Mork Borg – Part 4: A Reckoning

Start at the beginning, or jump to what’s been missed:

Part 1: Murder and Worms – Three from death-row scour the rooms and horrors of the buried den of the addictive Rotblack Sludge.

Part 2: Meat and Statues – The trio meet the ruler of the underground complex.

Part 3: Eyes and Ash – Lesdy inadvertently provides the last clue.

Endgame Summary

Over 4 hours of actual play, 3 well-powered characters controlled by 1 player survived by lucky rolls and ingenuity but barely.

There were 15 rooms, 9 Tier 2 enemies (guards and Lesdy; 2 damage, 2 HP, roll 9+ to attack or defend against them), 6 Tier 1 enemies (Lesdy’s aids and the strangling plants), 1 Tier 4 (Fletcher), and 1 uber-Tier Worm that was, sadly, never given the chance to eat a character 😒

Riches and weapons and some Rotblack Sludge were acquired too, but these things may not last long.

BITS Mechanic Changes

I will leave the details to be included in other posts as I continue to develop BITS.

Suffice to say:

    • I combined MB‘s attributes into BITS: Strength and Toughness (Body), Agility (Interaction), and Presence (Thought).
    • Enemies came in the 1-4 difficulty tiers of BITS which also account for their HP and damage.
    • Weapons fit into the BITS categories.
    • HP was limited to 10 for Cat, 6 for Bubble Guy, and 4 for Invisible. (Aiming for about 6.)
    • All random encounters and findings were either rolled for before the game or were pared down to a d6 roll table that fit on half a notecard.
      • Random tables:
        • Bookshelf (in the Library, if searched)
          1. Random Unclean Scroll
          2. Cloud of Dust, +1 IT tests of 30 minutes
          3. Incomprehensible Gibberish Book
          4. Uncontrollable Scream From Characters, -1 T tests until sleep
          5. T1 Knife “Nib”. Leaks ink.
          6. d6 Bag of Coin
        • Junk Search (lots of rubbish in the complex)
          1. Bony Dog Remains, ration for a day
          2. Black Stone Bracelet
          3. d3 Bag of Coin
          4. Urn w/ Fine Powder (roll 9+B or lose d6 HP)
          5. d6: 1-3 Sacred Scroll, 4-6 Small, Nipping Beetle
          6. T3 Crossbow w/ d6 Bolts
        • Corpse Search
          1. Nothing
          2. Bloody Agent Letter (Fletcher knows the characters are coming)
          3. Necklace of Teeth
          4. Hopeless Number of Spiders
          5. Rotblack
          6. d6 Bags of Coin
        • Encounters (only in 3 of the rooms)
          1. 4 T2 Guards
          2. T3 Bone Spider, Surprise, DAdv for 1 hr on successful attacks
          3. 2 T1 Starving Dogs
          4. Agent, starving, tortured. Can tell of the worm.
            (…the below happen only once each if at all…)
          5. T1 Lesdy Spy, gives ‘gift’ that teleports party to Lesdy
          6. Sagsobuth, sells poisons (6 damage, d4 uses), and tube of living wood (rewriting scroll inside); 10 damage split if attacked at all
    • Armor would reduce by 1 point to negate all damage of an attack. 0 for Armor sundered beyond use or as clothing.
    • Critical successes gave an extra action and were more likely on lower-difficulty obstacles.
    • Less of a mechanic, more of an ethic: Don’t include ‘children’ in the game. If someone or something is young, call it that: “youth.” There is virtually no need to ever include children in a game of violence and horror when other means to leave it to player imagination will do.

Impressions and What I Would Change

The game was great! I had so much fun being a first-time full-blown GM. Player C had a great time too, with special compliments to including low-key background music (sad violins) and rockin’ boss-fight beats (Smells Blood on loop).

The biggest piece of improvement feedback came for picking lowest rolls with disadvantage. Player C really did not like that, as even after the first roll all hope could be lost. A real heartbreaker, those!

I understand now that the characters were overpowered as they were able to proceed without caution and given lots of chances for lucky rolls. Further, I took a lot of time drawing the rooms on notecards that would then be a visual indication of what was happening; the map was invaluable, but the time spent certainly had its own value perhaps better spent.

