In addition to Trunk-or-Treat last Sunday, and some Halloween events today (Saturday, Nov 1st, but it's Korea so...yeah), I've spent the past week working on the OSR Modern idea I posted about.
Oh, for Trunk-or-Treat, Steven was a Luigi mashup (green hat, black hoodie, airsoft gun). His idea. I was Dr. Doom. I'll be donning the Dr. Doom outfit again tonight for an adult Halloween party.
Anyway, back to gaming stuff. I started out writing down some Design Goals. Then I took the d20 MSRD and started fiddling. So far, I've got Starting Occupations, Classes, a revised Wealth System (which Steven says I should drop for tracking cash...and I may), and Equipment including vehicles. I've been editing the Design Goals as I work on them. Here's what I've got so far:
Design
Goals
Simplify
d20 Modern to OSR levels
of
complexity for easier game play, but retain the character
customization to allow for a variety of tropes/character types.
Integrate
skills as part of Occupations or Class Talents/Abilities
Keep
the 6 Ability-Keyed Basic Classes.
Advanced classes yes or no? Maybe higher level talents can replace
advanced classes.
Keep
single advancement chart,
to allow multiclassing as is, but rework XP amounts to be more in
line with TS&R (and other OSR games).
Keep
Wealth abstract?
Probably a good idea, but need to consider how, as the original
system is clunky and weird. Maybe assign a “wealth level”
(destitute, poor, working class, middle class, affluent, wealthy,
rich, 1%?) and set % chances to purchase something at or above that
wealth level, and % chance to improve level based on rewards
received. Items have a Value Level (numerical? Or categorical, like
wealth levels?), characters can automatically buy items under their
wealth level.
Roll
3d6 for starting wealth level, with bonus/penalty to roll from
Occupation.
Resolution
Systems:
d20 based combat, d6 or % based skills/abilities
Ability
Scores:
3 to 18, modifiers per BX (no PR bonuses to XP though)
Saving
Throws:
Keep Fort/Ref/Will? Or BX style? If FRW, set target numbers by class?
Or have a Good/Average/Poor save number chart for each level? Because
of multiclassing, this might be better. Multiclass takes best number
available.
Defense
Bonus:
Keep a level-based bonus? Maybe the bonus doesn’t apply if wearing
armor.
Ability
Score Increase:
Set to certain class levels? Only the Basic Class ability can be
raised, by a set amount (+1 or +2, maybe depending on current
level?)? Or just drop it, and have improvements from skill increases
with level and new Talents only.
Allegiances:
No need
Reputation:
No need
Weapons:
Simplify. No need for 17 types of handgun. Revolver and Semiauto are
enough. Players can describe it as whatever make/model they prefer.
Proficiency:
Allows use of weapons, armor, vehicles, etc. A PC may select a new
proficiency instead of a talent: Brawl, Martial Arts, Personal
Firearms, Archaic Weapons, Advanced Firearms, Exotic Weapons, Armor,
Vehicles (land, water, air, space), Computers, Language, Riding,
Demolitions, Tools (thieves, electronics, mechanics, medical,
forensic)
Ability
Scores
To
determine Ability Scores, roll 4d6 and drop the lowest die six times.
Players can assign these scores as they like among their ability
scores. High scores grant bonuses, while low scores give penalties as
described here:
STRENGTH
(STR): Modifies melee attacks and damage rolls.
DEXTERITY
(DEX): Modifies ranged attacks and Armor Class, plus modifies Reflex
Saves.
CONSTITUTION
(CON): Modifies hit points at each level, plus modifies Fortitude
Saves.
INTELLIGENCE
(INT): Modifies linguistic abilities. Low scores make reading/writing
and speaking difficult, high scores allow for additional languages
known.
WISDOM
(WIS): Positive modifier grants bonus proficiencies, plus modifies
Will Saves.
CHARISMA
(CHA): Modifies NPC reaction rolls (using a different scale from
other scores).
