So, why another b/x retroclone?
It's not another retroclone.
So if you're looking for "tonal and mechanical fidelity to Dungeons & Dragons as played in the game's first decade" it's not going to be that and you can stop here. Tonal, maybe, but not mechanical. I already own b/x, if I wanted to play b/x I'd play b/x.
What I'm trying to build instead is a system that:
- Is something that I want to use to play a game with actual players at an actual table using paper notes instead of a stack of hardback books. Sue me, I'm eating first. (Bounded Bookkeeping)
- Allows me to easily use anything I like from any game I like, but especially materials from b/x *and* 5e. It was especially important to me to be able to use GLoG classes as written. Mostly. Knight needed 1 edit. (Wide GM Support)
- Allows me to take advantage of things that I've learned about gaming in the *mumble* years I've been doing it, not to mention all the advances that have taken place since 1981. Off the top of my head:
- Only Players Roll is a precious gift. (Asymmetric Gameplay)
- Bestiaries belong at the prep table, not at the game table. (Chekhov's Gun, DM Edition)
- Character sheets are the UX the players use to interface with the game world. Nothing should be unneeded or fiddly and it should never come up when it isn't needed. (Checkhov's Gun, Player Edition)
- The only things the players know about the game world is what the DM manages to convey. Anything that makes that clearer, from mapping to explicit ACs/DCs to keywords are a net bonus. Most DMs are not as good at description as they think.
- In line with 4, characters are competent adventurers and should not make stupid mistakes based solely on miscommunication between the player and the DM. Keep secrets secret, but only keep secrets secret.
- Attributes should either be point-buy and the most important thing on the sheet or rolled and the least important thing on the sheet. I already have a system for the first so I'm making a system for the second.
- The most important thing about the rules is that they should be known in advance, generally useful, trustworthy, and stay out of the way until they're needed. (No rule zero, or golden rule)
- Came pre-stocked with the tools for maximizing improv and minimizing lookups.
So, is this using GLoG as written? Nope. 100% Compatible with b/x? Nope. It's designed to use those materials in pursuit of what they pursued, not to pursue it how they pursued it.
Already existing changes include:
- The roll engine has been dramatically altered: Success when 1d20 + Bonuses meets or beats a Target Number given by the DM with Advantage/Disadvantage.
- New equipment and crafting system with generally available enchants.
- Task Challenges, which are skill challenges that aren't necessarily tied to skills.
- Explicit rules for grappling, mounted combat, swarms/mass combat, economic systems, and greatly expanded morale/reaction.
- A strongly modified damage system with neither Death & Dismemberment nor Death Saves that avoids both death spiral and yo-yo healing mechanics.
- An elemental damage system and a general magic system for NPCs,
- An explicit change to XP.
- Explicit adoption of 3rd party systems for travel and timekeeping/inventory.
So, why go through all this trouble to make a hybrid b/x-GLoG-4e-5e-0e-Numenera-WoW-Final Fantasy-Poker-Historical Buddhism-Medieval Pseudocatholicism simulator?
Again, because I want one. You're welcome to come along but if you can't leave the comments section better than you found it don't comment. That includes keeping language PG-13. Unfortunately.
(As the blog develops, this document will change as well, being edited for both "style" and content with the goal of eventually expanding to an index of the system that will directly link to essays about design changes made and the explicit rules used.
Changelog:
7-15-21: First Post)
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