Questing Beast is doing a review of it. 30 minutes for part 1.
I prefer using set/average HP anyway.I've been looking up the probabilities for rolling hit points in AnyDice, and I'm really not seeing an improvement of replacing 1d4 with 1d6-1 and 1d10 with 1d6+2.
The average amount of hit points for characters remains exactly the same. However, the odds for very high and very low results change quite significantly.
For mages, rolling 1d6-1 means they have a chance to roll a 5, but also a chance to roll a 0, which also counts as 1 hp.
1d4 with a +1 Con modifier means a spread of 2 to 5. (1d6-1)+1 results in a spread of 1 to 6.
Mages get a chance to get higher hp than on a d4, but this comes with a much greater chance to get only 1.
For warriors it's the opposite. They end up with a deceased chance to get very high hp, and a decrease chance to get very low hp.
I feel that this hurts mages a lot more than it helps warriors. And increases randomness for low level characters, while higher level characters are trending closer to an average anyway. (Fewer dice means more outliers, more dice means closer to average.)
A fighter with only modest hp isn't great, but at least it has some hp to work with. A mage with almost no hp is having a much worse day. This seems like a bad change to me.
So as a follow-up:
I would propose True 20 as a transitional form that likely influenced Stars Without Number.That would greatly depend on what people like about 3rd edition. I really started with 3rd and WWN does feel very familiar to what I'm used to as the default for D&D. I believe Ben also got into D&D later, so that might also be his perception.
But there's really not that much that is specifically like the main distinguishing elements of 3rd edition. There's only three classes (with five mage traditions) and you're locked into your initial pick for the whole campaign. Foci are like feats, but those are in 5th and I believe 4th edition as well. There are skill points, but they work quite different from 3rd edition. And the whole magic system is almost entirely different.
I really don't know where the similar feel to 3rd edition comes from, but I'm with Ben on this that it seems taking influences from that system.
It might be hard to tell after just one session, but how robust does the overall design seem to be for a longer term campaign (15+ sessions)? I posted in another thread that I'm reconsidering the extreme minimalism of osr rules lite games for anything other than 1-5 session dungeon crawls. Did your players enjoy the customization aspects of the game, or did those get in the way of "don't look at your character sheet" style osr play?I finally got to run a session using the stuff I put together using the various tools. I posted a recap over in the session recap thread, so I won’t go back over all that stuff. Instead, I’ll focus on the tools WWN gave me to put together the session.
For the most part, they worked pretty well. The tags I rolled for Finland and for the various courts gave me interesting situations. I don’t think I would have tied together Horsiel’s court with Finland if I hadn’t rolled the tags. There’s also some stuff that can drive the tension between the various nations. That’s all good stuff.
For the ruined settlement of Hirzhus, I decided to generate it as a twenty room dungeon. I used the generator described in the adventure creation chapter then grouped together the various pieces to make interesting places in the settlement. Some of the loops got turned into buildings while others got turned into the flooded amphitheater. I’m awful at designing settlements, so this was really nice.
If I have any complaint, it’s that keying a twenty room dungeon takes too long. I think I spent four or five hours on it (including sketching out a terrible map and working on the court). Overall prep was probably eight to ten hours, but some of that was re-reading the books and doing one-time prep I won’t have to redo (like generating points of interest for the hexcrawl portion).
However, I’m really happy that the book underestimates how long it would take my group to explore a dungeon. It suggests a ten room dungeon would take less than a session and a twenty room one about a session. My group is maybe half way through this one. The primary challenge is exploration, but I also included secondary combat, investigation, and social ones. There’s another faction (some dark creepers who want Horiel’s stuff and to find a way into the magician’s iterum) they haven’t even met yet. Only the coffer corpses and creature (unmet yet) are outright hostile, so it’s mostly going to be exploration and intrigue.
I should note I didn’t exactly run the social stuff as a challenge per se, but parleying and talking to people is important. Horsiel is also keeping information back, and the party might learn something from the other faction too (though they are probably going to be less kind about it). For investigations, I flat out ignored the book. The investigation challenge stuff is bad. I followed the three clue rule and used node-based design to layer on the clues to figuring out the magician’s fate. The procedure in WWN is just too railroad-y for my taste.
It’s probably too soon to say, but it’s still basically D&D. I think something WWN has going for it is that XP-for-treasure is not the default, so you can direct the core loop however makes sense, and the rewards can be adapted to support that.It might be hard to tell after just one session, but how robust does the overall design seem to be for a longer term campaign (15+ sessions)?
We were a 3e/PF1 group for a long time, so WWN feels pretty good to my players. The rules are a lot lighter, but there’s still a good bit of character customization, and the characters are very competent by default. Since this was not technically* our first session, we ended up hitting second level today. Everyone seemed excited about the cool new things they could do.I posted in another thread that I'm reconsidering the extreme minimalism of osr rules lite games for anything other than 1-5 session dungeon crawls. Did your players enjoy the customization aspects of the game, or did those get in the way of "don't look at your character sheet" style osr play?
It depends on when you get the bonus skill. During character creation, it increases the skill. After character creation, it gives you three skill points towards increasing the skill (see page 55, “Choose New Foci”). The advantage to taking a bonus skill during character creation is it lets you stack it up with your other choices to boost skills to level-1 (equivalent to a free skill point later).When you get a bonus skill level from a focus, does that focus pay for that one skill level, or does it remain a bonus that is added on top of what you actually paid for with skill points?
I missed it too. The section on foci refers you to page 11, but it really should be page 55.I really never saw that rule before. It's hidden away in a section about foci, and I've not seen anything in the sections about skills that would indicate that such a rule could exist somewhere in the first place.
Good to know.
That’s pretty much how simplified ruin exploration works. If you’re using a simplified diagram (such as one created by the procedures in the book), and you care about tracking resources, then it takes one turn to move between “rooms of interest”.A turn is about the same time as a scene, so I would say moving from one room to the next takes no time and simply starts another scene, and if the distance is a bit longer you spend one turn walking and start another turn when you get there.
This is what I want to do, and the lack of an actual speed is irksome. What I ended up deciding was to crib from B/X: exploration speed is your movement rate in yards per turn.Though I'll also be using exploration speed and dungeons of specified dimensions.