A full-on Old School Hack campaign
  • It's never been done. I'd like it to be doable.

    The directed design towards pick-up-and-playability along with, er, the flavor of the game being infected by my own somewhat goofy DMing style leads me to think that most people probably imagine the game as being ideal for one-shots but maybe not quite nuanced for long-term play. Which is probably a legit assumption but I like to think that most of the time nuance is something that anyone can bring to a game, right?

    One of the things that led me down the design path in the first place was a growing library of published and homebrewed campaign ideas that I just didn't see myself ever getting a chance of running - I'm sure we've all felt that way. So I wanted a system that was fast - like Basic D&D fast, a system where you could have 4 or 5 encounters in a three-hour session once everyone got a handle on it. I ran a short campaign of Red Box Hack and I was amazed at the speed, at the ability to really have a well-rounded story arc in a single evening's play, which I realized was something I'd been after for a long time.

    So far the game encompasses the first four levels of play - a fairly arbitrary limitation, and merely one in which I felt naturally created characters could maintain reasonable individuality against others of their type. Sure, you can play beyond that with the current leveling up rules, but I don't quite feel like you'd be getting a satisfying "ramp up in power", seeing as how your hit points would remain the same and all your talents would be of reasonably equivalent power.

    So let's talk about the Heroic Game - the next tier of Old School Hack, the "middle" one.

    Some basic ideas:
    • A Quest! I'm fine with the idea that leveling up just happens, sans training, but I feel like graduating to the next game level (and the presumably greater power) should involve some investment on the part of the players. Not only would making it to fifth level involve completing some sort of task given by the DM, but I would love to hard-wire something in there where the PC gets hit with some sort of resulting obligation that hangs over them - my metathinking on this being that as PCs grow in power, have greater options, and become less killable, there needs to be a similar increase in the DMs ability to keep pulling their strings, so to speak.
    • More Hit Points - Upon completing the Quest and achieving fifth level, PCs would not only receive access to the Heroic Game talents for their class, but also finally get a bit more cushion from death: Two more hit points. Yup, the Heroic Game would probably come with a whole new character sheet you would copy over to.
    • The Next Tier of Talents - Well, duh. I haven't even begun brainstorming what these might be. If you have any cool ideas, let me know!
    • Rituals and Retainers - For the magic-using side of things, I want to "open up" the system in order to give players some limited narrative control over their magical powers. I don't expect I'll ever put together some massive spell list like regular D&D has, so I'd rather figure out some simplicity-based system to allow PCs to come up with their own spells. I was trying to think of some sort of complementary system for the warrior/specialist types and I like the idea of similarly broadening the "use awesome points to buy an NPC" system that reflects a non-magic-using character's growing prowess and reknown, and his ability to summon and call on hireling and followers to help him hold the line and kick ass.


    More to come, hopefully.
  • I've got one foot out the door (ok we don't leave until tomorrow but we're packing and stuff) to WNCGD but a couple ideas off the top of my head:

    New Talents: There should definitely be some of these but I'm thinking not necessarily one per level. There are already 5 Talents per Class, which covers more than enough for levels 1-4. And I think it's ok to assume that by the time they are reaching the top of Heroic that they are basically required to branch into other classes a little bit.

    As a very broad brush idea, do you own a copy of the 4e D&D DMG2? It's got a lot of cool ideas in there that I've been reading lately about awards that go outside the D&D standards. Things like divine boons and "grandmaster training" and that sort of thing. Another idea that it addresses more fully is that of artifacts that grow in power as the characters go up in level but also as the PC pursues whatever agenda drives the artifact in question. I really think you might draw some inspiration from it.

    I do agree with your overview that OSH, the way it has been presented to me and the way I'm passing it along, is very one-shot oriented. But I also agree that one could tone down the wahoo/silly a bit to make it feel more like a "serious" contender for campaign play. Since I'll have the ears of some really cool gamers this weekend (including Nareau who really needs to get in on this whole conversation), I'll talk to them about it and we'll see what we come up with.

  • Rel said:

    I do agree with your overview that OSH, the way it has been presented to me and the way I'm passing it along, is very one-shot oriented. But I also agree that one could tone down the wahoo/silly a bit to make it feel more like a "serious" contender for campaign play. Since I'll have the ears of some really cool gamers this weekend (including Nareau who really needs to get in on this whole conversation), I'll talk to them about it and we'll see what we come up with.


    I wish Nareau posted on these forums more. :(

    I don't even necessarily think that campaigns have to be played seriously - certainly the ones that I've run/played have always had their ridiculous elements (surprise surprise). But yeah, the OSH games I ran at GenCon were pretty deep in the "wanna be crazy? Go with it" attitude of one-shot-land.

    What frustrates me a bit is that Old School Hack really started out on the DM's toolbox side of things, a collection of notes on "how to run Red Box Hack in the D&D world" before I realized how limitingly DM-centric that was (and how actually generic and sort of "you could find this stuff anywhere" my notes were) and thus really rolled up my sleeves to fine-tune the game towards the player. Since then I've hit some epiphanies in the game's development, most of which I've mentioned before on here:
    • Old School Hack isn't dungeon-centric. It's right there in the title for D&D, but Red Box Hack/Old School Hack exists (and flourishes) in a much more free-form world of ACTION where there's a lot more give and take between players and DM as to where exactly you're adventuring, rather than "the DM's got the room-by-room map and a mess of notes, and you're either adventuring in that specific locale or you're not."
    • Old School Hack is more scene-oriented than progression-oriented. If you don't even know what that means then I'll admit I kind of don't either, but my sense of how OSH has best been played is with much more up-and-down pacing than trad D&D, which I've only been pushing further with my setpiece-based encounter design advice. I think a certain degree of zooming-in-and-out is inherent in most systems and I guess I've just embraced it a bit and made it explicit.


    Anyway, I don't know why I felt compelled to outline these thoughts, or what they have to do with making the game campaign-oriented. Guess I'm being a bit rambly today.
  • I have some tables I'm going to use next time I play for describing the hex you're in. I'm hoping to explore a world I've never thought of ...
  • A couple quick thoughts/questions/rambles:

    I like the idea of adding two more hit points as cushioning. For the players, its good cushioning. For DMs, we still don't have to worry too much about advancing the bad guys. The rules as written work just fine. We can always just toss on an extra talent or two for advancement.

    I came to this table planning on a campaign not a one shot--even if it's a short four level campaign. I recognized the possible zaniness and I was definitely wackier in my execution than in any of my typical games. Still, I was thinking 'campaign.' Part of the appeal to me is that this system is so loose while still feeling classic. So, you should know that I ran that one shot two weekends ago and despite the completion of my mini story arc, two of the players asked if we could play again this past weekend. If I had had free time, I would've made it happened.

    I think you're dead on with your description as it being more scene-oriented. The progression of traveling cross-country to get to the tomb in my one-shot wasn't the focus during that part of play. The focus was how the players interacted with the depressed traveler or the slavers.