After careful consideration, here is what I would change:

    1. Find a way to lessen or get away from map making without completely relying on the Theater of the Mind (everyone has to imagine where they are and what they see from the GM’s descriptions).
    2. Set player hit points to 2d6, or a generic human to default 6. Too much life allows carelessness and for games to drag on. That, and rebalance some natural weapons and powers (less damage and/or limited use, such as on the magical power Blink).
    3. Leave clues and keys out in a way that all but screams to a player “use me.”
    4. Make Specialties more prevalent. (They give advantage to certain actions and are used to replace ‘class’ in BITS.)
    5. Try something different with advantage and disadvantage. Instead of rolling twice and picking the highest/lowest value, other options: Pure +/- 2 to the roll value; lower/raise the difficulty of the roll; use the highest/lowest die of 2d6 twice; double the effect of any critical rolls; etc.

That’s about it!

Closing Thoughts

Mork Borg is a solid game system. However, I have my doubts about its world and definitely about its first adventure.

I turned what Fletcher was doing into a kingdom-wide problem (Rotblack as a drug) and made ash fall from the sky. How the mission is given to the characters and how Aldor gets handed off also got clarified. The world begins its end at the end of the first mission, not randomly on some day down the line.

As for BITS, I truly feel BITS made the system more straight forward, faster, and no less deadly (ignoring the extra powers I gave the player’s characters). Every conflict of interest is resolved with no more than 2d6, tables are reduced to a d6, random effects and character sheets exist on notecards, and the rest is left to improv.

Bam! First time as an established-game-system GM! First time with Mork Borg! First time giving BITS a full flex as a system and conversion!

I couldn’t be happier for all the fun had and all that was discovered along the way.

Now is the time to take these learnings for application to other BITS games and notes. (And to see if player C will continue their adventures in the current game’s ash-eaten world 😁)

What did you find when you played Mork Borg? Who survived the first dungeon delve? How have you improved your own TT RPG sessions after experiencing them firsthand?

Let me know all that and if you’d like to play in a game using BITS in near-literally any game world you have in mind. I am sure we could whip something up πŸ˜‰ Cheers to your dice rolls! 🎲🎲

Mork Borg – Part 3: Eyes and Ash

Read part 1 for a synopsis of the Mork Borg game, this story’s start, and part 2 for dangerous encounters:

Part 1: Murder and Worms – Three from death-row scour the rooms and horrors of the buried den of the addictive Rotblack Sludge.

Part 2: Meat and Statues – The trio meet the ruler of the underground complex.

Rude Awakening

Something twists and strangles.

The passed-out party awakes to bulbous plants using their roots to dig into skin, vines tangling around necks.

After the initial shock, it should be a cakewalk to snap apart weeds. Yet the first attempt fails. And the second! And…

Health falls. Struggling leads to naught as Invisible, the naturally lowest in health of the group, finally reaches zero hit points. He is on the verge of death, unless something, someone can save him.

Bubble Guy, in the nick-of-time, breaks their bonds. With a free action, Bubble Guy Blinks into the side of Invisible’s murderous creature, knocking it off the helpless companion.

Cat then escapes and together Cat and Bubble Guy pulp to mulch the plants most vile.

Getting Invisible awake again, he has a broken arm and is still on the brink of death. Cat stays with Invisible and purrs (a healing factor for others) while Bubble Guy Blinks rapidly through the complex to find… Anything at this point.

Desperation drives action now.

A woman (not Lesdy) is in Fletcher’s ‘workshop,’ the fires burnt out and Bubble Guy leaves unseen. Through the rooms and halls, bodies are where they were left, doors open where left ajar. However, in the grand dining hall, Lesdy and 2 other women are sitting at the massive table there. Bubble Guy is not so lucky this time and is seen before Blinking away.

Lesdy and the women leave down the dark corridor. Bubble Guy, thinking ahead, activates their Bubble power and follows.

Down the spring door Lesdy’s group climbs. Bubble Guy follows but at such haste, falls down the ladder in the dark and one-handed (the other sustaining the Bubble magic).

Bubble Guy suffers only lite damage from the fall. An aid to Lesdy is not so lucky. Caught between hard rock and the impenetrable Bubble field, momentum carries Guy into the aid, and they squished into stone.

After witnessing their kin’s death, Lesdy and the other woman make greater haste into the greenhouse, daggers drawn, watching their backs.

Lesdy ought to have watched her front.

Cat, hearing the commotion, jumps into a tree before jumping down onto these two returned with weapons out. Without mercy and without words exchanged, Cat slays Lesdy and her ilk.

Breakout!

The trio, now rejoined, searches the corpses for anything useful, as one does. On Lesdy is a pocket full of bleeding eyeballs – large, small, grey, green, blue, brown, utterly black.

Eureka! The characters understand these are eyes for the one-eyed statue they found before.

A short journey later, an eye from the pile gets settled in the stone-king’s socket. With a crack and crumble, the wall behind the characters falls apart, rolling into empty spots in the cobble as by some unseen will.

