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Saturday, November 1, 2025

The Past Week

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

 

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