  • First of all, WNCGD was a big success and I look forward to doing it again next year! We managed to get in two session of OSH, the first run by me and the second run by Nar. What was cool was that most of the players got to use the same PC's and Nar basically ran a sequel to my game. I got to play a cleric for the first time and really enjoyed it. But that's all a topic for another thread.

    I'm hoping that I can get Nar engaged here at the OSH forums (he's been hella busy at work) because he's got a lot to contribute. Regardless, we discussed the topic of OSH campaigns a LOT this weekend and it was pretty awesome. I think this general topic of OSH Campaigns has a couple of different facets. One is obviously features that the game needs or wants for higher level play. The other is about the inherent suitability of the system for campaign play. I'm going to talk about the second thing first because it is more philosophical and that's how I'm feeling right now.

    I'm convinced of a couple things at this point:

    1) Some of the "wahoo" is inherent in the system, not simply in the presentation of the system. The Awesome Point mechanics, starting with the fact that they are called "Awesome Points", systemically skews behavior toward that which is "over the top". Those I talked to generally agreed that too much "wahoo" is difficult to sustain for a longer campaign.

    2) There is no single solution to the "wahoo", nor is there agreement that it is a "problem".

    I think that the best we're likely to accomplish is the understanding that a GM needs to have a good understanding of what his players want from the game, what he wants from the game, and possibly taking some steps before the campaign starts to achieve the feel he wants from the game. I'll now proceed to make a couple more posts that address different goals and a few ideas about how one might achieve them.
  • Next let's assume that the GM thinks that wahoo is a feature, not a bug. If everybody else agrees about this then you're good to go and OSH is a great system for the group. I still think that it is a reasonable assumption that the over the topness is going to eventually wear thin after multiple sessions of play for some of the group.

    One way to deal with this is to break the campaign into smaller chunks in order to give players a break in between. Having an ongoing campaign with the same PC's pursuing a set of goals in a setting with continuity doesn't have to happen with weekly game sessions. I think that, as a general rule, people will be more tolerant of the wahoo if it isn't happening every week. If your group only meets bi-weekly or monthly then this may be no problem at all.

    Alternatively the GM can set the campaign up such that it runs say 3 sessions at a time. Then you spend a few sessions doing another RPG or boardgames or whatever else it is that your gaming group wants before returning to the next arc of OSH that runs for another 3 sessions before you take another break.

    I'll further note here that Nar's preference was the concept that OSH "tiers" be 3 levels rather than 4. He liked the idea of the game running from levels 1-9 with 3 tiers of 3 levels each. He proposed the idea of doing something like the previous paragraph and running 3 sets of 3 sessions with the assumption that the PC's level once per session.

    Anyway, the bottom line is that I think that a group could have a perfectly good time "embracing the wahoo" provided that it's broken into shorter chunks. I think that the wahoo starts to lose its charm if the knob is cranked to 11 every session for a longer ongoing campaign.
  • Ok so now let's assume that the GM wants to run a game with less wahoo.

    I think that the unquestionably primary step that must be taken is an open and frank conversation about "what this campaign is all about". Our group calls this the "buy in conversation" and we do it for every campaign, regardless of system. It just gives us a chance to share a basic understanding of what both players and GM want from the campaign and establishes some "ground rules" about what is acceptable and what isn't.

    In the case of OSH you're obviously setting the rules about what level of wahoo is acceptable (perhaps among other things). Once that is agreed upon, I'd strongly suggest providing specific examples of what is acceptable and what isn't so that people have some benchmarks to operate by. Once that is done then you're off to the races.

    The next question is what you do when things start going wrong. Here again I think this is likely to be done according to whatever social conventions apply to your group. If we'd agreed to a more serious sort of game and one of the players says, "I am going to backstab the Ogre King and I spend an Awesome Point to set his pubic hair on fire!" then probably myself and the other players would laugh and then give them a "but seriously..." look. If necessary we'd reference the buy in conversation and the player would probably redact the part about the pubic hair.

    Other solutions that occurred to me were:

    You gotta spend more awesome points to do silly stuff. This would mean that it probably still happens from time to time but it's costly so it will be limited.

    If people do silly stuff the GM removes the Awesome Point Bowl for the rest of the scene/next scene/game session. This is a bit more punitive seeming but it probably isn't something you gotta do very much before the players get the point.


    Anyway I think I'm getting my point across here. Probably the most major thing is for the players to understand that earning Awesome Points is not about oneupsmanship. It's about doing cool stuff that is in keeping with your character concept and the party goals. It doesn't mean that you have to swing naked from the chandeliers while Rickrolling the monsters.
  • One final comment on the Quest idea presented in the first post of the thread:

    I'd like to hear more about how you'd implement this but it seems a little rigid and I think that flexibility is one of OSH's greatest strengths. Nar and I kicked the idea around a little (I highly recommend doing your idea kicking in a hot tub - it's Awesome!) and we came up with a concept we both seemed to like:

    When coming up with your character's Adventuring Goals, choose one that is short term with the understanding that it is likely to happen during the current session. Choose another that is long term and is likely to be met during the course of that Tier of play. Doing this gives the GM a guide to what the players are interested in happening over the course of the campaign and you can aim for that, as well as the resulting complications that may arise, right from the start. In effect, everybody will accomplish a Quest each Tier but it isn't hard wired as the dividing line between 4th and 5th.
  • Some suggestions for advanced talents:

    Fighter:
    - armor training: for encumbrance purposes heavy armor is considered not heavy, very heavy armor is considered heavy
    - two weapons combat: the fighter can use two light weapons, the second weapon allows a second attack with no face die on turn 7 if he's not been pinned/impeded/hit
    - shieldbearer: a fighter with this talent and a shield canignore the first hit the shield absorbs
    - brawler: always gets to add his Brawn to unarmed combat rolls or deals real damage
    - wrestler: rolls 2 dice takes best for throwing/pushing people
    - Dodger: +1 to AC if not caught off guard

    Thief:
    - Mobility: allows to roll three dice and take the best result when trying to move and you are being impeded
    - Tumbling: reduces damage from falls
    - Contacts: once per gaming session you can find a contact that gives information...
    - trapsense: the thief gets a +2 awareness bonus to spot traps

    Elf:
    - speak to trees/plants: constant
    - animate trees/plants: once per day animate (level/2) trees, same stats as guards, only outdoors
    - invisibility: once per day (level) rounds of invisibility
    - shapechange: once per day (level) hours as a plant or animal
    - multi-shot: and elf taking a shoot action gets a second attack on phase 7 if not hit/pushed/thrown/impeded

    Magic User:
    - Teleport: you can move to any arena in sight and can't be impeded
    - Shield spell: increases AC of target/self stops magic missile
    - Timestop: once per arena you can make an extra round
    - Enchant item: for one combat/scene item is +1 to rolls
    - mastery of implements: constant, can use any magic item one additional time per day/arena