Within the dreary apartment before hidden is the sought Aldor. The spawn is starved, slightly maddened, desperate for Rotblack, and unwilling to leave.

After what they’ve been through, Cat, Bubble Guy, and Invisible give but few words before hauling the youth out. Muscling Aldor through the ravages of the complex, Aldor is unable to break free before being matched back to the locked surface gate to a welcoming party… of no-one.

No sound echoes through the falling ashes, no form breaks the smooth monotony of mounded char. As above, so below goes the grey waste endlessly.

The characters barely have time to shrug at each other and rattle the bars before a collection of dark coaches rumble through the drifts.

Sleeker steps out to welcome them and welcome back Aldor. The Shadow King’s favorite rants and rages all for naught as hulking, shapeless things of flickering smoke and shadow guide Aldor into a windowless carriage.

The return of any of the party, not to mention all three, was quite unexpected for Sleeker, especially when the first day waned. So much is the surprise, Sleeker can only give a gift in the moment of the trio’s lives. Should they want more, they perhaps could inquire at the Shadow Keep.

As Sleeker boards the last coach, it has little worry all of them may meet again. After all, the prisoners-turned-heroes-of-the-kingdom have managed to cheat death so far…

The End of Days

Left alone in the falling grey, the characters must delay any decision making once more as the second day passes and darkness begins to settle.

Above, the clouds part to a blacker-than-black sky, a void that touches at the very foundations of one’s soul. From the expanse fall legions of stars that sound like a million million screaming trumpets. Yet all this is forgotten as between the visions seen in the nothingness above and fundamental, undeniable feelings of despair, comes meaning, as prophesied in the holy Calendar of Nechrubel:

OF THOSE WHO BUILD MIGHTILY, STONE BY STONE, SO SHALL THEY FALL, STONE BY STONE.

Divinity has ordained the end is nigh! Thus concludes one of the last days at the death of the world πŸ’€

By sword and fire and word and spell, Cat, Bubble Guy (formerly Untouchable), and Invisible managed to make it back onto the surface of their dying world…

… in time to see a herald sign of the end πŸ”₯πŸ€˜πŸ’€πŸ€˜πŸ”₯

Where will the party go next?

That is a story for another time πŸ™‚ What I can do is say to check back next week for Part 4: A Reckoning where I explore what worked (or not) and how that has affected the BITS system of tabletop roleplaying.

Big, big thanks to player C for being exquisite in roleplay, rolling, and patience as we got through a long and deadly adventure ~ Lots of fun in Rotblack Sludge!

See you next week! Cheers to your own dungeon delves πŸ‰

Mork Borg – Part 2: Meat and Statues

Read up on what the Mork Borg game this is, how it works, and who is trying to survive in the dank and dark:

Part 1: Murder and Worms – Three from death-row scour the rooms and horrors of a buried den, origin of the addictive Rotblack Sludge.

Down the Hall…

A surprise awaits Cat, Bubble Guy, and Invisible in what appears to be a pump room: four more guards.

Thinking quick, Invisible, still in the hallway, drops weapons and listens unnoticed. Bubble Guy carries the old man, so is in an awkward position. Though Cat can still fight, the band would be vastly overwhelmed.

Using talk, Bubble Guy asks after Aldor. The guards, unimpressed, take Bubble Guy and Cat prisoner. Through a trap door in the same room, all but Invisible are led into parts reeking and sweltering.

Invisible is left behind as the trap shuts. Horror awaits the other two.

Chains with hooked flesh hang from the ceiling, tables crusted with viscera carry jagged implements, fires burn hot in open furnaces, a yawning pit to where the great worm drops from where a wall ought be, and working among it all: a giant of a man, bald and tattooed and sweating, the master of this place, the boss, Fletcher.

Fletcher and Bubble Guy question each other on what they are doing there. With some charisma, Bubble Guy gains Fletcher’s liking after disclaiming any knowledge of Lesdy, the troublesome witch who has been Fletcher’s bane.

Only a minor interruption of Invisible botching a silent entry through the trap door sends two of the guards to investigate. Bubble Guy claiming it is only they and Cat, a deception believed by the boss.

Fletcher continues his work while monologuing the process of creating Rotblack Sludge and the incompetences of the Shadow King. From chains dangled into the depths of the pit, skulls and ribcages are drawn up. Cracking these vessels on his workbench, Fletcher shows off the crystalized black material that is Rotblack.

The drug is a source of control over others for him with the added benefit that users will eventually return to the place it is made. Fletcher emphasizes his points with grand gestures to the dripping pieces hung from the ceiling.

