Showing posts with label d20. Show all posts
Showing posts with label d20. Show all posts

Thursday, February 16, 2012

Keeping it Warm

Another busy semester is in progress. I did get a recent jonesing for pen-and-paper D&D, though. Specifically, I started sketching out an interesting half-orc wizard concept, but I had no way to squeeze him into my schedule. Then I thought of trying some play-by-post--you know, just a few minutes a day as a player--and thus found The Tangled Web.

I've been lurking here for a while, particularly watching this Arval Prison game. But, though I started a digital character sheet, I haven't gotten the time to actually finish it. If I can't even do that, there's no sense joining a game.

But, this brief foray back to D&D also brought me back to Zilch. I've actually been poking at that on and off for the last couple weeks, tidying things up here and there. It's still rather quirky in spots, but I like it, even after a long break. So I'm keeping that warm and we'll see what happens.

I've got a few programming, TA, and course projects building up, though, so it looks like I'll need to put the RPGing back down again for a while. Damn, there's just not enough time in the day anymore!

Wednesday, May 12, 2010

z20 Reviewed

For nearly three years now, I have had a love-hate codependent relationship with D&D. In short, I can't live with it, but I can't seem to live without it, either. When I come back to it after a break, I feel rejuvinated and excited by this old comfortable friend I know so well. But after a couple weeks, all the old irritants come back, and I'm driven away to some other gaming system thread... until I eventually come crawling back again.

I have come to think of "z20" as describing the history of this abusive relationship, including all my attempts to change d20 (rather than love it the way it is). It includes Drudge, mini20, d20house, etc.

Hyperbole aside, it is time to review z20 (again) to see what I'm trying to get out of it. What is my goal here? Is z20 meant to be a simple tweak of d20? A conversion of d20? Or a whole new system simply inspired by d20? I'm hoping that, if I can decide what I want out of it, I can then move past the tensions it's causing in my design work.


z20 is not meant be a whole new system--though it often seems to drift in that direction. There are other existing systems I could use if that was my goal. But instead I want to retain all my existing d20 content. Basically, I'm too invested, with hours and years of learning and a number of existing storylines and worlds defined in terms of D&D. I can't easily let it all go. (I would say zilch has been strongly inspired by d20, but compatiblity was never a concern there, and so zilch is largely separate from z20... except that now it is starting to feed ideas back to into z20.)

But z20 is not a simple tweak, either. It has gone too far for that. I've tried to throttle things to back to this level as d20house--which approximates a relatively normal level of house rules or the degree of changes made by Pathfinder.

So, if z20 is more than just a tweak, but not a completely separate and independent system, that means it's a conversion. It is a kind of bastardization: no longer the old d20 system, but not a new truly system with a life of its own either.


Other such hybrid/conversion systems already exist--such as True20 fantasy or Microlite20 (both of which have served as inspiration). So why not just play these then?

Mainly, because I don't feel the conversion goes far enough to capture all the content. Microlite20 actually caused the revival of z20 and serves as its core. But, while it simplifies characters--attributes, skills, feats, etc--it doesn't simplify the rest: conditions, special abilities, spells, magic items, monsters. This is frequently a problem: a d20 conversion system essential streamlines the first half the Player's Handbook, but neglects to do the same for the second half (the spells) or the other two core books.

And, I've come to realize, it's not really the character sheet that's my problem. Yes, it takes a long time to develop a character. But 1) this is usually fun in and of itself and 2) this is relatively minor investment in terms of a campaign that will take months or even years to play all the way through. Simpler characters really only help for one-off games or similar quick start situations with new players.

Instead, my problem is with the modifiers, the numbers to track, all the little details that are going on during play: basically, the reason it so often takes 3 hours to play through two minutes of combat. And this is not easy to simplify because of how entangled all these rules are. Monsters rely on all the special ability rules and spell-like abilities; spells rely on the possible character conditions; the combat rules inform spells and conditions and feats. Simply touching one of these systems ripples through all the others.


Another insight I've had is that a "conversion" is a temporary state, not a finished system. If the conversion is not completed, then it is simply an elaborate tweak--which is worse than the original system in terms of quick use. Even if the conversion ultimately simplifies the rules, it must still be applied on the fly. Each rule lookup now requires the DM do the lookup in d20... and then apply the conversion (hopefully without also having to look up the conversion rule). This is why I prefer finished system documents where all lookups need to be directed to only a single resource.

But, if I apply the necessary conversions throughout the system, I end up with a new system! Any additional d20 material must undergo the same conversion to be used. Furthermore, this is a massive undertaking. I'd have to touch every monster and the over 600 spells in the core rulebooks. While I've thought that some of this could be automated, it is really just not worth the effort. This much effort could instead be spent loosely converting existing material into a completely new/alternate system.

In short, keeping z20 compatible with d20 is only useful if the content can all still be used without conversion. But, since all the rules are form an interdependent system, more than a few tweaks breaks the system or makes it a new, incompatible game.