    Cleric:
    No ideas :(

    Dwarf:
    - speak to stone: constant
    - runecarving: alarm: once per day, when the rune is crossed the dwarf is alerted
    - runecarving: protection: once per day, for the rest of the day the item can not be broken
    - runecarving: trap: once per day, if the rune is crossed everybody in the arena takes 1 damage point

    Goblin:
    - troll blood: constant. At the end of combat you automatically heal one damage point, you only bleed out on a roll of 1 or 2
    - band of rats: once per day, if in a dungeon or urban setting you can summon (level) rats, they fight as minions
    - spiderfoot: constant. Excellent balance and extra-strong feet allow you to consider Hazardous areas as Tight

    my 2 cps
  • These are great! This is exactly the kind of brainstorming I was hoping to hear, thanks!
  • Hi kiznit,
    here's a few more
    Clerics:
    Speak with dead (once per arena, focused) may ask (level) questions to dead npc
    Cure disease/poison (once per arena /focused) may heal target from poison/disease
    Summon heavenly aid (once per arena/focused) summons 1 monster level npc for (level) rounds of combat

    Magic user:
    Summon elemental (once per day/focused) summons 1 freaky-big level npc for (level) rounds of combat

    Thief or Goblin:
    Poison mastery (once per arena?) the pc has a stash of poison/sleep drugs he can use
    KO attack (once per arena/focused) if the attack hits rolling a 0 on the face die, the target is unconscious
  • Another thouhgt for advanced campaign levels (5-12)
    Improved (Talent): By taking the Improved version of a Rested or Arena Talent, you can use it an additional time per time period without expending Awesome Points. Level required 5+, you must already have the Talent at basic level.

    Greater (Talent): By taking the Greater version of a Rested or Arena Talent, you can use it a total of three times per time period without expending Awesome Points. Level required 8+, you must already have the Talent at Improved level.

    BTW, I think that characters should get 1 extra HP per tier, one at 5th level and one at 8th level
  • As far as HP in concerned, I kind of agree with the idea of only getting one per tier since awesome points are so versatile in protecting a player. I am thinking of a way to add some original ideas for the next tier and I was wondering if there are any thoughts about a pool of 'General Heroic Talents.'

    The existing talents are already feat-like powers with skill flavor based on the class and really do a great job of making them more then just a feat, power, or other gaming trope. Along the vein of magic items, talents and abilities which breed opportunity to spend awesome points in new ways or make the ways you spend them more efficient, would it be straying too close to cross-niching to consider a Generic list of Talents that a hero could choose from? I like and respect the idea of Niche protection and especially asking permission from a fellow PC to step into his territory, but wonder if there aren't talents and abilities that ALL classes can benefit from.

    Taking ideas in this thread like Artkid's Fighter Armor Training, I can see a dwarf or even a cleric who might be interested in that. What about people who roll terrible Brawn and are willing to give up a level talent for an AC bonus? How about a similar Talent for Weapons?

    What about a Talent called Hard Skinned or something that Lets you spend one AP( as opposed to two) to prevent damage-maybe as an arena or rested power. While this example is a bit overpowered itself I could see similar things like it in the higher levels which allow a player who has "paid his dues" in awesome points get a chance to use them. Maybe even increase the amount of AP needed to level from 10 to 12 for the next tier to kind of stretch the experience and kind of give a nod that you gotta be a little bit more awesome to earn these things.

    Just kicking around ideas in my head. I thought of a few other interesting powers which might suit classes themselves I can add a bit later when its more then one or two.
  • I'm worried about the sheer number of talents slowing down the game. Five or more talents just seems like too much to keep track of--especially those that add small bonuses in specific situations (the fighter's Heft talent, for instance).

    I'm curious how much the game slows even by level four, since I have only seen the first two levels of play.

    I like, however, that additional hit points are awarded slowly, but wondering if awarding any at all is necessary. After all, there is always the Armor of Scars talent that awards addition hit points, which is likely to be one of the most popular multiclassed talents. In fact it seems like the fighter has the most universal talents of all classes. I guess that makes sense, seeing as the fighter is the most universal of all classes.

    As a side note: how survivable are characters supposed to be. In B/X, characters are very vulnerable, but in Old School Hack, characters are much more sturdy. Has a character ever died in a game? Some of my players mentioned that they never really felt that there was a real chance of death.

    This post has become very rantish, but I hope it provides some interesting feedback.
  • Thought up some ideas for Talents... I am not sure if they are overpowered... or underpowered... But they are ideas either way. Couldn't think of much for the Cleric.

    *Magic User
    "Telekenesis" Focused Arena combat talent. Making use of the terrain or otherwise ripping rock from the ground you Throw a nearby medium object as if it were a ranged attack with +2 to the roll, or pull a weapon from an enemy's hands into an adjacent arena on a successful contested check

    "Potion Brewing/Scroll Creating" Rested, usable out of combat. With the Magic ingredients you find/buy/ or posses you brew a potion with magical properties/Employing the Pens and parchment you imbue a scroll with magic power and Create a use-once item which can heal 1 HP or grant +1 Damage. With Awesome points and DM approval allow a talent to be used again, used from another class, more HP etc.

    "Mind Control" Rested Focus Talent. Speaking in riddles and unknown languages you break the minds of your foes and may control X minions, 1/2X guards, or on a contested roll a stronger monster's next turn. Possibly allow Action points to continue duration (With contested commitment rolls etc)

    "Read Thoughts" Constant ability. Spending a few minutes studying or being with a person/monster allows you to descern a motivation, thought, or emotion of that person/monster. Although this memory is now one of yours as well! Good or bad.

    "Force Push" Focused arena talent. Throw a single foe into another arena and on a successful attack with no bonus deal one damage or push up to your level in minions/guards without a roll.

    *Thief
    "Yoink" Arena Focus power. With great timing (After an opponent misses you with an attack?) You take the weapon from the Enemy's hands on a successful Brawn/Daring Vs. their Commitment/awareness. If you fail the test, however, you may have grabbed the blade! They make a free counter-attack.

    *Goblin
    "Cower" Constant. When you are in danger and have lost your final HP, the attacker must roll commitment vs. your cunning and if they fail, you wince, duck, or otherwise hit the deck in fear and prevent one HP. (Of course they can spend awesome points to fell you, but... seems like a goblin-y thing to do.) Although this type of behavior does not improve your reputation.

    *Fighter
    "Heavy Cleave" Arena ability. Taking a huge backswing and coming down hard on a foe While using Heavy and Very heavy Weapons if you attack a Minion or guard and kill them You instead may cut them clean in half! Make one more attack against another enemy in the area with a -2 and deal 1 damage to the second target on a hit.

    *Dwarf
    "Haggle" Constant ability out of combat. Using your scales and knowledge of fine metals, you insist that the gold and silver YOU have weigh more, are of finer quality, are older, or are more rare then the run of the mill stuff. On a successful Cunning roll with a +2 against their awareness, you get one GP/10SP more for every point you beat them by.

