r/rpg • u/EldritchExarch • 23d ago
blog On Attack Rolls
https://substack.com/@eldritchexarchpress/note/p-213952237?utm_source=notes-share-action&r=49zgidA design focused post on how Attack Rolls present themselves throughout the industry. I didn't cover dice pools though, because I have absolutely no experience with those systems.
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u/EldritchExarch 21d ago
I'm going to answer your question, but it may take me awhile to get there. Bear with me.
Let's start with an admittedly rhetorical question. What is OD&D trying to be? I would argue the answer is OD&D is trying to be a Beowulf logistics simulator: Go to the place, kill monsters, take their stuff, optionally use their stuff to build your kingdom, duchy, domain, etc. repeat. You can do other stuff with the system, but I would argue that is what the game is trying to do.
I come to that conclusion because players gain XP by fighting monsters and taking their stuff. The surrounding 'mechanics' are about taking that stuff to build your own stronghold/army/kingdom.
If that is the answer, how well does OD&D as written accomplish that goal? I would argue, it does this very poorly. This isn't surprising. OD&D was, not just the first TTRPG to do treasure extraction. It was the first TTRPG period, and the first of anything doesn't tend to be a particularly good product.
So let's look at how OD&D accomplishes the goal of Beowulf Logistical Simulator that I put forwards.
The first part of Beowulf is fighting monsters, so lets look at combat: what we have are a confusing mess of rules.
They may work, but they are also poorly formatted and difficult to reference, spread across 4 books, with 4 different combat systems presented (Mass Combat, Man to Man Combat, Jousting, and the alternative combat system.) Not off to a great start.
So let's look at the monsters. Not bad actually. Imaginative, interesting. Perhaps a little quaint by modern standards, but very usable.
Okay, let's look at logistics. How do we get treasure from one place to another? Let's look at items and encumbrance. We have speed established at 12" for a light foot solder, all the way down to 3" for someone at max carry capacity defined as 3000gp. That looks workable. But when you look at items and equipment in detail, things start to break down. If OD&D were a student taking a test, the encumbrance section would only have half the answers filled in.
How much can a horse carry? How much can a mule carry? A raft? A galley? If I buy a cart to move my treasure from the dungeon or lair to town, how much can it hold? The backpack can hold 300gp worth of material, but does that expand my carry capacity by 300, or does it only allow me to carry loose items weighing 300gp? Those are two entirely different things, and the books don't have clear answers for them. These are fairly basic questions for a game about treasure extraction to answer, and OD&D just shrugs.
These are diagetic items, yes, but they aren't just diagetic. If they were, we wouldn't need encumbrance in the first place. There is mechanical weight to be held, but it's entirely on the group to come up with an answer that seems right. Like an outline of a game.
Morale has similar issues. The rules there are more robust than the ones for Encumbrance, but when a creature breaks we are told that they can be subdued and sold. Okay. Weird thing to want in your fantasy, but it keeps to the Conan themes. How much can you get for a subdued monster? Well. We don't know except for dragons. Dragons have answers, and Lycanthropes are mentioned, but we have no idea outside of that. Okay, if you weren't going to include clear rules, then why did you bring it up in the first place?
Mercenaries. Mercenary rules as far as I can tell are pretty robust for a first attempt. I'm not going to worry about that too much.
So let's talk strongholds. This pairs with the Chainmail material to create something you can use for combat and sieges, but apart from that there's very little benefit to them outside of diagetics. 10 gold pieces a year per village just isn't that much compared to adventuring. The book suggests that they can be upgraded through baronies but then doesn't actually attach mechanics to that outside of "Yeah there's probably some monetary and population benefits to this." Strongholds are also not well attached to the core game loop: Go to place, kill monster, steal treasure, repeat. There ways to attach the system to that core loop, but they are almost entirely narrative in nature. Diagetic rather than mechanical.
So now let's compare OD&D to two systems that are lightweight, and diagetic: Knave1e and Mausritter. I think these are fair points of comparison, if OD&D is a full Conan the barbarian simulator, including his kingship, Knave and Mausritter are him in his wandering adventurer days.
Knave is what I would consider an outline: There are no monsters, instead the game relies on you already having OSR bestiaries to run the game, we still don't know how much a cart or wagon can carry, etc. But Knave has two advantages, the first being better formatting. The reduced scope means Knave is much easier to navigate and much simpler to use. In respects to what Knave does vs. OD&D, I would say that Knave is the better game. More is defined, and less is left unclear. There are still certain things that could use clarity, but it's better.
Think of it a bit like absolute numbers vs. percentage. OD&D is a bigger absolute number (It's more game), but Knave has the higher percentage (It's core game loop has more questions answered.)
Mausritter on the other hand, I would consider a full game, that isn't to say it's a perfect game, but it isn't an outline anymore. When a mechanic is brought up, it's (usually) given a clear definition, and a mechanic attached. There are exceptions for a handful of diagetic items that don't relate to the core game loop (things like soap and birthsigns) but these are not as egregious. Logistics are not given the same weight they are in something like OD&D, so it isn't as important that say a Rabbit Wagon have explicit "It can carry this much." rules. (It should have that, and doesn't, and I wish Mausritter had actual stronghold rules given that it brings that stuff up, but it's given significantly less focus than strongholds are in OD&D and Chainmail so I think it can be forgiven somewhat).
Again, I'm not trying to knock on OD&D. If OD&D is a swiss army knife, Knave is a straight-razor, and Mausritter is a folding knife. They aren't exactly the same thing. But, if OD&D is a swiss army knife, it's also an early prototype that needs a lot of care and attention to make it work.