I've now slept on this, and I think the conclusion is clear. z20 is essentially a new game system, but it does not offer enough new or exciting differences from d20 to make it worth a lone-man translation of all the core content. I can think of z20 as Zludge for d20: an assortment of modular rules, sort of like Unearthed Arcana on steriods. As such, much of the work I've done could rollover into any future work I do on a new fantasy or generic rules-heavy RPG.

But I think my time and effort would be better served by searching for (or even developing) a new system unfettered by vague d20 "compatibility" or "equivalence" constraints. I could then translate only the necessary content of my world--a handful of characters--rather than all the d20 core content.

Therefore, my current plan is to shelve z20 indefinitely. I may be able to use the work for later Zludge Prime efforts. In the mean time, I'll play my existing d20 lines through to their ends (or at least to a good conversion point) as d20. I'll probably still poke at zilch, since that has a neat boardgame aspect to it. But, between d20 and zilch, I don't see a real need for a third fantasy RPG in my life. My game system design efforts would be better spent elsewhere.


For the curious: This is where z20 stands now.

Tuesday, May 11, 2010

Recent Threads

The spring semester is drawing to a close. It's been a busy one, with me actually focusing on my dissertation/implementation for a change. Sadly, this has meant less time for gaming. I hope to continue implementing into the summer, so there probably won't be too much of a gaming resurgence for a while. But, despite a grading backlog to still get through this week, the coming summer has stirred me to look through my various gaming threads once more:

d20: I've been brushing off d20house and my Tellurian Tales characters and trying to get back into d20 again. The two players I actually have await me in two other D&D storylines. So I'd really like to get out of my current d20 doldrums.

In brushing off my characters, I'm reminded once more of the huge "character creation" side of D&D. As I was explaining to S., it has some of the same draw as Magic: The Gathering: There is a collection of different abilities that can be combined to form awesome combos. And, thanks to WotC's prolific publishing schedule, the library of possible components constantly expands. So there's this draw to familiarize myself with all the possible components and then flesh-out the "perfect" combos in accordance with some initial character (or deck) concept.

While this is still fun, sometimes of late I find it a bit tedious. Specifically, prestige classes annoy me. Many are close to what I want but none are "just right". So I've been designing a couple custom classes--but, since there's no real mechanic for this, it tends to take me hours of thought.

Caligo: I poke at this occasionally and I'm quite happy with how it's coming along. So far it's staying pretty simple, which is good. I have a few different one-off story ideas I want to try... someday.

Dark Heresy: A break-thru here in that this week I decided to drop my Zludge translation of this. While I'm sure the work already done on this will inform eventual Zludge Prime work, I decided to just leave Dark Hersey as it is.... because it's actually quite a nice system, especially now that I've come to appreciate some of the advantages of a roll-under die mechanic. I have lots of story ideas here, and I'd like to move into some serious campaigns with this once my d20 lines end. So I'm trying to shelve it again until then (and focus back on my d20 threads!).

zilch: I was thinking about this yesterday and this morning. I was refocusing on it's mission: a boardgame-like dungeon-crawling RPG. Some elements of it--such as the spell system--I think could be used elsewhere (like in z20). But I really need to get back to a boardgame sort of focus. This morning, I started sketching out stuff on that: particularly, how I might generate a story/dungeon on the fly so no pre-game GM planning is required--only some (potentially collaborative) refereeing. We'll see where this goes...

z20: Now I'm turning my eye to z20 once again... that old sore tooth that I can't stop poking.


[I apologize to my readers that my blog is so often a review of threads or a whining reiteration of the same points over and over again, but this blog is really sort of my gaming journal. This is where I come when I need to record (or, frequently, reaffirm once again) some gaming insight or goal.]

Thursday, January 14, 2010

Die Mechanic Flavors

Yesterday on the bus I started mentally comparing Dark Heresy's roll-under d100 die mechanic to that of Zludge's 2dF. In particular, I was curious how much such a conversion would affect the percentage likelihood of success in different situations. But I came to realize that this is too low-level of a comparison. Instead, it's more important to consider the assumptions behind a mechanic and the resulting "flavor" that it imparts.

Here's what I mean in terms of 4 different die mechanics I've been working with lately:

d20: linear skill variation. Here, the die roll just provides a random bonus to the skill. The average d20 roll is about 10 (10.5, actually), so against a DC of 10+skill, there's about a 50% chance of success or failure. If using critical success (natural 20) or critical failure (natural 1) rules, there's a 5% chance (for each one) each roll, regardless of the character's skill level. Because the roll distribution is linear, you are just as likely to roll at the extremes of the range (+10 or -10) as you are at the character's actual skill (+0).

