Disclaimers
This is just me being loose with math. I'm not a data scientist – I’m just a GM that can tell when things aren’t going the way I prefer. Along with that point, I’m also discussing my preferences as a gamer and the groups I run – this is not a sweeping generalization for the entire TTRPG hobby. The point of this discussion is to help me “math” out the game so I can make on-the-fly adjustments to Pirate Borg and similar OSR titles to improve the experience for my players – I am not attempting to “yuck anybody’s yum.”
Situation
I was running a Pirate Borg adventure for a group of 3 players with limited OSR experience. I was using an official Free RPG Day adventure and the rules from the Starter Box. The game impact of the quick deaths was mitigated by a QR code instant character generator. We were having a pretty good time having characters that lasted only a few turns before “bring in the next pirate.” Lots of laughs, nothing more than an entertaining one-shot. Until the last encounter, when the math and probability turned the game into an unfun slog for us.
The main villain of the adventure has 66 HP. I don’t know if this is typical for Pirate Borg, but I have a feeling it’s just an OSR-ism and reference to “666,” being edgy, and maybe nostalgia for Lolth’s AD&D hp from back in the day. Well, in a “Borg” game, 66 HP is a lot. And it’s also not fun (for us). Let me explain.
The flat DR target to hit is 12, that means you roll a d20 and add your bonuses to get a 12. That’s essentially the same for any enemy (Armor absorbs damage in this system). Assuming that you might be a Brute that hits on a 10 or you might have a Strength bonus to help, you’re probably needing to roll around a 10 to connect with the enemy. Ergo, you have around a 50% chance to do damage.
A typical weapon in Pirate Borg does d6 damage with no bonus for Strength. On a hit, your average damage is 3.5. My loosey-goosey Retreater math will say that if you hit 50% of the time, and the average damage for a hit is 3.5, then the average turn for a character will produce 1.75 points of damage. (It makes sense to me – hopefully you’re following.)
At that rate, to whittle down 66 hp, we’d need around 38 actions to kill the baddie – which is approximately 10 rounds around the table. If you’re breezing with 3-4 minutes per round, you’re looking at 30-40 minutes for a single combat, which is repetitive and boring for the OSR.
The saving grace of many OSR systems to avoid combat slogs is a Morale system. Let’s examine that. In Pirate Borg against a solo enemy, you check when the enemy is at 1/3 health (in this case, after 44 HP of damage). This would take 25 actions (approximately 6 turns around the table) to cause sufficient damage to trigger a Morale check. The enemy’s Morale was 11, which is tested on 2d6. There is only an 8% chance to roll 11 or 12 on 2d6. Thus, there’s only an 8% likelihood to end the combat after merely 25 actions.
What It Looks Like in Play
So we played the climactic battle for about 30 minutes. It was not epic. After a few rounds I stopped speaking in character as the villain with funny quips and taunts. After a few more rounds we stopped describing attacks and misses. Then we were just saying the numbers we rolled. Then finally, we were just dropping dice and only mentioned damage if we hit.
Just four grown adults sitting in silence looking at numbers and waiting until it was over.
I’ve had a similar experience with ShadowDark at a convention. Combats take too long because of a combination of low hero damage and hit probability, high enemy health, and probably also lack of “big damage” magic (or Sleep).
The Fix
So yes, I’m aware that I could’ve had Morale trigger at a lower threshold, or if a character made an Intimidation roll, or if they had Bribed the villain, or any number of other options. But we have design and procedures in games for a reason. If I just decide by GM fiat when “my bloodlust has been satiated” and decide to end a combat, that’s not really playing a game.
I need to math out some options, including lowering enemy HP and/or increasing heroic damage. It’s not about survivability – it’s about maintaining the pace of play and excitement.
Has anyone else run into this issue? Any ideas of how to address it?
This is just me being loose with math. I'm not a data scientist – I’m just a GM that can tell when things aren’t going the way I prefer. Along with that point, I’m also discussing my preferences as a gamer and the groups I run – this is not a sweeping generalization for the entire TTRPG hobby. The point of this discussion is to help me “math” out the game so I can make on-the-fly adjustments to Pirate Borg and similar OSR titles to improve the experience for my players – I am not attempting to “yuck anybody’s yum.”
Situation
I was running a Pirate Borg adventure for a group of 3 players with limited OSR experience. I was using an official Free RPG Day adventure and the rules from the Starter Box. The game impact of the quick deaths was mitigated by a QR code instant character generator. We were having a pretty good time having characters that lasted only a few turns before “bring in the next pirate.” Lots of laughs, nothing more than an entertaining one-shot. Until the last encounter, when the math and probability turned the game into an unfun slog for us.
The main villain of the adventure has 66 HP. I don’t know if this is typical for Pirate Borg, but I have a feeling it’s just an OSR-ism and reference to “666,” being edgy, and maybe nostalgia for Lolth’s AD&D hp from back in the day. Well, in a “Borg” game, 66 HP is a lot. And it’s also not fun (for us). Let me explain.
The flat DR target to hit is 12, that means you roll a d20 and add your bonuses to get a 12. That’s essentially the same for any enemy (Armor absorbs damage in this system). Assuming that you might be a Brute that hits on a 10 or you might have a Strength bonus to help, you’re probably needing to roll around a 10 to connect with the enemy. Ergo, you have around a 50% chance to do damage.
A typical weapon in Pirate Borg does d6 damage with no bonus for Strength. On a hit, your average damage is 3.5. My loosey-goosey Retreater math will say that if you hit 50% of the time, and the average damage for a hit is 3.5, then the average turn for a character will produce 1.75 points of damage. (It makes sense to me – hopefully you’re following.)
At that rate, to whittle down 66 hp, we’d need around 38 actions to kill the baddie – which is approximately 10 rounds around the table. If you’re breezing with 3-4 minutes per round, you’re looking at 30-40 minutes for a single combat, which is repetitive and boring for the OSR.
The saving grace of many OSR systems to avoid combat slogs is a Morale system. Let’s examine that. In Pirate Borg against a solo enemy, you check when the enemy is at 1/3 health (in this case, after 44 HP of damage). This would take 25 actions (approximately 6 turns around the table) to cause sufficient damage to trigger a Morale check. The enemy’s Morale was 11, which is tested on 2d6. There is only an 8% chance to roll 11 or 12 on 2d6. Thus, there’s only an 8% likelihood to end the combat after merely 25 actions.
What It Looks Like in Play
So we played the climactic battle for about 30 minutes. It was not epic. After a few rounds I stopped speaking in character as the villain with funny quips and taunts. After a few more rounds we stopped describing attacks and misses. Then we were just saying the numbers we rolled. Then finally, we were just dropping dice and only mentioned damage if we hit.
Just four grown adults sitting in silence looking at numbers and waiting until it was over.
I’ve had a similar experience with ShadowDark at a convention. Combats take too long because of a combination of low hero damage and hit probability, high enemy health, and probably also lack of “big damage” magic (or Sleep).
The Fix
So yes, I’m aware that I could’ve had Morale trigger at a lower threshold, or if a character made an Intimidation roll, or if they had Bribed the villain, or any number of other options. But we have design and procedures in games for a reason. If I just decide by GM fiat when “my bloodlust has been satiated” and decide to end a combat, that’s not really playing a game.
I need to math out some options, including lowering enemy HP and/or increasing heroic damage. It’s not about survivability – it’s about maintaining the pace of play and excitement.
Has anyone else run into this issue? Any ideas of how to address it?






