Monday, July 19, 2021

Static Target Numbers: For your world or for PCs?

Note: My previous blogpost and the events that inspired it motivated me to put the final touches on this post which has been in the works for months. Enjoy.

The model for the modern core mechanic is

d20 + Bonuses >= Difficulty Class

That DC is static - like a law of physics. If a human wearing plate armor has AC 18, that's an objective truth whether they're being attacked by a level 1 fighter or a level 20 wizard. What differentiates the fighter from the wizard is the bonuses - adjustments calculated from their natural abilities and experience. This is also static and a pretty good model for a character as well as a world. You can calculate the mathematical probability of certain actions consistently. The other benefit is the intuition that higher numbers are better - both in terms of stats and rolling the dice.

So what's left to quibble about? Well, should plate mail actually be AC 18? What's the difference between an average human and a level 1 fighter trying to hit plate mail? According to D&D 5E it's 10% plus 5% for every 2 points of Strength above 10. But who decided that? You can see how it quickly gets tedious for the sake of "realism" in a fantastic world also filled with magic and dragons.

It quickly gets tedious for the sake of "realism" in a fantastic world also filled with magic and dragons.

You'll also notice ability bonuses compress the influence of stats. This was more true in Basic D&D where only the truly remarkable stats got bonuses of up to 15%. The difference between 10 and 11 Strength is negligible when it comes to combat, and wouldn't matter at all in 5E if not for carrying capacity. And yet stats can't improve too quickly or risk inflation.

The core insight of XDM and Dungeoncraft is all d20 rulesets are actually complicated ways to calculate an appropriate target number to roll on a d20. If an orc has AC 13, you need to roll a 13 to strike it with a weapon. But if you have +5 to-hit with your sword, you actually only need to roll an 8. Can we cut out the middle man and get straight to "roll an 8"? I think so.

Can we cut out the middle man and get straight to "roll an 8"?

The d20 produces nice 5% increments of probability and beautifully covers a 3-18 range of stats while maintaining possible, if unlikely outcomes at the extremes. It also suggests a natural system of progressive improvement. While there are myriad systems of progression that offer unique ways to dole out bonuses, I believe this ratio (as well as high-level magic) is why D&D breaks down beyond level 10.

So how could we preserve the differentiation of characters by their stats, reduce the math needed in the game, and get the visceral excitement of instantaneous tension and resolution? One option is fixed target numbers for the PCs, rather than the world. Let's look at 2 systems that do this: The Black Hack and XD20.

The Black Hack

The Black Hack uses the usual 6 stats generated by rolling 3d6 for a range of [3-18]. The core mechanic is to roll a d20 under the relevant stat to succeed. It may take some adjustment to prefer rolling 1s to 20s, but in this way higher stats are still better and there's no math. Simply roll the d20 and compare to your stat.

This roll-under mechanic also has the benefit of finer-grained resolution. Instead of a range of stats all mapping to the same modifier, each point of the stat matters and your stats will have a more pronounced effect over the course of the game. If we didn't want such diverse outcomes then why are we rolling 3d6? Unfortunately this also means an unlucky PC with a 3 will nearly always fail certain actions and will quickly stop attempting them. An extraordinarily fortunate PC with an 18 will almost never fail in that category of actions and is dis-incentivized to try anything else. 

Thankfully these instances should be rare and a PC with an 18 maybe ought to feel near invincible. For the cursed player that rolled 3 there's hope. Stats trend upward over time as rolling above the stat on a d20 improves it by 1 when the PC gains a level. Thus poor stats should improve more quickly than high ones.

My main criticism is there doesn't seem to be any indication that the GM has license to adjust a stat, which is where we can examine the brilliance of XD20.

XD20

XD20 proposes 3 stats that roughly map to a character's physical, mental, and magical capabilities. These stats are generated by subtracting 1d8 from 15, producing a range of [7-14] each. These are your default target numbers and note that lower stats are better. To lift a boulder, break down a door, swing a sword, or wrestle an orc, roll a d20 vs your physical stat. The warrior may need to roll an 8. The fire mage will likely have a higher target - perhaps 14. That's it.

You might think the whole world seems flat if the warrior always has to roll an 8 to do physical things. Is lifting this larger boulder, swinging this magic sword, or wrestling an ogre also an 8? No. 8 is the baseline, the default for the warrior's average physical task. Yes, "average" is arbitrary but no more than any other codified d20 system out there. If the specific task attempted should be easier or more difficult, the GM should simply adjust the target number down or up.

If the specific task attempted should be easier or more difficult, simply adjust the target number down or up.

I'm tempted to recommend a rule of thumb for bonuses here. Due to the [7-14] range of stats/target numbers I'd recommend bonus adjustments of 2-4 and only 6+ in extreme cases or you might end up with target numbers outside of 1-20. But that's not the right way to think about this system. You don't want to go back to adding numbers to die rolls. You definitely don't want to be applying bonuses or penalties to stats as you'll get all sorts of confused (bonuses are subtracted and penalties are added? what???). What you want to do is pick a reasonable target number between 1-20 for this character attempting this task. You can start with the PC's relevant stat as a suggestion and modify up or down from there, but the goal is to pick a reasonable number that reflects the difficulty of the task on a d20.