    "Fat" Constant Ability. Whether too much Ale and meatbread, Overly huge Beard, or big dwarveh bones, You are larger then the rest and that first attack just seems to bounce off of you! +1 HP although your Belly counts towards your encumbrance as a heavy object.

    *Elf
    " Whittle" Rested out of combat. Using your trusty Knife and some spare time, you locate enough usable deadwood/other natural materials to create a usable item Light item, including shields. They last until they are burned. Alternatively with a Charm roll (To determine how good) You can create a small totem like object or gift.

    "Animal Trainer" (My take on the Fighting Animal Companion situation) Constant. Once you make an animal friend using the Animal friend Talent, You can train the beast to make a single attack as if they had light weapons and perform simple tasks. (Basically take a turn) They count as an Guard with No Armor (AC 8 2 HP) that Runs/Limps away when they take two Damage. (Maybe you can fit a light shield as barding in appropriate cases)

    "Swift" Rested combat talent. Using the wind at your back and "The old roads" when you move into a new arena, you can attempt a commitment roll (Depending on the arenas involved) and on a success, you may move 2 arenas. (Adjacent to an adjacent)

    "Piercing Shot" Arena Combat talent. If you make an attack against a foe in your arena and beat their AC by more then 5 points you may either inflict 1 more damage as if you hit them in the face OR roll another attack against a foe in the same area (If melee or ranged) or an adjacent arena (Ranged only) with a -2 to the attack roll and deal one damage because you stab/shoot right through them into the poor fool behind!
  • And not to flood the thread with talent ideas, I thought of another interesting mechanic which may be appropriate for Heroic/Mythic players.

    The idea of a face die is great, The game still has those crit moments which gamers live for, but what about the ultimate crit? A natural 20 on 2D10? I think akin to the passive inherent bonuses the classes have, perhaps if you crit the Face die AND the other attack die, you may choose one of the following effects:

    "The Natural Crits"

    Fighter:
    -Lop off, "The blade is clean and the swing is true, that head didn't stand a chance" You deal +1 Damage (Face+1, Lop+1)
    -On Fire " It was the strike that fueled the fires within and awoke the primal urges which made you a fighter in the first place" +1 Attack for the next 2 rounds

    Magic User:
    -Telepath " Not only do you deal the damage, but you manage to take something more from this foe" Steal a single thought/motivation/emotion from this enemy and gain +2 to awareness for 2 Rounds
    -Great Voice " Seeing the fear in their eyes, you magically raise your voice and invoke fear in all of those around you." Roll Charm +2 vs. Commitment of all in the arena you are in. Failing the check lowers AC by 1 point for 2 rounds.

    Cleric:
    -Mettle "Seeing you take such zeal in your god's work, they grant you a temporary armor of holy light" +2 AC for two rounds
    -Purpose "After punishing the foe before you, you look inside and realize your duty is more then death to your enemy, but life to your companions" Recharge the Prayers of the Hurt talent. Or gain access to it once before the battle is over.

    Thief:
    -Confidence "Maybe you get cocky, or maybe you have finally found the soft spot on these foes" +2 to cunning or Daring for two rounds.
    -Theft "The attack left them jarred and bleeding so badly they did not have time to notice you stole the key!" Steal one non-combat item from the creature you crit.

    Elf:
    -Stuck "The arrow finds it's mark and then prevents the creature from making a hasty escape-foppish capes never betray you until you are posted to the wall!" Pin the enemy you hit and prevent them frmo moving next turn.
    -Clarity " The sound of the blade as it cut through the air, the smell of flowers and sound of the trees as you dance between them have reached a harmony and all becomes clear" +1 to Initiative and awareness for 2 rounds

    Dwarf:
    -Stolid "With a fearsome countenance you blast your enemy aside and sink into the ground ready for more"
    Cannot be pushed, or thrown and have a +2 bonus to Commitment for 2 rounds.
    -Fury "Like the rhythm of the Hammer striking the Anvil you reel back and give it another go without thinking" Make an additional attack against someone in your arena at -2 right now.

    Goblin:
    -Bite "Your feral Nature gets the better of you and you take a bite out of your foe, and my was it delicious!" Gain 1 HP.
    -Scurry "Seeing this as your opportunity, you beat feet and get the hell out of dodge!" Make a free move action to an adjacent arena

    I thought these kinds of things add a lot of interesting flavor for those moments when you land the big attack!


  • This is all totally awesome, Roohaa!

    Consider it filed away for when I start working on the Heroic Game!
  • I'm with Tom -- extensive Talent lists are going to dilute the feel, I think. It'd be coolest if Heroic game actually changed the rules somewhat in order to create a different sort of feel.

    One of the weird things about D&D is that character power doesn't really increase -- just the numbers on all the sheets get larger. But because opponent power scales along with PC power, you end up with always the same chances on the table.

    But it would be really interesting if the Heroic game actually played differently than the standard game.

    I don't have any ideas to make that happen, but, cool.
  • I'm with Tom -- extensive Talent lists are going to dilute the feel, I think. It'd be coolest if Heroic game actually changed the rules somewhat in order to create a different sort of feel.

    One of the weird things about D&D is that character power doesn't really increase -- just the numbers on all the sheets get larger. But because opponent power scales along with PC power, you end up with always the same chances on the table.

    But it would be really interesting if the Heroic game actually played differently than the standard game.

    I don't have any ideas to make that happen, but, cool.



    I'm finding myself in this camp as well. If the levels are going to run much higher then the list of Talents is going to get quite long and that requires more tracking of resources.

    I'm thinking along the lines of "Meta Talents" that point the player back toward the existing set of Talents so that the game stays focused on what is already there and making that "better". Here is my very off the cuff concept of what I'm talking about:

    Level 5 = Talent Intensity: Pick one of your existing Talents and get a +2 to the Combat Roll or Attribute Check when using that Talent. If your Talent doesn't use Combat Rolls or Attribute Checks, instead you gain an Awesome Point every time you use it.

    Level 6 = Quick Thinking: You may choose, once per game session, to use one of your Talents in addition to your regular action in a turn of combat. (For example you can choose the Defend Action but still make a Charge attack once per session.)

    Level 7 = Drawing on Your Reserves: Once per game session you may reuse a Per Arena Talent or a Rested Talent without spending any Awesome Points.

    Level 8 = Amazing Stunt: Once per game session you may add +6 to a single Combat Roll or Attribute Roll for the cost of a single Awesome Point.


    Perhaps somewhere in there you mix in the addition of one new Talent to stir things up a bit but I think adding a new Talent every level starts to result in characters with too many options and dilutes the special feel of having a Talent. That said, I'm in favor of expanding the list of possible Talents so that there are more choices during character advancement.
  • I don't want to rule out new talents. It should be possible to pick up new talents for levels 5-8 and beyond because playing with new abilities is fun. And there is bound to be some cool tier-appropriate effects that don't appear in the basic game. That being said, I don't want to track more than 4 talents or so on my character sheet. I think retraining needs to be an option, taking talents to replace or supersede old ones. And it's not like the old talents are really *gone*, since they can still be accessed with Awesome Points.

