"Simply20" Musings

Morrus

Well, that was fun
Staff member
I was driving back home today in the pouring rain and got to musing about a d20 variant. I am sure something like this probably exists, as most permutations of d20 games do, but bear with me. This is just idle thoughts, and very much not thought through. Forgive the train-of-thought style of the post. I'm making it up as a go along.

So, everything is a skill, with a score from 1-20+. Most normal people are in the 1-10 range for the thing they're best at.

Melee combat is a skill, ranged combat is a skill, reflexes are a skill, climbing is a skill, magic is a skill, sneaking is a skill. Nailing down the skill list will be hard.

All actions are an opposed roll. Melee vs. Reflexes. Brawn vs. Brawn. But rather than actually opposing the roll, speed of play means you just have a static value next to every skill equal to 10+skill.

So if you're attacking a goblin, and your Melee is 6 and its Reflexes is 4, rather than rolling 1d20+6 vs. 1d20+4, you simply roll 1d20 vs 14.

A spell might be Magic vs. Resolve.

So far, so simple.

Now, character creation is a life path system. Each choice grants you skills. You choose:

Heritage
Childhood
Adolescence
Apprenticeship

For example, you might choose human, orphan, street gang, thieves' guild. Each gives you certain skill boosts, usually 1-2 max. When you start play, you'll probably have one skill at 6 or so, a couple of 4 or so, and a few at 1 or 2. And a bunch at 0. Let's say, for example, you end up with:

Melee 2
Ranged 3
Thievery 6
Stealth 6
Persuasion 4
Appraisal 3
Climbing 2
Running 2
Resolve 1
Wealth 1
A bunch of other skills 0

Or something.

OK, so that's your starting character.

You can thereafter takes classes. For simplicity let's say that's Warrior, Rogue, Mage. Probably there would be more. Probably dozens and dozens and dozens of them. They're small things, and each gives you a bunch of skill points. You can multi-class freely.

I haven't figured out hit points or health yet. I think maybe each class just gives you some hit points. Warrior gives you 4, say, while Mage gives you 1. Needs some thought.

You'll have noticed there are no special abilities of any kind yet. My thinking is that everybody basically has "spells" but the spells might not be magic, they might be maneuvers or tricks or stuff. Let's call them "exploits" for now (since that's a term I use in one of my own games).

You get one exploit at each level. Each class has a list of ascending exploits, either a linear path or a tree. Magic-wise, you'd choose a theme (fire, nature, enchantment, necromancy, whatever) and they would be paths/trees. The further down a path you go, the more powerful the exploit. Probably the hardest part of the game would be coming up with all the exploits.

Anyway, that's it so far. Not much yet. Like I said, a train-of-thought.
 

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A class looks like this. Structurally, I mean. The exact skills need a ton of thought.

WARRIOR
Melee +2
Ranged +2
Reflexes +1
Brawn +1
Resolve +1
Wealth +1
Intimidation +1
---
Hit Points +4

ROGUE
Melee +1
Ranged +1
Reflexes +2
Wealth +1
Bluffing +2
Insight +1
Perception +2
Stealth +2
Thievery +2
Streetwise +1
--
Hit Points +2

MAGE
Magic +2
Resolve +2
Healing +1
History +1
Nature +1
Religion +1
--
Hit Points +1
 

(also thought needs to go into the scaling -- like this a 10th level character will be at +20 in the thing they're best at)
 

I like where you are going with this, but whenever I see systems that try to cover a wide range of skills and class, I find myself wishing there would be a system that from the base rule would let players create their own skills and their own classes. I've played around with this but never came up with a good way to have such a system that remained balanced and was at the same time simple--or at least not overly complicated.
 


I remember seeing something very similar to this, but I can't remember where it was.
The mechanic functioned almost exactly the way you describe, but instead of rolling a single d20, you rolled 3d6 (or 4d6, if you were proficient).
 

(also thought needs to go into the scaling -- like this a 10th level character will be at +20 in the thing they're best at)
use diminishing returns...
Say, only class level 1 gets all skills. The rogue, for example, has 17 skills in your above sampler
Level 2, gets to raise 16 of them
Level 3 and 4 each get to raise 15 of them,
Levels 5, 6, & 7 each get to raise 14 of them

Or, for a simpler method, every level evenly divisible by five ( L modulo 5 = 0), the points for that class halve, to a minimum of 1 skill raised each level.

Either Still lets the +20 happen, but not in the whole class skill set.

I had similar ideas back in 1985...
 


This is basically what I said in the abilities thread: 20-(C+S)=TN; roll TN+ on a d20 for success.
There are a great many people who hate doing subtraction, especially on the fly. (At least through high school, subtraction is generally slower than addition, even in single digit. Only on computers is it really not significantly slower. Multiplication and divisions are each progressively slower.

If it's going to be subject to every level calculation, it's going to annoy a significant bunch.
If it's going to be subject to more frequent calculations, it's going to be way more of a pain, and lose many more.

It was a complaint of many battletech players coming to Mechwarrior 1E, 2E, or 3E...

On the other hand, roll low is also a significant turn-off for many.
 

There are a great many people who hate doing subtraction ...

Nevertheless, I am the sort of player that in the recent T5 game, I did trig calcs for intercepts with our ship going into a starport, w/o prompting from the Ref; so maybe not the most understanding. I can do this stuff one hand blindfolded on my keypad. Easiest solution is to write it down, I could make a table, except I think that is overkill. A simple formula to create a Target Number on a d20 is all that is needed, imo.
 

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