Skip the math of bonuses and penalties. There are only 20 sides on the die. Pick a reasonable outcome and roll it.

Now for some, myself included, this feels a bit distant from D&D. Only 3 stats leaves little statistical nuance between PCs - and while there's something to be said for relying on the fiction to make them unique, I think we can make traditional fantasy role-players feel a bit more at home while still freeing them from the shackles of optimizing crunchy bonuses.

I'm not proposing a new system so much as a blended mental model. Let's use something closer to the traditional 6 stats in the range [3-18] by rolling 3d6 or 4d6 keep 3 depending how heroic you want to start out. But, we eliminate all the bonuses. The stats merely suggest baseline target numbers - something like the difference between the stat and 20. Strength 15? A typical strength-based task might be an unmodified DC 5 on the D20, adjust to situation and taste. Easy.

Situational Modifiers

Where's my Armor Class? How does cover work? Relax. Again, the above is merely the baseline. If you feel the DM hasn't accounted for something, point it out. Respect their decision, but negotiate a little. Your armor should make you tougher to hit, at least against certain types of attacks. The same is true for cover, shield spells, blessings, or any other fictional nuance that might affect the game. Trust your DM to make a fair call.

How do PCs improve relative to themselves? Relative to the world?

When they level up, perhaps PCs roll a d20 for each stat. If they roll above it, that stat improves by 1. If that's too much, perhaps they only roll 3d20, or maybe only 1 and have to choose which stat(s) they're attempting to improve.

Another option is for the PCs to simply write their level on their sheet, but gain no mechanical benefits. One of the core principles of XDM is that leveling up actually ruins the game. By allowing the player this lever to negotiate with the DM that, due to their level, perhaps the given target number ought to be lower, they feel a sense of progress without breaking the power curve of the game.

Conclusion

This is my new experimental ruleset of choice. Still feels like D&D due to the core 6 stats generated by 3d6. Rely on the DM to set reasonable target numbers based on that stat and what the PC is attempting. No laundry list of skills, crunchy bonuses, or maths. Easy to roll up PCs. Easy to run. Easy to play.

Next Up

Classes? Spells? Equipment? Some players need a list of suggestions to choose from. Even if it's not comprehensive, even if I don't write any rules for them. Being a ranger won't get you any mechanical benefits, but the archetype helps inform the gameplay. We may decide that you're good at hunting with a bow, tracking in the woods, and identifying plants. You'll get easier target numbers for those activities. We may steal spell names from OD&D, B/X, or even 5E. But what they do depends on what you attempt and how the dice say it goes. Also we need standard equipment kits to speed the shopping.

Deathbringer Rule Proposal: Blending XD20 with Trad D&D

Background

Deathbringer is a homebrew hack of 5E and B/X D&D made by Professor Dungeon Master (PDM) over on Dungeon Craft. It's not published or in any way official. He's constantly tinkering with the rules and polling his viewers and patrons for feedback to improve the system for his home game. He is also a big fan of Tracy and Curtis Hickman's book, X-treme Dungeon Mastery (XDM), which I also recommend and have discussed previously.

Professor Dungeon Master's most recent rules proposal is somewhat radical, blending the brilliance of the XD20 system from XDM with the traditional stats and stat-generation method of classic Dungeons & Dragons. I have been discussing an eerily similar concept with a friend and I was delighted to learn someone of PDM's notoriety is thinking along similar lines, validating the idea in my mind.

Up until this point, Deathbringer has used B/X stats and ability modifiers, but replaced the attack matrices with a 5E-style "proficiency" bonus that increases with your level.

Proposal

The proposed rule change for Deathbringer is to instead generate stats by subtracting 3d6 from 20 to obtain a default target number for that stat. No modifiers or proficiency bonuses. Simply roll the relevant stat to succeed. It's similar to the XD20 system from XDM (see PDM's review here), and the inverse of The Black Hack, but by rolling 3d6 for the traditional 6 stats of Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma it feels closer to D&D.

Pros

  1. Rolling 3d6 for the traditional 6 stats still feels like D&D.
  2. High rolls and nat 20s are still good, unlike roll-under systems such as The Black Hack.
  3. No modifiers and no bonuses = no math. Skip searching your list of skills and adding - just roll the number.

Cons

  1. Lower stats = better is counter-intuitive, esp. to experienced players.
  2. Static target numbers. Hitting a goblin should be easier than a dragon.
  3. No Armor Class. What does armor do?
  4. Not compatible with 5E or most OSR systems.

Reactions and Response

The reaction on PDM's Patreon has been mixed with most critics citing the Cons listed above. I am excited by this idea partially because it's so similar to the system I'm currently tinkering with, and I think all of the Cons are easily addressed.

Con: "Lower stats are better" is counter-intuitive

I don't disagree. Generally when people talk about stats in RPGs, videogames, etc. - higher is better. A good (higher) stat requires a lower roll to succeed.

D&D variants accomplish this by mapping stats to a modifier or bonus applied to the d20. Higher stats map to a higher bonus. But why roll for stats between 3 and 18 if we only care about a single digit modifier?