    I also agree with Barsoomcore that the nature of the Heoric game as to change. Less "bonus inflation" and more ramping up the scale of what can be done.

    In the Basic game, you might assume one-on-one engagements are the norm for single characters (other than the occasional minions and Big Bads). At the heroic level, I'm thinking that fighting small groups of foes should be the norm. So if a Heroic character went back and faced Basic-level guards, he should be mopping them up like minions.

    And that's just for combat. Non-combat stuff should ramp up as well. I'm thinking things like flight, real invisibility, and mind-control (though some of those might be reserved for even higher tiers).

    Rules for cool mounts and companions could be introduced.

    And at the end of Heroic tier, I'm thinking some nods towards the stuff you'd get in "name-level" D&D characters. By that I mean item creation, spell research, strongholds, and mass combat.
  • Personally I don't think tracking extra talents is going to be a problem, we are - after all - talking about 6-12 talents to track at 12th level (because some talents are always on and don't need tracking). I don't, personally, think that's a particularly large burden, it's certainly within the bounds of tracking that occurs in other games I've played.

    That said: one way to boost power, and reduce tracking, could be to upgrade per-arena powers to continuous and once-per-day powers to per-arena when changing tier, although I suppose that would leave existing continuous powers looking kinda week.
  • I love the idea for new talents, and I think they're critical to keep the feel of OD&D. I mean, if your wizard can't fly and shoot fireballs, what the fuck kind of Hogwarts hogwash is that? I also think you're right about it possibly diluting things to have too many. That's part of why I like the idea of 3 levels/tier.

    We can further lessen the number of "new" talents by taking Rel's advice (and some others) by making metatalents. Existing talents get improved rather than new powers being stacked on.

    As far as changing how the game is played--I like this idea, but I don't think we necessarily need to create new rules. I think the rules system is robust enough that we can just start to give more options. Two obvious ways to tweak the rules: Let people take multiple actions, and let people force what actions their enemies take.

    Anyhow, here are some thoughts for the human classes. The names need work.

    Fighter:
    OVERKILL
    usable once-per-arena
    If you kill an enemy with an attack, the force of your blow continues on. Any extra damage (ie, damage above and beyond what you needed to kill the first enemy) can be applied to another enemy in this arena.

    VERA
    constant, prereq WEAPON OF CHOICE
    Not only does your weapon of choice get all face-dice, now it also deals another point of damage on every hit! Also, you must give your weapon a name.

    AGGRO
    focused attack, usable after rested
    Make a Cunning or Charm check. All intelligent enemies in your arena who can see or hear you are enraged by your behavior, and must attempt to hurt you on their next turn.

    HAMSTRING
    usable once-per-arena
    If you successfully damage your enemy with an attack, you may choose to make it a hamstring. That enemy cannot take a Move action until healed.

    Wizard:
    FLIGHT OF THE CONDOR
    focused spell, usable once after rested
    You can fly. Lasts until the end of the scene, or after 10 minutes (whichever comes first)

    BOOM
    focused spell, usable once after rested
    You hurl a fireball from your fingertips, dealing 2HP to everyone in a single arena (the one you're in, or one adjacent to you). This damage can be reduced by a Daring check vs. your Cunning.

    SPIRIT OF THE TURTLE
    constant ability
    Your AC goes up to 12, as though you were wearing Heavy Armor.

    ILLUSION
    focused spell, usable once per arena
    You can make an illusion of something smaller than an elephant. Make a Cunning check, opposed by your opponents' Awareness. Really obvious illusions grant a +2 to their check, and actually being touched by an illusion breaks the effect. If they fail, they think it's real.

    Cleric:
    BOSS
    focused spell, usable once per arena
    After your opponent has declared their action next turn, you may select an additional action for them to take. You make all decisions regarding how the action is executed.

    BURST OF LIFE
    focused spell, usable only once after rested, prereq PRAYERS OF THE HURT or TURN UNDEAD
    You emanate a wave of healing energy to your allies. All allies in the same arena as you are healed 2HP. Any undead in the same arena as you are hurt for 2HP. If you have allies who are also undead, you probably shouldn't be a cleric.

    SMITE
    attack, usable once per arena
    Your weapon glows with the power of your god as you destroy your enemies. After making a successful attack, you may choose to deal an extra 2HP of damage.

    GHOST WHISPERER
    focused spell, usable only once after rested
    You can communicate with the dead, assuming they speak your language. Lasts until the end of the scene, or after 10 minutes (whichever comes first)

    Thief:
    SYKE!
    non-action, usable once after rested
    You may change your action at any point during this round, so long as the initiative for the new action hasn't passed.

    YOINK!
    attack, usable once per arena, prereq BUSY HANDS
    You may now use BUSY HANDS on an enemy immediately after damaging them with an attack. Alternately, you can use BUSY HANDS as a focused action to take something they're actively holding.

    IT'S A TRAP!
    extended action, usable outside of combat
    You can create simple traps from household materials. You must declare what sets off the trap (ie, the first person to walk across here), and what Special Effect it has (ie, burn, prone, etc.) You may choose to have the trap deal a single point of damage instead of applying an Effect.

    The target creature will need to make a Daring check to avoid the trap vs. your Cunning attribute test. Each trap only affects one creature, but you can have as many traps as you are Cunning set at a given time.

    POISON
    focused action, usable once after rested
    You are skilled at creating and using poisons that damage an opponent's attributes. When you take this talent, select one attribute you want your poison to target. You can change your poison by spending a full day with the proper supplies.

    Poison must be freshly applied--so this talent must be used during combat or immediately before combat starts. The next attack you make with your poisoned weapon deals attribute damage equal to your Cunning. Attributes cannot be reduced below 1 with POISON.
  • I finished out my list of heroic talents, and put it up in this Google Doc
    https://docs.google.com/document/pub?id=1cut6qveFdatWONLgD03vNt_B7RoaDeo_MkNbsnzxsjo

    I'd love to hear your feedback!
  • Awesome, will check it out!
  • Just signed up, all I can say is that OSH is a beautiful little game. Its direction and simplicity really capture what I've always loved about low level D&D play.
    So that said, I feel really torn about heroic tier play. In some ways, I feel like OSH is perfect as it is, levels 1 to4. But I think heroic play can be done right, if it avoids the whole "bigger numbers are more epic" problem.


    So these are just my personal opinions, but when I get around to running a OSH campaign, this is my current thinking on how I'd do it:

    Levels 1 and 2
    Somewhere within level 1 and 2 the Quest with a big Q is established. Little quests or session goals are also good, but are separate from the big quest. Time should be put aside for the players and GM to discuss the Quest, and each player should write their "mission statement" so to speak, a description of the Quest goal specific to their character.

