Sunday, September 13, 2020

Glaive: An OSR Ruleset

After repeatedly referencing the homebrew ruleset our group played with, I figured I’d best get around to posting it.

I realize that the fantasy tabletop RPG community needs another ruleset like it needs another hole in the head. Like Arnold K said on Goblin Punch:

“Everyone has a homebrew ruleset, and everyone wants to show it to other people, or at slap it around until it's presentable. But no one is interested in your fantasy heartbreaker.  This is because everyone is up to their ascending colon in retroclones and besides, they're busy writing their own. It's like trying to tell other people about your dreams.  No one cares.  Give them content, not another retroclone. I know these things, and yet here I am.”

However, I find it ironic that Arnold said that before posting his ruleset, but so many people (including myself) have found inspiration from his magic system. He seemed to assume that no-one would care, but in reality he gave ideas to many folks who read his rules system ❤️️

In the same way, I realize that few people will likely read this ruleset, and even fewer will find a table to run it. But I have it – so why not share it, right? The chance that someone might find a valuable idea here outweighs the cost.

I’ll provide a link to the full ruleset at the end of this post. First, a bit of background:

 

What is this ruleset?

It’s basically a combination of Ben Milton’s Knave and Arnold K’s GLOG.

The game derives its ability score system from Knave. Each ability score provides a bonus to d20 rolls equal to the ability score minus 10. For example, an ability score of 14 provides a +4 bonus to d20 rolls, while an ability score of 8 provides a -2 penalty. This modifier replaces to-hit and saving throw bonuses from character class.

From the GLOG, this system takes the use of “templates” for the first four class levels, as well as the system of “magic dice” with mishaps and dooms.

Besides these two influences, there are also nods to a dozen other systems throughout – such as usage dice from the Black Hack, Labyrinth Lord’s character sheet, mighty deeds of arms from Dungeon Crawl Classics, and magic item sale rules from 5e.

 

Why is it called “Glaive?”

It’s a mix of the GLOG and Knave. So, Glaive 😉

Glaives (from Handbook of Weapon Knowledge: Weaponry in Its Historical Development from the Beginning of the Middle Ages to the End of the 18th Century by Wendelin Boeheimc. 1890)


 Who should play this game?

I can think of several things that might draw you to this game:

·         If you desire an exploration-focused, rather than a combat-focused, game. This was my primary reason for designing this system. Pathfinder and D&D 5e both emphasized high-fantasy, “action-hero” style gameplay built around combat encounters. In this game, combat is swift, high-stakes, and generally undesirable (as experience comes from treasure, rather than combat). While dropping to 0 hit points is rather forgiving compared to the death rules of many retroclones (to offer the referee a chance to have the PCs be captured, rather than killed), this game is not about killing monsters. It is about acquiring treasure.

·         If you’d like magic to be dangerous and unpredictable. Another thing that irked me about modern d20 systems is the safety and reliability of magic. Spells reliably went off “as intended,” and PCs had access to so much magic that magic no longer seemed magical. This game therefore “scales back” the magic PCs have access to and, in the way of the GLOG, makes any second- or third-level spell run the risk of negative consequences. Importantly, cantrips do not exist; magic is an inherently limited resource.

·         If you desire more player options than B/X or AD&D. One of the reasons I didn’t want to play Labyrinth Lord, Basic Fantasy RPG, or Old School Essentials straight “out of the box” is because of the linear mechanical progression for player characters; in other words, all mechanical decisions are made about the character at first level. From ability scores to class templates, this system offers more ways to customize and mechanically differentiate player characters from one another, still without the overwhelm or saturation of options that come from other modern systems.

·         If you’d like to use ability checks to resolve actions. I realize ability checks are something of a controversial topic within the OSR sphere – some folks disdain them as “roll-playing,” rather than role-playing – but I personally think they’re integral to the game. In my mind, they add stakes and impartial adjudication to dangerous actions. I acknowledge that ability checks, when rolled too often and at inappropriate times, detract from the game. But when used correctly, I think they offer a streamlined way to resolve player character actions and offer twists or consequences for failure.