Another option is to put a "+" after each stat to indicate it's the minimum needed to succeed. This is cosmetic but may help players make the cognitive leap.

Roll-under systems such as The Black Hack flip the problem. High stats are good, but you roll the d20 under the stat to succeed. Natural 1s are critical successes and natural 20s are critical failures.

I think wanting both high stats and high rolls can be achieved without bonuses via something like the Target20 system. Use traditional stats generated by the sum of 3d6. Then d20 roll + STAT >= 20 means success. In other words, your default "target number" is the difference between your stat and 20. You can write this on your sheet as if it is your stat, or calculate it on the fly. But I recommend letting the DM handle it while they're setting the target number. This will make the most sense in a moment.

Con: Static target numbers. Hitting a goblin should be easier than a dragon.

Completely true. It was not clear from the rule proposal how "fixed" the target number is meant to be. But if you're familiar with PDM's philosophy and the XDM philosophy from which this idea is born, you'll know that the secret to Dungeon Mastery is picking a reasonable target number on a d20. Other rule systems codify this with bonuses, armor class, and difficulty class to make the world feel consistent and fair. This system relies on the DM to weigh the situation, including the default target number suggested by a PC's stat, and set a reasonable final target number to roll on the d20. Of course hitting a dragon should be harder than hitting a goblin. A PC's stat merely suggests a starting point.

But wait... is hitting a goblin easier than a dragon? Goblins are nimble and small where a dragon might be huge. It's easier to significantly damage a goblin than it is a dragon. Isn't that what Hit Points are supposed to model? Maybe static target numbers aren't a problem at all...

Con: No Armor Class

If the target number for a melee attack is the attacker's strength, what does armor do? This is a valid question and probably the biggest deviation from traditional D&D. Two options I see are modify the target number and damage absorbtion.

Modifying the target satisfies the same concern posed for static target numbers. Someone wearing armor should be harder to hit, so adjust the target up. This is exactly what armor class reflects, but instead of being a static value it's a modifier to the roll. Effectively the system is trying to put all the math on one side of the equation (the DM's side) so all the player cares about is what number to roll on the d20.

I'm not a fan of damage reduction because the previous method feels closer to traditional D&D and I'm generally opposed to things that negate something else in the game. Following the old improv theater adage of "yes, and" I would rather see the full effects of an event compounded and added to, rather than negated or cancelled. Armored foes regularly ignoring some portion of damage from every hit is a grind. It's hit point inflation in disguise.

If you're insistent on exploring damage reduction I would point you towards Into the Odd or its children, Electric Bastionland and Cairn. The idea is skip the attack roll entirely and roll a damage die depending on the weapon. Light, medium, and heavy armor absorb 1, 2, and 3 points of damage per hit. End tangent.

Con: Not compatible with 5E or OSR

I don't fully understand this criticism. This system is all about relying on the DM to set reasonable target numbers so any experienced DM familiar with an adventure should be able to wing it without much trouble. You can use most 5E monster stats as-is with the default target number = 20-STAT. For stats that exceed 20 such as Giant or Dragon strength, Lich or Beholder intelligence, Terrasque constitution, etc. give the monster a very low (5 or less) target number in the relevant stat. Magic items and spells would be no more or less compatible than any other rules hack or system. You won't be able to rely on anything system-specific, but you can improvise a target number and approximate the effect.

Praise

The pros of this system are all the benefits of XD20 with more of the familiarity of traditional D&D. It's surprisingly simple and hangs its hat on the fact that in order to succeed you need to roll a specific number on the d20. You can run simulations, calculate probabilities, and use lookup tables to factor in every little detail to your heart's content - but it won't make your game any more fun.

What you need is a good Dungeon Master that can look at a situation, decide the likelihood of success, and give you that final target number. The stats are just suggestions. Negotiation is encouraged. The DM's judgement is final. Trust is key and no set of rules will protect you from a DM you don't trust. Get a better DM. Be a better DM.

Room for Improvement

Less is more. In this case less actually solves the low stats = good criticism. The reason I'm so hyped about this idea is I've been experimenting with almost the exact same thing. The difference is I wouldn't subtract the stat from 20 and put it on the character sheet. Keep your classic stats. Let the DM do the math and implement whatever method they choose to determine a final target number so long as it feels fair. It's never going to be fair. This is a game of pretend.

As a DM I would to start with 20-STAT as the baseline target number, but by not putting that on the character sheet it cements that it is not a static number - it should frequently be modified up or down depending on the situation. But there's no reason an experienced DM can't look at a STR 18 and say "Hey, that's really strong. Like, super strong. You're trying to grab the dragon's tail and hold on for dear life to distract it? Hell yeah - roll a 10." No math needed.

Quiz: How did I come up with 10?
A. Calculate +3 strength +4 athletics proficiency vs DC 17
B. Calculate +4 strength +2 from the d4 proficiency die I rolled vs DC 16
C. Calculate 20 - strength 18 = 2, but this is a dragon so I modified the target by +8
D. Decide this attempt had about a 50-50 chance of success

Answer: If they're all the same result, does it matter?

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