    Levels 2 and 3
    Reaching level 2 takes 10 awesome points, reaching level 3 takes 10 more.

    Level 4
    By level 4 the players have spent 30 awesome points each, and the plot should have advanced to such a point that the player's mouths are watering from proximity to boss fight. After level 4 stop counting awesome points for a bit. As the PCs get closer and closer to their goal, ramp up the difficulty and start letting the awesome points flow. Encourage awesome points to be used in interesting and creative ways. Pick up the pace, push forward towards victory.

    Level 5
    Level 5 is reached when the Quest is complete. More specifically, it happens when the players realize the full extent of what they have done, or they transition on to the Next Big Thing. Level up happens right at the "Oh shit" moment. This is when the PCs have killed the Villain but find that they Inadvertently Released a Greater Evil, or after they have lead the rebellion, Taken Revenge on the Lord that Wronged Them, and then realize that the people expect them to rule the city, etc.

    What I'm looking for is a sharp change in setting and responsibility for the players. Changing tier doesn't have to come with any great mechanical benefit, but it has to be a distinct and exciting thing.
  • I didn't go through and read all the forum stuff when I got started (there is a lot here!) Having gone back and found some of these much older threads, I am going to adapt some of what is here into my own game sensibility and offer it in the Fictive material. I have a post on that here.

    http://fictivefantasies.wordpress.com/2011/11/03/osh-improved-talents/
  • Quick thought on this: Heroic Tier could use a completely different set of classes. Some heroic classes might be equivalent to existing classes, but this would provide an opportunity to expand player options. So, heroic tier talents wouldn't have to fit into an existing class's mold.
  • Here's a bunch of "advanced" talents for my OSH campaign. I was going for some of the original flair in the Redbox and OSH talents, giving them fun non-combat uses whenever I could think of any. No playtesting has been done with them yet, so they are bound to see revision later on.

    https://docs.google.com/document/d/1I3RZwXbPwJko1dEx_DathJrbQPHVJzp-K0AZFdMHsXo/edit

    Please feel free to copy, borrow, or mutate at will.
  • There are a lot of great ideas in this thread regarding how to handle tiered play within OSH. I am putting together a consolidated set of rules to handle the Heroic tier for my upcoming campaign. Of course, I will be using a lot of the ideas presented here, so I will be glad to post a draft here for discussion/usage.

    My current thoughts are to have 6 groups of Heroic talents for the players to choose from, each based around a method of handling conflict. Each should line up with one of the stats, such as Brawn being associated with the category of Weaponry, and Cunning being associated with the category of Skill.

    Character chooses their category at 5th level and may now choose from those talents as if they belonged to his base class.
  • isquish: interesting idea, I look forward to seeing it fleshed out a little.

    I'm running an OSH campaign right now -- the players are 2nd level now, so we'll see how things go as we approach 5th level. I'll be very interested to see people's Heroic Tier ideas!
  • While I think another tier would be interesting, I resist the idea that the game as it is provides a prelude for another kind of game. Being forced to shift tiers is one of the things that annoyed be about D&D. I devised a way for people to play at this "tier" as long as they want to.

    You can see how in the character advancement section of "Fictive's Talents and Templates." There is guidance on how to switch to a new base template and eventually pick up another inherent ability, a way that people can pick up spellcasting ability if they decide to go that direction later, a way to get more wounds, and so on.

    I also codified how to "improve" talents so if you don't want to have a lot of them, you can focus in on a few and make them better. (For an example, I show how you could get to 8th level and have only 2 highly developed talents.)

    So, if the next tier is not finished by the time your characters finish fourth level, here is an alternative.

    http://fictivefantasies.wordpress.com/old-school-hack-resources/
    http://fictivefantasies.wordpress.com/2011/11/03/osh-improved-talents/
  • I have taken a long look at all the heroic tier ideas posted on this forum, and I while I have my own thoughts on the positives/negatives of each, i would really appreciate some more experienced feedback.

    The class-changing option allows for endless character growth and progression, but class changing shouldn't be the primary method of character advancement (and I don't think fictive is intending it to be) . Support for this kind of advancement should be an option, though.

    The meta-talents are great in that they allow a character to focus on the abilities they feel defined them. I also like how they can make two characters with similar talents play very differently. The current version needs a larger variety of effects to be the primary means of character progression, however.

    There have been a ton of sweet class-specific, "heroic tier" talents posted. I am not sure this would be maintainable for the large number of classes available in the expansion. Plus, talent bloat becomes even more of an issue. I like this, but in very limited amounts to keep bloat down and ensure each class can get high quality, unique talents.

    Another issue that I haven't heard discussed much is the allocation of attribute bonuses each level. There do esn't seem to be much inherent motivation for characters to branch out beyond their favorite stat (with a touch of Brawn for loot carrying purposes). As such, character attributes are likely to be quite lopsided by level 10. While the option to be super specialized isn't a bad thing, there needs to be motivation for characters to spread their attribute bonuses out. Fictive included a bit of this in his expansion by having alternative options for attribute bonuses. Need more of this kind of stuff.

    -----

    So I am leaning towards a system based around a variety of meta-talents. In addition, either an open pool of "heroic tier" talents with attribute bonus pre-requisites, or a limited selection of additional "heroic tier" talents added to each class. I am still mulling over how to encourage people to spread out their attribute bonuses (or spend them on other things) without being too heavy handed or breaking things.

    I am very curious if those more experienced with OSH have seen or suspect the same issues I do.
  • One advantage to allowing characters to pick a new base template as they advance is that with a lot of templates available, you don't have to switch your play style. For example, switching from a fighter to a knight, or gladiator, or musketeer, or swashbuckler, etc. could be seen as a focus of "fighter" instead of a whole new class. But instead of divvying up the templates into groups, you can have a fighter-to-swashbuckler, or a thief-to-swashbuckler, or elf-to-swashbuckler, wizard-to-swashbuckler, etc. Players really can customize based on their experiences and desired play style.

    I greatly enjoyed the "career" system in Warhammer fantasy, how you train and develop through doing different things. However, I resented being forced to change careers to develop even when you've hit your sweet spot for play style, though I enjoyed the overall idea. I think this strikes a fun balance, allowing people to advance to 10th level and beyond (with improving talents) before being faced by a need to look at possibly switching templates--and how many games will last that long? Currently, it only goes to 4th!

    The idea is, you don't have to radically change your concept as you shift from one template to another (though you can.) Shifting base templates gives you access to more talents you can use by spending Awesome Points even though you haven't picked the talent up yet--it's on your new base template. And, I don't know about you, but I love the idea of eventually spending hard earned experience to gain a new inherent ability in addition to the original one. (After extensive training of picking up all 5 talents in the template.)

    I want to accommodate a range of play styles. Want to do lots of eclectic stuff and build yourself a wild character? Great. Want to focus in on one or two things and be awesome at those? You can do that too. And both characters can play together without undue dissonance.

