Mettle rules graft v0.1

This is a hack that integrates an alternative partial-success d20 resolution system and replacement health system. The original posts on some of these ideas:

The primary design priority is fluent ease of use.

For me, this is essentially subsystem playtesting (for my ongoing, slow-burning Hexagram project), but I think this could be useful as a mod also.

(See the downloads page for a PDF version.)


Necropraxis Mettle Rules Graft

Start with something like B/X D&D, Labyrinth Lord, or Lamentations of the Flame Princess and then suture in the following systems and rules. This is a draft playtest document and I assert no compatibility.

Tests

  • Resolve uncertain actions using the test procedure (1d20 +modifier), interpreting the result as follows:
1 2-9 10-15 16-18 19+
Hindrance & Catastrophe Hindrance Progress & Hindrance Progress Progress & Triumph
  • Tests replace attack rolls, ability checks, and saving throws
  • If the unmodified result is 1 or 19+, ignore the modifier

Basics

    • Moves are actions with predefined sets of potential test outcomes (see combat, below, for examples)
    • Add proficiency bonus to class-relevant tests given proper equipment
      • Weapons for fighters, lock picks for thieves, wands for magic-users, and so forth
    • Proficiency bonus follows 5E: = ceiling(level / 4) + 1
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
+2 +2 +2 +2 +3 +3 +3 +3 +4 +4 +4 +4 +5 +5 +5 +5 +6 +6 +6 +6

Gear & Equipment

  • Characters have 25 gear slots: 5 panoply, 4 hand, 6 belt, & 10 pack
    • Panoply slots correspond to hit locations: 1 head, 2 legs, 3 arms, 4 abdomen, & 5-6 body
    • The 4 hand slots are primary (left, right) & secondary (left, right)
    • Place any additional gear in burden slots (burden imposes penalties)
  • Each gear slot has a uses track with up to six boxes
    • The uses track represents wear and tear or uses remaining
    • Gear determines the max uses: quiver of arrows (6), sword (3), and so forth
    • When the number of marked boxes equals the max uses, gear is broken, ruined, or used up

Magic

  • Spell slots = level + 2; each slot has uses = proficiency bonus
  • During haven turns, cast spells from grimoires
    • Other magicians can tell when spells are active
  • After casting a spell, magicians can cause effects using the invoke move
    • +INT for black magic, +WIS for white magic
    • To add proficiency bonus when invoking, equip a focus, such as a staff or wand
    • When invoke test outcomes include hindrance, mark a spell use

Combat

  • Peril—such as monster attack—results in death unless an action forestalls such fate
  • The block and dodge moves replace opponent attack rolls
  • The endure and suffer moves replace taking damage
    • Mettle = level +CON
    • To mark mettle, mark a number of hearts = opponent threat (HD, level, or whatever)
    • If directed to mark mettle when none remain, make the suffer move to avoid death
    • Dying characters expire at the end of the current round
  • Sprain and fracture conditions disable the relevant hit location
    • 1 = head, 2 = legs, 3 = arms, 4 = abdomen, 5-6 = body
  • If a character is already bleeding and the condition comes up again, the character bleeds out and dies
  • Armor bonus applies to the endure move
    • Light armor = +2, medium armor = +4, heavy armor = +6
    • Proficiency: fighter = heavy, thief = light, wizard = none
    • Characters are burdened if wearing armor without proficiency
  • Two-handed weapons provide advantage for strike, shields provide advantage for block
Approach Moves Strike Shoot Maneuver
Prerequisite Melee equipment Weapon & ammo Situational
Modifier +STR +DEX +STR or +DEX
19+ 2 hits 2 hits Attain objective & 1 hit
16-18 1 hit 1 hit Attain objective
10-15 1 hit & mark use 1 hit & mark ammo use Attain objective & mark use
2-9 Endure Mark weapon use Endure
1 Endure & mark use Mark weapon & ammo use Endure & mark use
Avoidance Moves Block Dodge Endure Suffer
Prerequisite Melee equipment Unburdened
Modifier +STR +DEX +Armor +CON
19+ 1 hit Position & 1 hit Recover 1 Recover 1
16-18 Position Sprain
10-15 Mark use Position & lose balance Mark use Fracture
2-9 Endure & mark use Endure & lose balance Mark use & mettle Bleeding
1 Endure & mark use Endure & mark use Suffer Dying

5 thoughts on “Mettle rules graft v0.1

    1. Brendan Post author

      @Confanity

      You only mark a use sometimes (see the strike move outcomes for an example).

      A marked use for durable gear represents wear and tear rather than literal consumption, like it would for a bundle of torches. The system abstraction, however, is the same.

      While this might seem too limited for durable gear, I expect that players will repair their gear in town (haven turns). Based on my experience running various approaches to degrading gear, actual breakage is pretty rare in play with probabilities similar to those published in this post. That said, I have adjusted a few things here, so this particular version still awaits play testing.

      Reply
  1. Paul T.

    We playtested this somewhat yesterday. It went quite nicely! A good balance here of detail vs. flexibility.

    My main concern is about how the “moves” lean so heavily on “marking use”; first, that can get rather fiddly (compared to the rest of the ruleset), and, second, it might feel shoehorned in now and then (e.g. our charmed bear in combat).

    Otherwise, feels really good! Looking forward to playing with these rules some more later.

    Reply

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