Ok, did some musing about how I'd want to handle some more mechanical stuff. My goal here continues to be to hit the abstracted feel of dungeon crawling without getting bogged down in mechanics too much. So trying to use the core DH rules and mechanics as much as I can. First up, the crawling environment taking heavy inspiration from the Trophy: Dark setup:
Delving Through the Depths
Traversal, all tiers
Ancient ruins, sunken temples, hidden tombs, places filled with danger and promise.
Impulses: Spring traps on the unwary, tantalize with glimpses of treasure, conceal the way forward
Difficulty: Scaling, 12/14/17/20
Potential Adversaries: Per dungeon set
FEATURES:
The Crawl - Passive: Navigating the depths takes courage and drive, and progressing a Countdown (4). When you forge the way towards your goal, work out with the GM how you’re exploring the environment and then make an appropriate Action roll.
• Critical Success: Tick down 1 and reveal a treasure.
• Success with Hope: Tick down 1.
• Success with Fear: Tick down 1, but encounter something.
• Failure with Hope: Encounter something.
• Failure with Fear: Encounter something and tick up 2 (or reset to 4?).
If the countdown is at 1 or 2, you may tick it up one to find a treasure.
Once the countdown reaches 0, you find your goal.
What here pertains to the theme of the dungeon? What signs of denizens do they see? What opportunities present themselves?
Design notes: this will pair in with guidance in the Frame on how to set up Dungeons very much in the vein of Trophy. That is, you figure out a theme and a set of linked zones/sets that each have their own goal (eg: "find the hidden door to the inner tomb" "obtain the trappings of Al-Zatoum" etc). The Countdown is to achieve the goal for that set, and move deeper towards the overarching goal of the delve.
Denizens of the Deep - Passive: When the PCs encounter residents of the Depths one player should make a Reaction Roll (no attribute). If the GM determines the creatures are not inherently hostile, a character may opt to try and influence their attitude by doing or saying something. That character then adds their Presence score to the Reaction Roll:
• 0-12: Hostile
• 13-17: Suspicious
• 18-20: Neutral
• 21-23: Curious
• 24+: Friendly
Design notes: Yeah, just a 2d12 version of Shadowdark's Reaction roll. I think that a Pres bonus should cap out around 5 or 6? So you still have a chance to roll Hostile at higher tiers.
Traps, Traps in the Deep - Action: On an “encounter something” result, reveal a danger from the dungeon environment lurking in the shadowed depths. This can be a literal trap, a dangerous environmental feature, or denizens.
How do they know that danger is imminent? How do they react? What actions are evident, and what are less certain?
Snapping Jaws - Action: Spend a Fear to escalate the Trap. The denizens are Hostile and aware of the PCs, the ground gives way beneath their feet, whatever badness you’ve established comes true.
Design notes: This is how you complicate their lives. The goal here is to telegraph first, per the Principles of DH + most other games. Depending on the actions taken, you can either spend that Fear to escalate; make a GM move that nudges forward; or make a move responsive to an Action roll.
Some draft Frame mechanics:
Inventory Slots
You have a number of inventory slots equal to 3 (5?)+ your Strength modifier. Your Active items do not count against your inventory.
It’s assumed you have a backpack, rations and water, and a flint and steel or similar way to start a fire. Items you find, alternate weapons, and rummaging in your backpack for useful gear will fill your empty slots.
You may exceed your inventory slots by up to 3 items. However, doing so makes you overburdened. While overburdened you are vulnerable, and have Disadvantage on Actions or Reactions which would be impacted by carrying an awkward and heavy load. You clear overburdened by returning to your within your inventory limit. This is simple enough to do if you have time, but may require an Action roll if done under pressure or danger.
Design notes: Trying to walk a line here without needing major modifications to core DH + the character sheets. Not sure what the right limit is on slots.
Equipment
Using equipment can be an excellent way to gain Advantage on a relevant Action roll to solve a problem. It can also give you permissions in the fiction to do something you would otherwise be unable to do, or perhaps bypass dangerous situations entirely. The GM will decide if your equipment use and proposed action is sufficient to do what you want, or if an Action roll will still be required.
Standard Equipment:
- Caltrops - Flasks or vials - Grappling Hook - Iron Spikes - Flasks of Oil - Mirrors - Crowbars - Small Bell - Shovel - Pickaxe - Twine (lots) - Whistle - Chain (12’) - Lock and key - Rope(30')
Design notes: There's a couple of Community and Subclass abilities that let you "have what you need" on a limited time frame. I'm thinking of saying you can spend a Hope and an Inventory Slot to pick from the list?
Rations
Explorers of the dark and shadowed places of the world always set off carrying the food and water they think they’ll need. Sometimes it’s not enough. When you leave a safe haven where you can easily obtain supplies, start a Rations Countdown(6). This can be consumed when you rest, or as a potential complication on an Action roll. If the countdown reaches 0, characters may only take one Downtime activity on resting. The dark and dangerous places being explored may also give opportunities to refill your Rations.
Design notes: Abstracted food, giving a time-pressure without being totally punishing I think. Also a fruitful space to attack via consequences.