    I am also planning on putting in a 22 cap on attributes in the next edition of Fictive's Talents and Templates. Then putting in the ability to take an "open talent" that bumps the maximum by 2, that you can take over and over if you want. "You can get a 26 Brawn, but it will take 2 talents and 4 levels of attribute bonuses past 22..."

    Finally, a thought on talent bloat. The way the game is designed, the DM puts the available templates on the table. If you don't like a template, don't put it on the table. Also, the DM can decide that people need training in a talent before they get it, if it is not on their template. The original game places a restriction that you can't use a talent that isn't on your template unless you get the permission of another person who is playing the template it is from. In my version, I have 3 levels of restriction; open, restricted, and template-only. There are ways of controlling player access if you don't want to manage a lot of talents.

    isquish, thanks for taking a look at the Fictive work. I hope this is helpful.
  • Oh, its definitely! I also get what you mean about multiclassing not necessarily taking someone away from a given character concept.

    One thing you mentioned reminded me of a question I had about your expansion material. You seem to be treating the level up attribute increases as modifying the attribute score/rating instead of the attribute bonus. The original rules, however, appear to completely ditch the attribute roll in favor of only tracking the attribute bonus. Was this a conscious change you made?

    To clarify what I mean, an example:
    Jimmy the Fighter, who rolled an 18 for his Brawn, has a +4 bonus to Brawn. He's just made level 2, huzzah!

    In the original rules, the 2d10 roll that gave Jimmy that +4 is no longer important. His level up attribute increase directly raises that +4 to a +5. Simple, straightforward.

    In your expansion material, Jimmy would need to track the original roll (i.e. the attribute rating), as that is the number that level up attribute increases modify. He'd go from an 18 to a 19 Brawn rating, and his Brawn bonus would remain +4 until he put an additional point into it. This is more like how modern D&D does it.

    This actually threw me off about your stuff, because some of your talents reference "attribute rating" which is a new concept in OSH as far as I can tell. Previously that stuff was not relevant past character generation.

    (Please correct me if I've misinterpreted either your rules or the original rules!)
  • Huh. You are right. I looked back at the original game and checked it out. While it says "attributes" on the sheet, there's just one box, not one for the attribute and one for the bonus/penalty. You roll 2d10 and just keep the bonus, not the 2d10 number, as described in the character generation process.

    I need to think about this. Thanks for pointing it out.
  • Design Goals:
    ♦ Keep attack and damage bonuses from spiraling out of control. One of the strengths of OSH is that it avoids the "bigger numbers = more badass" syndrome of modern D&D.
    ♦ Make the characters feel more powerful. Since upping the raw numbers is out (monster stats would just increase to compensate, anyway), I went with adding several avenues of gaining area of effect abilities. This means that as the heros get higher in level, they gain the ability to take down increasing numbers of minions / guards, but the bigger monsters still present a challenge.
    ♦ Keep the feel of the current system. A lot of this will depend on how the new talents are presented. If these new talents are explained in a flavorful way that promotes the ability of players to improvise with them, I think that will go a long way in capturing the feel of OSH.

    New rules/terms:
    ♦ Attack Talent: any talent which directly harms, or modifies a basic attack/shoot action. (i.e. Backstab is an attack talent because it modifies the basic attack action. Sleep is an attack talent because it directly causes a negative effect upon the target.)
    ♦ Talent Upgrades: when taking a talent upgrade, apply its affects to a talent you already possess. The same talent upgrade may not be applied to a base talent more than once.
    ♦ Area of Effects (AoEs): AoE's are usually stopped by a solid barrier. Unless stated otherwise, AoE's affect all creatures within the area of effect.
    >> Arena: all creatures within the targeted arena are affected.
    >> Adjacent: any creature in base-to-base contact with the attacker is affected.
    >> Line: trace a line from any portion of the attackers base, in the direction of the attacker's choosing. Any creature's base that this line passes through is affected (a ruler or string is handy here)
    >> Cone: A cone effect shoots away from the attacker in a quarter-circle, in any direction of the attacker's choosing. The easiest way to determine the area of effect is to draw two lines from a single point on the attacker's base at a 90 degree angle. Any creature within this arc is affected, even if only a portion of their base lies within. The attacker may choose to make the cone smaller than 90 degrees if they wish, but usually not any wider than that.
    >> Multi-attacks: Unless otherwise specified, any attack that targets multiple creatures compares a single attack roll against each target's defense.


    Needed OSH Errata:
    Specify how in-arena movement works (i.e. you move on the turn that your action takes place, immediately before taking that action). Mostly so that AoEs actually work in a somewhat predictable manner.


    --------------------
    --------------------

    With that said, heres the beginings of the "Open Pool" of talents that will become available to the heroes as they enter the Heroic Tier of play. Most have stat requirements, mainly to promote spreading attribute bonuses around as well as differentiate character playstyles.


    BRAWN +5 or higher
    ♦ Cleave Through, focus/constant, when you hit and enemy in the face, deal 1 wound to all adjacent enemies
    ♦ Mighty, talent upgrade, talent deals +1 wound damage

    CUNNING +5 or higher
    ♦ Slashing Wake, focus/constant, deal 1 wound damage to all enemies in a line, (max targets = CUNNING bonus). End up adjacent to last target.
    ♦ Vicious, talent upgrade, extra damage (hit in the face, backstab, etc) is applied to all (applicable) targets within this talent's area of effect (Normally, this damage is only applied to a single target within the area of effect).
    ♦ Critical Strikes, constant, you now "Hit in the Face" on 9s and 10s.

    DARING +5 or higher
    ♦ Desperate Gambit*, rested (special), if you are reduced to 2 or less hp, you gain +2 attack / +2 damage until end of encounter. Must heal to full hp before using again.
    ♦ Take the Blow*, arena, if an ally is going to be hit within your arena, you may opt to take the damage instead. Move yourself adjacent to that ally (if not already), and get a free basic attack against the attacker (even if the damage knocks you unconscious).
    ♦ Retaliation talent upgrade if an ally is rendered unconscious use this power immediately against one of the attackers responsible (must be in your current arena)
    ♦ Final Strike, talent upgrade, when K.O.'d, may use this talent (or a basic attack modified by this talent) against all adjacent enemies before falling unconscious.