Through the trap door two guards return with word of a massacre of the other guards in the complex. Fletcher turns dark in tone at this not because he now disbelieves his guests, but when he understands that all the meat on those bodies was, with remorse, wasted.

Waste is something Fletcher cannot abide by. No, not at all.

Not. At. All.

Cue the music.

From a furnace Fletcher pulls a white-hot rod out with but one huge hand. From it rattles a fiery chain and the bright, spiked ball of a massive flail.

Swoosh. Swoosh. Swoosh.

The flail gently swings in the air.

Bubble Guy puts the old man down, trying to explain away things going awry. A guard points out the sword Bubble Guy carried was one of their own.

Swoosh swoosh swoosh.

Unarmed, surrounded, Cat and Bubble Guy edge away towards the pit. Begging and promises go nowhere.

Swooshswooshswoosh.

Fletcher gags! A chain is tight around his neck! Invisible, high on the giant’s back, causes a distraction to both Fletcher and the guards, letting Cat and Bubble Guy pounce.

The beast of a man Fletcher is hardly harmed by the chain around his trunk of a neck, nor the clawing of a cat, nor an unarmed magician. Yet also Fletcher fails to grab Invisible off his back or Cat off his chest. The guards are hardly about to slash at their leader, so stand at length away from the thrashing melee.

Bubble Guy thinks of what is available… The urn! This is thrown into Fletcher’s face as further distraction, perhaps incurring blindness until something better can be found. Effects are…

Incredible.

The powder is variably poisonous. To Fletcher, it happens to be maximally poisonous in just the same amount as Fletcher has hit points!

(I, the GM, unbelieving that through very rare cases the ‘big boss’ has been downed in one shot,) Fletcher takes a saving action to perhaps retain at least a single hit point from the poison.

In that too, Fletcher fails.

Eyes and nose and teeth and tongue and all things melting from his bones, Fletcher dies horribly on the very floor he had done such wrong over. Cat and Bubble Guy barely escape the collapse. A great gurgling death-cry rises from the pit as the sound of sucking muck deafens the chamber as Fletcher sputters his last.

Prisoners

In short order, the frightened guards are slain one by one. However, the last guard surrenders, offering to tell all!

With him, the trio march through an unexplored room of junk and into what must have been a statue room before its backside collapsed into the pit. The only things there are another door, some scuffed cobblestones, and a monument to a one-eyed king.

Finding nothing but a bloody eye-socket in the room’s statue, the trio head through the far door. There they find a screaming man who attempts to crawl away shrieking.

This distraction gives the former guard a chance to flee back through the statue room. After a messy chase of the crawling man and killing the guard as the guard took the chance to flee, the crawling man calms knowing the trio is not sent from Fletcher nor will they eat him. He lets know he is a Shadow King agent who was the last survivor of his particular group. The rest?

Eaten.

The man is starving and can offer little new information. No child of the King was ever encountered, nor clues to any whereabouts. As the party decides what to do (they have no food to feed the man), the agent dies in the bounty of filth.

Without more clues, the party heads back to the garden to council with Lesdy again. However, only her caldron of roots and mushrooms remains in the garden.

Now sampling the food once before offered, the group regains much of their lost health. Without Aldor, they may not return above. But here below, there is water, food in the garden… Could they live there indefinitely?

A decision for the morrow. As the day wanes, two sleep with a guard, Cat, posted.

Not even the strong Cat can stay awake as the room swims and shimmers before Cat’s very eyes. The stew! The. Stew…

With no guard standing, not even nightmares disturb the company’s slumber, though they are not alone…

Dun dun dun!

Stay tuned for Part 3: Eyes and Ash next week! A… deadly conclusion to the rampages in Mork Borg‘s Rotblack Sludge πŸ”₯πŸ€˜πŸ’€πŸ€˜πŸ”₯

Cheers to the grim and the dark ~

Mork Borg – Part 1: Murder and Worms

Long after the Halloween when I had the privilege of Game Moderating the grimdark OSR Mork Borg tabletop roleplaying game, I share with you what went on, the changes made, and how I made it fit the BITS RPG ruleset!

Right to it:

What is Mork Borg?

MB is a grimdark rules-lite game that takes place in a dying world. As mentioned in a post about RPG modes of play, this game “lets players know and know often that their fumbling is pathetic” when compared with the horrible troubles of the world.

There is great strangeness in MB. There are great monsters and great despair. All of these are included in the sample dungeon-delving scenario provided with Mork BorgRotblack Sludge.

This is the game I (Game) Moderated on the all too appropriate Halloween πŸŽƒπŸ”ͺ

Who Played

Other than myself as GM, there was only player C who knew nothing of TT RPGs. Because the starting scenario didn’t include an estimate of how many player characters should be involved, I delved into other plays of the scenario posted online.

