He's got it ... |
Most RPGs presume that characters get more formidable as they advance: more hit points, more attacks, more spells, more skills.
Up to a point, that makes sense: a veteran is likely to be a better fighter than a young bravo; and wizardry should always improve with age.
But what about the cumulative effect of old wounds and physical decline? Stiff shoulders and creaking knees? Bones that haven't set right? Declining muscle mass and slower reflexes?
I've always preferred low-level adventures to high-level ones. I think part of that is because book-keeping becomes so much more involved as characters progress, and fights often become duller (more hit points to whittle away). And, as the risk of death tends to decline, at least in the early stages of an adventure, there's less tension, drama and fear.
Against that, though, the ongoing narrative and development of characters are interesting - and the accumulation of equipment and experience is rewarding on both in-game and meta-game levels.
How, then, to reconcile these element?
One solution might lie in a stat that featured in Warhammer: cool. It was there from the start (when the game was both a wargame and an RPG), and it lasted quite a while, though I think was eventually subsumed into the leadership stat.
Why cool? Well, it's the quality that separates the experienced adventurer from the cocky young bravo: "if you can keep your head ...".
Cool is what lets Han Solo to nonchalantly level his blaster under the cantina table. It's what allows Indiana Jones to reach for his revolver when confronted with a whirling scimitar. And, in the eponymous film, it's what allows Sanjuro to put an end to his antagonist in such spectacular fashion.
In short, cool is what allows heroes to be cool.
In all three of the films I referenced above, those heroes are older than many of the other characters and often a little world-weary. They've been around the block a bit. They're not necessarily the strongest or the best at fighting. But they know how to keep calm and when to pick their moment. They're experienced, in other words.
All of that suggests a very simple character-advancement mechanism. For each adventure survived, a character gains a point of cool (from a starting point of zero). And, at the referee's discretion, certain particularly heroic - or indeed cool - actions might earn the character additional points.
Those points can then be used during a single adventure session in various ways:
- To automatically gain the initiative. I bet you are ...
- To gain advantage (best of two rolls) on a single task. This applies even if you would ordinarily have disadvantage on that task. You make your own luck ...
- To give someone else disadvantage (worst of two rolls) on a single task. These guys can't shoot for shit.
- To cause double damage after a successful hit (rolling twice rather than doubling a single roll). That's gotta smart ...
- To re-roll a damage die when you're hit. I thought I was a goner ...
- As a universal saving throw: roll equal to or under your remaining cool score to avoid whatever peril you face. Phew!
Note that these effects can be stacked. So, in a single combat round, you could gain the initiative, attack with advantage, give your foe disadvantage on his parry or riposte, deal double damage and, if hit yourself, re-roll that damage (for a total cost of five points). And if the damage that gets through is still enough to kill you, you could burn your remaining points for a universal save.
In this way, a veteran of 20 adventures might burn all 20 cool points in a single combat round (five during the combat and 15 for the save).
The corollary of this system is only limited advances in hit points (+1 per level or - easier, I think - + 1 per adventure), with a 'serious wounds' table for when characters go out of action. That means that characters get a bit tougher and more skilful as they advance, but also accumulate debilitating wounds. Ideally, a physical-decline aspect would be worked in too.
The idea is that the automatic superiority of conventional character advancement is replaced with a system that models reality a bit more closely on the one hand (fighting hurts and fighters get older) but amps up the heroics on the other. The advantages of keeping your character alive to fight another day are even more pronounced now (more cool points), and there's a risk/reward aspect too: do I use my cool points to gain various advantages along the way, or do I keep them all back in case I need to gamble on my universal save?
Cool points regenerate between sessions. That's true even if a session ends with a cliffhanger. Indeed, it's especially true then: at the start of the new session, the PC who went over the cliff will have a full complement of cool points with which to attempt to cling to a root or outcrop on the way down ...
This is a pretty cool mechanism (heh). I too favor lower level games, and this sort of adjustment makes veterans more powerful than new characters, but not by a lot. Han Solo could still get caught in an ewok trap, or similar.
ReplyDeleteDo you mean that you spend one cool point to automatically make a save, or that you spend as many as needed to make the roll?
Thanks!
ReplyDeleteThe save's not automatic - you try to roll equal or under your remaining cool points on a d20, at the cost of all of them (for that session). So, if you have 10 cool points, you've got a 50% save (but it's a save for anything: you come out of the situation alive and intact no matter what, albeit with 0 cool points until the next session).
The idea is that there's a risk/reward aspect to using cool points, no matter how many you've accumulated. So, if you start with 15 cool points, you've got a 75% chance of getting out of some perilous situation alive. But when you start using them to seize the initiative or inflict double damage or whatever, you start to erode your chances of pulling off a universal save.
In this way, the system might also tend to model the accumulated wisdom of older characters. A very experienced character with (say) 20 cool points will seek to avoid fights wherever possible, to avoid the temptation of reducing that cast-iron save.
But sometimes those temptations will be impossible to resist: when you end up in a duel with the chief villain, beating him to the draw and beheading him with a single stroke is preferable to just being able to survive his attack with a save (perhaps either taken prisoner or left badly wounded and left for dead).
Also, it means that characters with just a bit of cool are going to be more hotheaded (if you've got 3 cool points, you're going to be more concerned about spending them effectively than saving them for the long-shot save).
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ReplyDeleteFeel free! I've sent you an email. And many thanks!
ReplyDeleteApologies - deleted your message by mistake: here it is minus your address:
DeleteNot sure if my original comment got lost in the shuffle, but this is one of the cooler mechanics/stats I've come across in a while. In fact, I'd like to appropriate it in some fashion for the dungeon delve rules I have in development, if you wouldn't mind (with credit to you, of course).
Which reminds me, I've been hoping to touch base with you bilaterally to discuss a proposition. Hoping you might reach out to me at my email (couldn't find any way of messaging you directly via your blog, or I would have done that instead of posting my email address).
Once again, kudos on such an excellent blog. It's turning into one of my favorites. I even have a post in the works on my own blog inspired by your post on the 1/72 scale lizardmen.