    CHARM +5 or higher
    ♦ Morale Boost, rested, all allies within the arena may roll an additional (non-face) d10 with their attacks until end of encounter.
    ♦ Cutting Insult, constant, your aggrevating insults causes your foes to suffer -2 to their next attack whenever they miss you.
    ♦ Hey, Check This Out!, talent upgrade, a talent which normally targets a single creature may instead affect all adjacent creatures. Non-damaging/non-healing effects only.
    ♦ Inspirational, talent upgrade, allies receive +1 to damage vs target on successful hit
    ♦ Combat Panche talent upgrade +2 on any attribute rolls this talent requires

    COMMITMENT +5 or higher
    ♦ Shield Expertise, rested, if wielding a shield, negate a wound point w/ no shield damage. Also may repair a broken shield given an hour and appropriate tools.
    ♦ Resolute, constant, gain +2 to defend against Push/Throw/Impede attempts. If the attacker fails, deal 1 wound to them for their trouble.
    ♦ Concentration, talent upgrade, focus attack talent is uninterruptable
    ♦ Spell Intensity, talent upgrade, +1 wound damage, spells-only
    ♦ Spell Burst, spend 1 Awesome point to have this talent affect all adjacent creatures instead of it's normal targeting
    ♦ Spell Expansion, talent upgrade, spend 3 Awesome points to have this talent affect all creatures within this arena or an adjacent one, instead of it's normal targeting. Any non-damaging effects are reduced to a single round in duration.

    AWARENESS +5 or higher
    ♦ Barrage focus, constant attack targets up to AWA bonus -1 to attack roll per target full damage to all hit
    ♦ Richochet, arena, attack two targets within the same arena, damage is split between them (minimum 1 damage each)
    ♦ First Strike, constant, free attack before combat starts, never suprised, +2 on init rolls
    ♦ Exploit Weakness, talent upgrade, a successful hit with this talent lowers the target's armor value by 2 for 1 round

    No attribute requirements (just need to be at whatever level we decide Heroic tier starts)
    ♦ Practiced, talent upgrade, this talent may be used an additional time before needing to be refreshed
    ♦ Accurate, talent upgrade, this talent gains a +1 to hit


    (*Note: borrowed these from links in this thread. I'll look up the specific author later! A pre-emptive thanks goes out to you!)

    ----------------------
    ----------------------

    Is it a good start or is it going the wrong direction? Let me know what you think!
  • The needing to keep track of positions within an arena is a non-starter for me, but there's some great stuff in here. The talent pre-requisites are good, and some of the talents here are great.

    The "Desperate Gambit" idea is one that I wish got better play in RPGs, in general. It's such a common trope in adventure stories that characters on the verge of death are capable of superhuman feats, going out in a last blaze of glory. Not sure the talent as listed quite hits the nail, but it's a good nail to aim for.

    The "Talent Upgrade" idea is another one I really like. I'm not crazy about characters acquiring great big lists of Stuff I Can Do, but I'm not sure how to avoid that fate (since it seems like the only other approach is Bigger Numbers).
  • I'm fixing up my "Fictive's Talents and Templates" to clarify the Attribute situation, and to be a lot more clear during the character generation process. (Most people who come to this have some experience with a 3d6 attribute generation, I assume, and are prone to the same mistake I made.)

    I think one of the things people in my group (and I assume others) enjoy about Old School Hack is that you don't need miniatures and tactical movement is much larger scale (by arena instead of by 5 foot grid.) If you want to use a cone, and are concerned about when people can move out of its way, I'd suggest that the cone isn't done until the power activates (usually in part 7 I'd assume) and that the saving throw represents getting out of the way.

    isquish, I like your design principles and I have also kept those goals before me as I work on this project. I think the idea of having talents available to those with 5+ in an attribute is an interesting and useful idea.

    I plan to have version 2 out in the next few weeks, and after that I plan to leave it alone for a while. I am pleased with the progress and the content that is going into this game supplement.
  • Glad to hear that v2 will be out soon, I am certainly looking forward to seeing it!

    Hmmm... after thinking on it for a bit, I have to agree that this is a system that runs best when tracking minutia, such as specific position within the arena, is strictly optional. I still think allowing characters to attack multiple enemies is a good way to let them feel powerful, without relying on stat inflation.

    Perhaps something similar to the Barrage talent above. Changing the talents to allow PCs to target a number of enemies, based on the required attribute, but keeping them distinct in the specifics of their operation. For instance:

    Cleave Through
    focus, constant
    attack a number of enemies equal to Brawn/2 (round up), divide damage between hit targets as desired

    Slashing Wake
    focus, constant
    attack a number of enemies equal to Cunning, deal 1 wound to each.

    Barrage
    focus, constant (ranged only)
    attack a number of enemies up to your Awareness, in current or adjacent arena. -1 to attack roll per target, full damage to all hit

    As long as we can come up with a good number of mechanically distinct attacks like that (need variety, or everyone will end up using the same ones), it might even work out better than the line/cone stuff.
  • I created a way for everyone to be able to take advantage of good success and awesome points to hit multiple minions, here.

    http://fictivefantasies.wordpress.com/2011/09/30/osh-fighting-crowd-rules/

    Fighting a Mass of Minions

    If you roll more to hit than the minion armor class, each point higher is an additional minion that can be downed if you spend an Awesome Point each.

    That's not instead of what you're talking about, but it is a move in that direction.
  • A few fast thoughts on Heroic Tier and beyond: rules for mass combat, dominions and the planes.


    Edited: some things where already mentioned by the OP
  • One idea I have for Heroic Tier gameplay is to provide a choice of one out of three class sheets to append to their character, acting in many ways like a prestige class from D&D. The Fighter can choose from Knight, Warlord, & Beserker; while the Mage chooses from Necromancer, Elementalist, & Enchanter. Or something to that effect. Possibly have one or two of them overlap and also be chosen by another class (e.g. Necromancer is an option for Mage or Cleric), in the event you want to reduce your workload.

    Each of the class sheets would have talents of greater narrative influence, while also providing direction for roleplaying and aesthetic ('Necromancer' obviously saying more than 'Mage')
  • I'm approaching "advancement" in a system of Stages. Right now, they're mostly just bare-bones concepts - I'm just getting around to hammering out details.

    Stage 1: Adventure is the current game. It's mostly the typical fantasy fapping-about, where the characters improve their skills and save the day etc, etc.

    Players can continue in Stage 1 for as many as ~10 levels (and will be provided with a simple Advancement tool to keep complexity to a minimum beyond the normal OSH levels).

    Stage 2: Quest changes things up. Each player chooses a Quest for Power, and works toward completing it, with the help of the other players. As each individual player's Quest gets completed, he gains specific talents, representing the power that he's gained. These will, for the most part, be of a different scale than the Adventure talents. Things like having allies, armies, wealth, knowledge, or raw power to draw from to solve mostly out-of-combat (or at least, out-of-personal-combat) problems.

    Players can continue in Stage 2 until each player has completed his personal quest, or can move on to Stage 3 at any point after at least one of them finishes a quest ("companions", who help to finish someone else's quest, will gain equal benefits).

    Stage 3: Challenge is the "grand finale". This should be the climax of the game, intended to bring the campaign to a close. Players will have to work together to save the world, stop the villain, or complete some other world-shaping task. Failure here should have major consequences, and whatever the challenge is, it should force the players to leverage all of the skills and talents they developed during their Adventuring stage, as well as all of the various types of power they collected during their Quest stage.

    After Stage 3, players are expected to retire their characters (if they survive), though there's really nothing to stop them from tackling a new Challenge instead.

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