Levels
and Multiclassing
Characters
have a total character level, which is the sum of all of their class
levels. The PC’s character level determines how many XP are needed
to gain a new level. Whenever a PC gains a level, they may add a
level of a class they already possess class levels in, or may
multiclass into a new one. At every third character level, regardless
of multiclassing or not, a PC gains a new Proficiency. Every time a
PC gains a level, they may roll 3d6 modified by Occupation. If they
roll above their current wealth level, they move up one step of
Wealth.
Character Level | XP | Proficiency |
1 | 0 |
|
2 | 1000 |
|
3 | 2500 | +1 |
4 | 5000 |
|
5 | 10,000 |
|
6 | 15,000 | +1 |
7 | 20,000 |
|
8 | 30,000 |
|
9 | 40,000 | +1 |
10 | 50,000 |
|
11 | 60,000 |
|
12 | 80,000 | +1 |
13 | 100,000 |
|
14 | 120,000 |
|
15 | 140,000 | +1 |
16 | 160,000 |
|
17 | 180,000 |
|
18 | 200,000 | +1 |
19 | 250,000 |
|
20 | 300,000 |
|
Multiclassing
Any
time a PC gains a level in a class other than their starting 1st
level class, they have multiclassed. Each class has levels
independent of each other, and their sum is the PC’s character
level. For example, Gemma Lovelace starts play as a 1st level
Charismatic Hero. Once she earns 1000 XP, she could take the second
level of Charismatic Hero, or take a level in one of the other five
classes. She decides to go with Fast Hero. Her Character Level is 2,
while she is Level 1 Charismatic and Level 1 Fast. When she earns
2500 XP and earns her 3rd Character Level, she could raise either
Charismatic or Fast to class level 2, or she could gain the 1st class
level in a third class.
When
Multiclassing:
Scores:
Do not raise scores. This bonus is only gained at character creation.
Hit
Dice:
Roll the appropriate die type for the newly gained class level and
add it to the total. At 1st Character level, Gemma has 7 hit points
(6 from the maximum of Charismatic Hero, +1 for her Constitution
modifier). At 2nd Character Level, she rolls 1d8+1 for her level of
Fast Hero plus her Constitution modifier. She rolls 3, so adds 4 hit
points for a new total of 11 hit points.
BAB:
Add the BAB of all classes together to get the total BAB. Gemma
starts with a BAB of +0. The Fast Hero also starts with +0 BAB, so
her BAB does not change at Character Level 2. She will need to raise
one of her two classes to 2nd level, or take a level of Strong Hero
to improve her BAB at 3rd character level.
Saves:
Take the best score of any class/level available. As a 1st level
Charismatic Hero, each of Gemma’s saving throws are 15. At 2nd
level, when she adds Fast Hero, her Reflex save improves to 13. The
Fortitude and Will saves do not change.
Proficiency:
Do not add starting proficiencies. These are only gained at character
creation. Characters may add new proficiencies at every third
Character Level.
Talents:
Add talents based on class levels. At 2nd Character Level, Gemma has
both one Charismatic Talent and one Fast Talent.
Wealth
Wealth
is an abstract concept in the game. Rather than dealing with hard
numbers for currency (and dealing with rent, utilities, loan
payments, investment dividends, insurance, and other unfun factors of
modern life), each PC has an abstract level of wealth. Items and
services are given an abstract Value level. If a PC wishes to
purchase something with a Value level lower than their Wealth level,
they may do so without question (although for large purchases, this
may take some time in game). If the Value level is equal or higher
than the Wealth level, the character must make a check to see if they
have enough cash or credit on hand to manage the purchase. Starting
characters roll 3d6, modified by their Occupation, to determine their
starting wealth level. When they gain a level, they may have a chance
to improve their financial standing based on payment and rewards
gained, or their out-of-game business dealings.
Roll | Wealth Level | Value Level |
2-3 | Destitute | Insignificant |
4-5 | Poor | Cheap |
6-8 | Working Class | Minor |
9-12 | Middle Class | Major |
13-15 | Affluent | Significant |
16-17 | Wealthy | Luxurious |
18 | Rich | Extravagant |
19-20 | 1% | Exorbitant |