It came down to about six randomly created characters were needed to have just a few survive the adventure.

Because C had no experience with RPGs, I’d create characters they could choose from, including based on character types they’d be most interested in playing as. Further, to be kinder for a first-time experience with RPGs, I made it my duty to make these characters heroic:

    • The Cat – Based on the the large cat from Dungeons & Dragons, this character was a fury of claws and teeth and too many hit points, especially considering their special ability included a number of lives they could be reincarnated by!
    • The Untouchable – A magician with three spell powers: Broil (control any fire in a room), Bubble (untouchable so long as the spell is maintained, but doesn’t stop momentum while in the bubble), and the overpowered Blink (no cap on the number of uses with this spell; as a free action, teleport anywhere you can see instantly).
    • The Invisible – Just that. Invisible at all times, anything swallowed also disappearing. However, picking up or wearing items, leaving footprints, and any sounds or smells could be detected. Delicate with the least number of hit points and of course, no gear.
    • The Gunslinger – Carries two revolvers (similar to the MB pepperbox pistolet) and knows how to use ’em. While each gun has 6 rounds inside, there is only one box of bullets that could deplete after critically failing any reload.
    • The Space Wizard – A personal favorite. Heavily armored environment suit and a cut-anything energy sword (treated as a magic item). Powers include a gravity gauntlet to push/pull a target and a hologram projector. However, any damage taken is doubled (the suit is punctured) while the suit being destroyed or removed is instant death!
    • The Everyman – A randomly generated ‘meh’ person. No bonus, no nada (though perhaps I would include the best of the random gear available πŸ™‚ ).

Since these folks had a touch-better abilities than a randomly created character would and they would be united in intention under the control of one player, C, only three were allowed to be chosen. (The rest were saved as backups if the adventure really went to pot.)

Adventurers on this mission: The Cat, The Untouchable, and The Invisible.

As will be covered, this trio was perhaps a bit too heroic for the horrors soon faced πŸ’€

Introduction

The three characters share a cell together in the Shadow King’s prison. Soon to be executed for dealings against the King, a personal representative, Magistrate Sleeker, offers a deal the prisoners cannot refuse:

Raid a buried complex where comes a potent drug – Rotblack Sludge – that, more importantly than its horrific side effects, goes untaxed. Further, rescue one of the King’s favorite spawn, Aldor, who seems to have gotten involved, disappearing some days ago into the underground abode. Failing any of these things, the prisoners best not leave Rotblack Sludge, joining all the other agents sent, none who have returned πŸ”₯

After an armored carriage ride, Sleeker lets the characters know it has done them a minor justice: they have waited until the couriers for the Rotblack drug have left, therefore it is suspected the chambers below will be fairly empty this time.

On that note, Sleeker releases the characters to tread down underneath the mounds of falling ash that bury the world. There, the adventure begins…

Day 1

Quickly Cat, Untouchable, and Invisible explore their surroundings. The way behind is locked by Sleeker who will kill them should they emerge empty handed. The ways tangent lead off into dark tunnels, but each is barred by gates or rubble. The only way ahead is an ornate door on the left, a ruddy door on the right.

Through the latter they go, sad violin music playing for them somewhere far off.

A library is found with skeletal bodies about. Nothing is investigated, but through the next door they go without pause.

How rude. Or so the four guards inside find it. The first battle is brought!

Cat mauls many while Untouchable – hereafter known as Bubble Guy – has both armor and shield smashed apart. Invisible runs away to go pick up bricks from the collapsed entries seen earlier. It is here that Bubble Guy learns how to use the Blink power to pop behind enemies every turn to get a surprise attack on their backside.

Together, after taking a little punishment from the guards, the trio murders all four found. Finding on the bodies and in the room a key, a mysterious urn of powder, and all the swords of the guards, they follow bloody footprints farther down into places clearly excavated more recently.

The first room holds nothing but bloody chains, a wedged and handleless door, and a hole.

Through the hole is a cave glittering with jewels and a sharp drop into sulfuric mists. Blinded by greed, gems are torn from the wall, but not without notice.

Behind, from the depths, rises a magnificently immense worm. Rows of teeth like blades in a maw as wide as a man, body pale as pus, the hissing thing creeps upon the trio.

Taking the wiser route and acting fast, Cat, Bubble Guy, and Invisible squeeze through a crack in the cave before the worm can smash its face at the gap behind them.

Crawling along, the trio emerge into a greenhouse choked with exotic plants underneath a sooty glass ceiling where dim sunshine makes itself known.

