know their HP or MP totals nor their current score. When they take damage to these, they don’t know how much it is. As HP and MP are abstract, the GM only has to give a few hints.
PCs can attempt a concentration check any number of times per day, but it will cost them 1d6 MP damage each time. Level plays no part in how many concentration checks you get.
The GM does a lot of work, and will need to have a sheet of paper ready to record everyone’s FS, DE, and soak. The players can roll d100s, but the GM just needs their shit together so that they can just look and see if the PCs do the things they need to.
All those spells that lasted 10 rounds before? They can go any number of rounds now, but each round beyond the first will cost you an MP. Decide whether or not to pay when your team’s initiative comes.
Actual things: A cursed book, the ten gold they owe me, his father's sword, my house, my boots, a locket, a map to a place.Abstract things: Respect, love, candor, justice, my sister's emancipation, freedom to do something, the time of day.Actions: A kiss, a nod of "well done", first blood, a handshake, returning my eye contact.