Zludge: curved skill variation. As for d20, this just provides a bit of randomness centered on the character's skill level. However, a curved roll distribution is weighted towards the skill level: there's a 33% chance of rolling +0 on 2dF, but only an 11% chance of rolling +2. If +0 is sufficient to succeed, this gives a 66% success rate.

I feel this curve limits some of the "gambling" flavor of d20, especially since the range of possible roll values is so small. It's almost like playing diceless--it's unlikely you'll get very "lucky" with a roll. But this goes the other way too: it's more unlikely you'll fail miserably just due to a bad roll. Instead, you have to intelligently play based on your character's skill level.

Dark Heresy: linear roll-under. Here, you roll d100 and roll under your skill value. The degree of success is determined by just how far under you roll. Thus, as your skill level increases, so does both the likelihood of success and the possible degree of success.

In Dark Heresy, the average skill starts at about 30, so this gives only a 30% success rate (though this can be modified based on the circumstances; it seems DH's default curve center-point is for a pretty challenging task). Since the distribution is linear, each skill improvement gives the same return: +5 skill increases your chance of success by 5%, regardless of whether you purchase the increase at a low or high skill level.

Assuming few characters ever achieve the max skill level of 100, there is always a chance of failure on a roll. It feels that your fate is controlled much more by chance with this mechanic: your skill only sways the likelihood of success, but there are no guarantees here. Every roll is a gamble. (I actually like QAGS's "the Price is Right" spin on the linear roll-under mechanic a little better, but it produces the same results.)

GURPS: curved roll-under. As a roll-under system, this too seems to have a bit more of a gambling feels. For example, you're just as likely to roll an 18 on 3d6 when you have a skill of 8 as you do with a skill of 16. However, since the distribution is curved, at least most rolls will be centered around 10.5. The chance of rolling an 18 is only 1/216. Skill increases at higher levels provide increasingly limited returns.


After considering these differences, I think I am correct in going with the Zludge die mechanic, since that is the flavor I want in my games. As applied to Dark Heresy, this may reduce the "grittiness" a bit. However, I do still plan to try QAGS a bit, to see if my expectations for a linear roll-under system really do bear true.

Wednesday, October 28, 2009

An XML spell list

Today, I got to thinking about XML. Last night I was poking a bit more at the z20 spell list, slowly importing/converting things from d20, and realized what a hassle it was. I'm doing way too much formatting and linking by hand in HTML. Instead, I should probably be making a separate XML document, which I could then format differently for different needs. I'm comfortable with the theory behind XML documents, but I've never created and reformatted one of my very own. So I got to wondering if anyone's come up with a standard DTD or schema for d20 spell lists. Some searching ensued, with the following results:

http://www.andargor.com/
The biggest name/site I found in regards to still-active d20 XML. In the latest version (zipped XML+SQL bundle), the XML includes markup of spell details, but also a fulltext section including a table-based HTML view as well.

I was more interested in his "obsolete" version (2004) of only spells and monsters, which includes only XML markup of the spells. The OGL licence suggests this came through the PCGen Character Generator project somehow.

The oldest version of all (2003) includes an XSLT as well, for decent formatting. This is what I have in mind for z20--a nicely marked up XML backend with different formatting options through XSLT (or similar tools). The content isn't itself quite a clean as the previous option though.

The site also has an XML markup of the whole SRD, though this XML simply marks tables, rows, cells, and paragraphs.

http://www.darkshire.net/jhkim/rpg/srd/spells/index.html
From John Kim's more general SRD page, this page includes a zipped XML file of the spell details. This is from the 3.0 version of the SRD though. Sadly, the online CGI options to search through it don't seem to work.

http://games.groups.yahoo.com/group/d20-xml/
A Yahoo! Group that ran from 2000 to about 2006 working towards a complete d20 XML schema for character creation and possibly even gameplay. I did not read more than a few of the first posts and the last posts. Different people were working on their own projects, and no consensus or central DTD was apparently formed.

http://xmld20.crwth.org:8080/
A personal d20 XML project--spinning off from the d20-xml group--to get an XSchema for all the d20 content. The focus is on having the XML usable by software tools, so machine-readable is preferred over human-readable. (I agree with that approach, since you should be using XSTL if you want truly human-readable output.) However, the project focused more on characters and monsters and the rules logic than simply data storage. The project ended in 2008 (or, rather, rolled into a different approach using Lua).


Conclusion: There is no readily available XML schema for d20 content because everyone has different needs. PCGen and OpenRPG are doing some XML stuff backend, but that doesn't really fit what I'm going to do. So I'm on my own... which is probably just as well.

My current thought is that it'd be fun to play around with the different d20 XML versions I downloaded, and to try generating a HTML snapshot page of each spell pulled from different versions of the SRD. Then I could build a z20 spell list, and pull those into the same snapshot pages for comparison. I've been meaning to learn more about XML, XSchemas, XPath, XSLT, etc. for some time. But I really don't need a new project right now! So we'll see what happens.