Exploring, Cat and Bubble Guy meet mysterious girl Lesdy at her fire and bubbling caldron. Lesdy offers rest and refreshment, but the offer is repeatedly declined. There is only one concern: Where is Aldor?

Lesdy does not know and the trio leaves. But, as Invisible remained hidden and is the last to traverse back into crack, they look back to see other people staring at the departed from the bushes…

In the crack, there are bolted-on handholds up to a spring door. Through it the trio comes into a dark corridor with dim paintings. Following one direction, they enter a grand chamber meant for feasting, but where guests would be and feed, only an unresponsive old man sits.

Reconnoitering the location, the trio is in the place behind the first ornate door they found, along with the connecting guard room. Nothing else of value but the man remains.

They take the old man away down the corridor. To where? The trio does not know. Only death waits for them above… at least if the King’s spawn is not found.

Careful to avoid the spring floor door, Cat and Bubble Guy and Invisible march through the corridor to a light at the other end and… a surprise.

Gah!!! What is going to happen??

Look for Part 2: Meat and Statues next week πŸ™‚

Cheers!

P.S. I totally forgot to introduce a random encounter in the room full of chains… this will be corrected 😈

The 4 RPG Modes

I have studied tabletop roleplaying game systems for awhile now. With that has come =oodles= of learning that I then pass along here and there to you.

One of the patterns I cannot help noticing is the kind of experiences that recur again and again. From Dungeons & Dragons to Call of Cthulhu to 5e Hardcore to Tiny Dungeon and more, each picks from a small selection of difficulties. Or, what I call “modes.”

How Mode Is Established

A game sets its experience first and foremost with how well it prepares the fictional characters players use to face conflicts conflicts in the game.

Being well prepared decreases the difficulty and commonly increases the feeling of power in the player by overcoming conflicts. The opposite – likeliness of death, powerlessness in the face of adversity – grinds down the expectations of a player.

That laying of expectation is “mode,” a combination of difficulty and empowerment.

For example, a darkly-themed war between “the Heavens and Hells” would imply low expectations for a player playing as a meager human. However, if the player character slays demons and commands angels, that would clearly be a heroic or super-human achievement. Therefore, just because the theme says one thing, the tone is ultimately set by the mechanical achievement of the characters.

Let us explore the four modes I’ve identified (the most common to the least common):

Heroic Mode

This is vanilla Dungeons & Dragons, specifically the 5th edition (5e).

Though facing everything from giant rats to otherworldly gods and titular dragons in dark and dank dungeons, characters rarely die. Should a character bite it, they will not be dead for long.

With an abundance of healing potions, spells, and entire rituals to bring the dead back to life, 5e enables characters to slog through the worst. In addition, characters are given buckets of hit points (the things that allow a character to take punishment and keep on kicking), which lengthens both the attrition the characters can sustain and gives the players ample time to reposition or reconsider their actions!

Ultimately, the players are in near complete control of their fates, the randomness of dice smoothed out over the many rolls required to bring a character down.

At the end of the day, Heroic Mode is meant to make the players feel that they are the heroes in command of the story, and heroes never die.

Human Mode

A more grounded perspective on what a character is expected to do.

Characters may grow to become stronger, have eventual access to rare-but-powerful items, and can give as good as they get. Yet, “Human” characters can die, are more limited by their means, and may eventually cap-out with how truly able they can be.

Games I’d put into this category are Tiny Dungeon and Index Card RPG. Characters start at a common few hit points (e.g. 6 if one species, 7 if another, or 10 for everyone no matter origin), have a few useful-but-limited pieces of equipment, and the magic or technology of the world can only do so much (e.g. not make someone alive the way they were before death!).

Adventures can be had and bold actions taken, though consequences, if uncommon, will be felt. Confidence armed with caution is the rule of the day. (Luckily, Human Mode still lets folks run away!)

Hardcore Humbled Mode

Ah, the “grimdark” mode.

Games of this ilk are geared to punish characters for the hubris of attempting to right the game world’s wrongs, to fight against the will of things far more powerful than mere human understanding.

These games are brutal. Mork Borg, Call of Cthulhu, Zweihander, and Band of Blades would be appropriate inclusions, as would virtually all of the “old school renaissance” (OSR) games (some might be considered Human Mode if the game designers are generous).

Weapons break, armor protects but little, hit points are low and capped low, characters can become both temporarily better and permanently worse, and often the choice is whether to eat or have fire to stay warm and safe(r) from the dark. Characters are brittle and weak and progress but little towards any goals.