 

Where did these new ability scores come from?

Perhaps the biggest divergence this game offers from other RPG systems is the use of new ability scores. If you’re reading this, you’re likely familiar with D&D's sacred Big Six: Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. When designing a new rules system, I decided early on I didn’t want to stick with these.

First of all, Dexterity seemed superior to other ability scores (especially in Pathfinder or 5e). It modified AC, ranged attacks, saving throws, skills, and initiative, among other things. “Dexterity” seemed to describe a lot of things about a character – not only how quick they were, but also their overall coordination – and therefore had many mechanical benefits. Therefore, I decided to split Dexterity into two new stats: Finesse and Agility.

Secondly, Wisdom seemed to vague and ill-defined for me. It seemed to generally indicate some sort of magical aptitude, due to modifying clerical and druid spells. But it also modified Perception, and will saves. And defining the difference between Wisdom and Intelligence is a hair-splitting exercise, even if you try to explain it with tomatoes. So I split Wisdom into another two stats: Awareness and Willpower.

 

Early on, I decided I wanted to diverge from the standard "Big Six." Image sourced from here.

What do these new ability scores do?

Finesse governs things requiring care and precision. It covers ranged attacks and rolls made to hide, move silently, or steal things unnoticed. Agility governs things requiring speed and quickness. It covers rolls made to dodge, evade, or otherwise move nimbly. Agility also modifies defense rolls, though armor limits the bonus available from Agility.

Awareness is basically the “Perception” skill from modern d20 games, extrapolated as its own ability score. Besides finding & noticing, it also governs d20 rolls made to use divine (clerical) or primal (nature) magic. The idea is that Awareness reflects a broader “attunement” to the world at large.

Willpower is the “defensive” aspect of Wisdom, used for what would typically be Will saves in Pathfinder or 3e. It’s used to defend against mind-affecting spells. A character’s Willpower also affects the amount of magic dice they have; a character’s maximum number of magic dice per day is equal to their Willpower bonus. This means spellcasting characters will want to invest in their spellcasting stat (either Intelligence or Awareness) and Willpower.

Side note: I developed the idea to make Awareness its own stat last year, but recently saw Perception as its own stat in Low FantasyGaming just a month ago. Funny how things like that happen ðŸ˜‚

 

Is there anything else I should know if I plan to use this rules system?

First of all, you need an old-school treasure table and monster manual to run it. I would recommend the free ones from Labyrinth Lord or Basic Fantasy RPG, or the one from Old School Essentials if you have it. Any of those would work. The bestiary from Low Fantasy Gaming would also be good. Since it gives ability scores to the creatures, it allows for more differentiation than Knave’s approach of giving each creature a Target Number of 10 + HD.

Secondly, this game is not “balanced.” Though the system works well within itself, I make no guarantees that class abilities and spells are “balanced” against one another. If there are players in your group who care about min-maxing, character builds, and “exploits,” they will probably find something to take advantage of. So just be mindful of that. This game is not designed with that kind of play in mind.

Thirdly, just let me know how it goes. I’d be excited to hear that someone actually uses this rules system. I certainly enjoy playing with it, and I hope you experience the same if you find a table willing to give this a shot 😊

Here’s acknowledgements for many of the rules systems I read as inspiration for this one:

  • ·        Maze Rats and Knave
  • ·         GLOG
  • ·         Rats on Sticks / Many Rats on Sticks
  • ·         The Black Hack
  • ·         Dungeon Crawl Classics
  • ·         Old School Essentials
  • ·         Labyrinth Lord
  • ·         Basic Fantasy RPG
  • ·         Dungeons & Dragons 5e
  • ·         Pathfinder

       And last but not least, the rules system itself. Enjoy! ✌️




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