B
Bill Zebub
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Which I'm fine with as a free-form exercise, but the game is also about combat. That's what the rules define.
Are you suggesting they are two separate things? Like, free-form exercise ends when combat starts?
Which I'm fine with as a free-form exercise, but the game is also about combat. That's what the rules define.
it’s not the rules light I was commenting on but that supposedly the characters should be weak, below average, sucking at things and dying like flies.
I always felt SD was too sparse for what I am looking for so did not take a closer look, but it always kinda kept showing up in the periphery. This thread makes it very clear that I should ignore it altogether
Are you suggesting they are two separate things? Like, free-form exercise ends when combat starts?
but this very much sounded like it"Not superheroes" does not mean "weak, below average, sucking at things and dying like flies."
2) Your characters are supposed to be average or even a bit weak. You're supposed to feel outmatched compared to monsters. You're not a Hero.
4) 1HD monsters are supposed to have a 50/50 shot of their damage roll killing you. You're not a Hero.
5) You're not supposed to have a reasonable chance for a check - the gameplay purpose is to AVOID ROLLING. Don't leave things up to luck - think outside the box.
Of course the rules are 80% about that fail state, because that is when your characters die. You want to have precise rules here. The foul rules of basketball are quite precise, that doesn't mean the game is about fouling the other players, but these are the moments of contention.Combat is a fail state is like saying this game that I wrote rules for is 80% dedicated to the implementation of that fail state. What the rules do not cover is typically the remaining 20% which is left entirely up to the discretion of the GM and the players to define whether or not their course of action is going to reach that fail state or not.
I find that to be backasswards as a general principle. There is nothing wrong with avoiding combat by finding a sneaky approach, or a diplomatic approach, or a puzzle solving approach, but these should not be immediately superior to the combat approach. They should simply be equal approaches. A fail state can occur in all of them.
I'm pushing back on this idea that all OSR games are about combat avoidance.
Avoidance or trying to get in advantageous situation is exactly that. Its stated by most OSR creators in their blogs and products. Here an excerpt from Shadowdark: "Battles are fast and deadly. Being clever is crucial for survival."I'm pushing back on this idea that all OSR games are about combat avoidance.
Sorry to hear that none of your DMs knew how to make it work. :/Deconstructing My Bad Time
Let's accept the core concepts of Shadowdark. Darkness matters. It's designed to be quick and streamlined. It needs to feel like D&D. All this I'm good with.
1) A player needs to trust that they can successfully cast a spell at least one time. (Fixed in houserules.)
2) Die rolling ability scores as presented takes too long to produce an acceptable character. The 3d6 method of the past does not work in "d20 + modifier" systems. (It worked in old-school games because ability scores weren't as tied to your character's role in the party. It might've granted a slight edge to attack or damage, an XP bonus, or an extra language slot.) Shadowdark should either have a Standard Array and/or present die rolling methods that have a statistical likelihood to create characters that aren't going to be trashed (per the rules).
3) Dungeon turns and constant Initiative are immersion breaking and take too long.
4) HP and damage are out of whack. Yes, this is a compatibility issue with old D&D, but it should change. 1HD monsters shouldn't have a 50/50 chance to kill a PC with one hit in a dungeon adventure where you face swarms of them AND you can't reasonably avoid combat. (If you open a door to a 30 X 30 room and see the monsters, they see you, you can't avoid them, you can't run away because they have the same - or better - speed.)
5) The DCs of Shadowdark are mathematically wrong if players should have a reasonable chance of success for mundane tasks. An Easy DC 9 is a 60% chance of success. You only have a 37.5% chance to have rolled 12 or higher on your 3d6 ability score. So there's a slight chance that you have better than a 60% chance of success to achieve an "Easy" success. If we look at a lowly kobold's Armor Class [13] as a DC skill check, it's on the high end of a Normal check. You have a less than average chance to hit, even assuming you might have a +1 or +2 to hit.
6) Levelling up is disappointing. You get a handful of HP (average is 2-4) that don't really matter or add to survivability in a substantial way. You might get to roll on a chart that could make you 5% better at something you could already do. Assuming you're not a spellcaster, you don't unlock special capstone abilities at higher levels. (Extra attacks for a fighter, for example.)
SD GM quickstart page 7:
WHAT TO DO
Describe what the characters newly perceive, and then let the players respond to that with actions. Call for checks when those actions require skill. Then start again from the top!
6. This is a matter of taste, and totally understandable if it's not to yours. Doing it this way deliberately keeps the power curve flatter and characters fragile enough at high levels that fear remains, and they can't be as cavalier about damage and danger as higher level PCs are in editions with more HP inflation.SD GM Quickstart page 12:
CHECKS
The characters automatically succeed at what they are trained to do. Only use checks when there is time pressure and failure has dire consequences.
While CoT is a gold classic, it is not actually designed for a 1st level party, never mind one of only 5 characters like Justin's group had. A number of their problems with the module derive from playing it much more on hard mode than it was meant to be. 2nd or 3rd level would be more appropriate, and usually a group of twice that many characters (whether all PCs or a mix of PCs and hirelings).Retreater’s experience of Shadowdark reminds me of something I read on The Alexandrian blog. Justin Alexander ran an OD&D Caverns of Thracia campaign in order to test out how the game played RAW. The 3d6-down-the-line method produced such poor characters that after several TPKs the players no longer bothered to give them unique names, instead using designations like “Bob the Dwarf III”. They measured progress in terms of how much farther they could get into the dungeon before the inevitable TPK, almost like a Roguelike computer game. It sounded excruciating to me.
It’s very important for OSR style play (including Shadowdark) to emphasize that the point of play is to solve environmental puzzles. Rooms with monsters are simply another kind of puzzle to solve.
Any party that gets into head-to-head combat with a monster group without some kind of setup to give them advantage is in a fail state. Immediate combat is going to give a coin-flip chance of a TPK.
Combat is considered a fail state in OSR, it happens when your other approaches failed. You tried to instigate a melee between the arguing lizardmen but they saw through your manipulations and attack. Or you tried to sneak around them, but they heard something came over to investigate. When they questioned you they realized you came with ill intent to rob them and they attack you. Combat is dangerous and thus to be avoided. If it erupts, you did fail some other attempt in most cases.
"Combat is a Fail State" is a classic maxim of the OSR which was never meant to be taken 100% literally. Gus wrote a good analysis and explication of it on his blog, along with six other major OSR maxims. Some combat is expected. Trying other approaches before fighting where possible and using smart tactics to stack the odds in your favor are also expected.There are whole classes dedicated to combat. A large part of the rules are about fighting or what happens when you fight.
This combat is a fail state stuff ignores the fact that combat is a large part of what players of virtually any generation want in a fantasy game. Not 100% of the time, and not all players, certainly, but I’d hazard to guess that most want combat at some point as part of dungeoning and dragoning or shadowdarking.
but this very much sounded like it
which is what I replied to
Of course the rules are 80% about that fail state, because that is when your characters die. You want to have precise rules here. The foul rules of basketball are quite precise, that doesn't mean the game is about fouling the other players, but these are the moments of contention.
Ok, but this is not just Shadowdark but most modern OSR games. If these approaches would be equal - why would you use them instead of combat? And what is the fail state of the other approaches if not combat? But anyway, that is the principle of most modern OSR games - combat is deadly and thus to be avoided. If you want to play a "combat as sport" game with "balanced" encounters were you are supposed to win most encounters. Thats not the right game for you. But I don't like it when people dismiss it as a bad design/principle.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.