Obstacles are enormous: god-eating gods, titanic monsters that slay at a whim, powerful overlords that care not for the plights of mortals, and vicious consequences for any attempts by characters to do anything await. Characters will fail and they will fail often and failure will be all sorts of terrible.

Hardcore Humbled Mode is at the edge of what it means to be a game. This mode lets players know and know often that their fumbling is pathetic in the face of such impossible odds.

Super-Heroic, Herculean Mode

The last mode, the godly mode! The complete opposite of Hardcore and a step above Heroic!

I have included this because of how Dungeons & Dragons 5e changes as characters progress. At lower levels, characters will encounter threats that really are challenging. Even teamwork may fail (though the consequences, as mentioned, do not last). However, once top-tier levels are achieved, players become =unstoppable=.

A game enabling this mode poses no threat to character ability. With hundreds of hit points, equipment that smites mountains, magics and techologies that command the forces of nature and space and time, and other resources even the players stop tracking for their grandest treasures are but toys, players shall feel like gods.

Do what you want to who you want when you want where you want how you want, and consequences be cast to the wind. The only challenge might be fundamental cosmic and natural entities who band together to face the player characters, but even that is no guarantee of defeating the force of god-tier beings.

This mode I’ve encountered the least in my studies. I think it may be because such systems are immediately called “unbalanced” when encountered cold – why 5e gets away with it I suppose is because the gradual nature of slowly increasing levels to enter this mode.

Another reason Herculean Mode is so rare may also be this: Players find out that being godly is =boring=. When nothing can stop you, there is no real conflict, the spice that drives entertaining stories. Challenge with the possibility of failure is more fun πŸ™‚

Perhaps that is why people in general like to topple the powerful and rarely rise to accept the responsibility of power themselves πŸ€” I digress!

Four modes that every game adopts some form of. The theme tries to set the tone, yet the mechanical foundations laid for the players’ fictional characters establishes the feelings felt.

As an aside, BITS keeps these modes in mind for the specific kind of game it is trying to make. My WIP Gunslinger is a Human Mode game, while converting D&D characters is a Heroic Mode affair as opposed to BITS of Mork Borg and that Hardcore Mode adaptation.

I =really= think I have included all modes (there has been a lot of reading done!). Yet, if you have one or an amendment to make, comment! Let me know!

Toodles and cheers to your gaming ~

RPG Advantage Rolls

Roleplaying games are all about putting imaginations into fictional contexts of peril and adventure.

Sometimes, the characters imagined find themselves in a position of opportunity, or one of particular danger…

Thus, that character may have (dis-)advantage!

How that advantage gets reflected in the random outcomes of the situation is where the G – game – of RPG comes in. And that is where I’ve been struggling myself in consideration.

Follow me as I explore what kinds of advantage a game can have, and which my RPG system BITS might use.

Defining Terms

In RPGs, a character rolls dice and adds/subtracts value from those dice to randomly determine outcomes that are dangerous or might fail. In BITS, that roll is with 2d6 – two six-sided dice.

A roll can be altered in a few ways, one of which is having advantage, disadvantage, or neither. When disadvantage applies, it is virtually always the same-but-opposite of advantage (e.g. advantage gives a +2 to the final roll value? Disadvantage gives -2).

For brevity, when I talk about rolls, I will only talk about advantage – assume the opposite applies to disadvantage.

Advantage can come under many terms: Easy v. Hard Roll, Extra v. Less, etc. They all mean the same thing as advantage.

BITS has a few principles that apply to any game design with the system in mind:

    • Fewer Rolls (minimize the clatter of dice)
    • Less Math (adding one or two values is OK, subtracting values is iffy, multiplication should be avoided, and division must be avoided)
    • Rule of Two (BITS games are played with two and only two dice six-sided dice; link unrelated πŸ™‚ )
    • Simplify (less is more for everything in BITS, the same systems reused for every context)

We must keep that list in mind when evaluating the following.

Mechanics For Advantage

In no particular order:

Reroll

The classic. Whatever you are rolling, roll all the dice a second time. Take the better result.

Dungeons & Dragons uses this and so do myriad other games. It is simple and can apply to any roll. Also, if the game uses ‘criticals’ (extreme success or failure on low-probability rolls; i.e. ~5% or less), rerolling increases the chance for these.

The only problem is that it involves picking up the dice and throwing again. While it can boost the feeling of anticipation a player has by waiting for that second roll, it can boost the feeling of disappointment too when the second roll fails to improve the situation of the first.

Increase Range

When rolling in an RPG, rolls are expected to hit target value ranges or they fail.

