a blog of short and medium length ttrpg thinking posts

Friday, January 19, 2024

ADEPT: a modest proposal

Are you reinventing RuneQuest or Traveller this time? You fool. You rube. You absolute buffoon. I am reinventing HârnMaster.

the xkcd comic about how standards proliferate
xkcd: Standards

Listen. Everyone hates the six-score array. It sucks, and the history of non-D&D RPGs is practically a history of variants of the array and its uses. There are plenty of theoretical issues to raise with the standard six. However, here are three problems only the worst pedant would have with it:

  • The canonical order of the abilities is not alphabetical.
  • Two abilities share an initial letter.
  • There is no mnemonic device for the abilities.

I propose to solve these (and really, only these) problems with the ADEPT array:

  • Appeal
  • Dexterity
  • Endurance
  • Perception
  • Tradition

Now that that's out of the way, let's use them for things. HârnMaster determines the base value of skills by averaging three attributes (generated with rolls of 3d6). This fits the general bill of smoothing out the randomness of 3d6-down-the-line that most D&D successors (including the d20 system, with it's "half ability score minus five" modifiers) attempt. However, computing a bunch of averages of three numbers sucks ass, even if that work is front-loaded in character creation.

So, instead, roll 3d6 and divide by 2 for each characteristic (I never liked the word "ability" for the use D&D puts it to). Saving rolls are 2d6 under a (modified) characteristic score; try not to roll saves if you can help it.

Skills are based on the sum of two characteristics or a characteristic and a fixed number.

  • Animals (P4)
  • Archery (EP)
  • Astral Magic (PT) for divination and spell-craft.
  • Charismatic Magic (AT) for goetia and theurgy.
  • Climbing (DE)
  • Earthly Magic (DT) for formal medicine and applied natural philosophy.
  • Folklore (T6) for treating illness or injury.
  • Courtesy (AT) for formal social interactions. A different skill for cultures with very different norms.
  • Handicrafts (DP) is a different skill for each craft. Includes scribal arts, though that requires Letters.
  • Handling (P2) for business and logistics.
  • Language (A4) for general social interactions. A different skill for each language. Based on A8 for languages spoken in your family.
  • Law (T2), a different skill for different legal systems.
  • Letters (T4) for reading and everyday writing. A different skill for each script.
  • Strength (E4) for feats of strength.
  • Stamina (E2) includes riding and swimming.
  • Wilderness (EP) for gathering, hunting, scouting, trapping and the like.

If a skill is taken a second time or increased, add 1 to this base. To use a skill in a risky way, roll dice under this total, modified as appropriate to the situation. If you are trained in the skill, the roll is 3d6. Otherwise it is 4d6.

Tricked you! I'm actually reinventing TFT. If you want to reinvent RQ instead, the dice roll is 1d20 under the total (minus 4 if you do not have the skill). Or, if you really like rolling d100s, roll d100 under the total times 5.

1 comment:

  1. This just makes me think of SPECIAL in Fallout. Which is just the six -- many under the same names, even --- with Luck added, Fighting Fantasy style.

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