In D&D, X+ is needed where ‘X’ or more succeeds. Call of Cthulhu requires X-, where the roll must be at or lower than ‘X’. Tiny Dungeon succeeds when a roll of 5 or 6 happens; a special move can expand that range to also include 4 in a next turn.

For BITS, an ‘X’ target is an odd number and increases or decreases by 2 for each target level (e.g. 7 is easy, 9 is moderate, 11 hard, etc.).

To give advantage by increasing the range means hard things become moderate, etc.

This is cool because it is decently simple math and it may increase the chances of a critical success depending on system. (In BITS, doubles like 5-5 that are above the target ‘X’ count as criticals; the lower the ‘X’, the higher the chance of criticals!)

The downside is that does do subtraction for disadvantage (-2 in the BITS case; would be -5 in D&D‘s case). Can we find something better?

Add Flat Modifier

Pure math based on the average change introduced by a rerolling of dice.

For a d20 (the die D&D uses), rerolling the value of a d20 leads to an average 3.325 difference. That’s a +/- 3 or 4, depending on how the system wants to swing it. An example would be Index Card RPG with its flat +/- 3 modifier.

Rerolling 2d6 leads to ~1.37, so +/- 1 or 2. As an aside, if we look back at the Increase Range section, the +/- 2 matches up quite well πŸ™‚

BUT, a flat modifier does not increase the changes of critical hits. Therefore, for the same math as the previous, gameplay does not increase in intensity with that added critical chance.

Multiply / Divide Results

Let me start by saying, “yuck!”

For the sake of completeness, I’ll touch briefly here.

Some games would have advantage multiply results together instead of add them if rolling multiple dice, or multiply/divide the final value by, say 2.

This has been primarily suggested for some d100 games (e.g. Call of Cthulhu where you have to roll under a number, so advantage would divide your result by half, helping you come under the target).

Is this not obviously sucky? Math must be kept to a minimum in a game lest it become a simulation. Not just that, but math must be kept to the simplest forms possible: addition, subtraction sometimes, and perhaps a multiplication by 10 occasionally (adding a 0 to the end of a value is OK).

Doing any other multiplication/division on results is preposterous. No apologies.

Analysis

Rerolling for advantage is the classic. Pick the better roll, add any modifiers to that. For saving the mental effort of extra math, time taken rolling is increased.

Increasing ranges and adding a flat modifier are closely aligned, though the former is a better option for players because of the manipulation of critical probabilities. Despite saving time in rolling though, it adds mental complexity with a bit of math being applied before the roll.

Let us let die the thought of using multiplication and division in any game ever.

So which is superior? …

That is a tough one. The rerolls get people to pay attention and can lead to dread or hopefulness for the second roll. The changing difficulty gives an immediate result, but removes anticipation and only increases chances at a critical for systems that don’t have a flat critical success number (e.g. D&D wouldn’t benefit because crits only happen on a value roll of 20).

With that in mind, perhaps the classic and tried-and-true method of rerolling dice has been roleplaying games’ default for decades for a reason. However, if a system would benefit from it, flat increases or decreases to difficulty target numbers is definitely worth one’s consideration.

I’m still kind of torn for which advantage system to use for BITS. What do you think BITS should ‘roll’ with? What systems do you use in your games?

Looking forward to your advice. Happy gaming! Cheers 🎲🎲

Not a BIT, Special

The roleplaying game system BITS was made to simplify and speed-up all a person needs to do in the famous Dungeons & Dragons while also being crunchier and less weak-wristed than rules-lite systems such as Powered By the Apocalypse.

To achieve that, the bodily statistics of a fictional character get compressed into the Body, Interaction, and Thought (BIT of BITS) values. To handle things like profession and life experience, Specialties exist to add advantage to any actions that involve the character’s expertise.

I’ve been thinking: If everyone is about the same (i.e. everyone is a human being, capable of about the same median skills and outcomes as anyone else), why include the minor distinctions of Body and Interaction and Thought?

What if a character’s training and life-lived were all that influenced how that character overcomes the challenges in their way?

Gunslinger

For this October’s goals, I choose to explore this question by applying it in implementation. The result is Gunslinger, a dusty RPG set in The West where players only have different traits (i.e. specialties) to help them sling their guns (or knives, or fists, or harsh words – the game doesn’t discriminate).

To my surprise, the premise worked really well!

A character is advanced by gathering more traits. They can of course find better guns and supplies, but these items are available to everyone else, too. The only way to gain an edge is to have some experience with the thing in question.

The traits also speak to the premise of the game. Sure, a player may request some expertise not provided in a list of suggestions, but it is the suggestions that mean to convey what will be important to the player. Suggestions such as:

    • Fast Draw (always the first to shoot before anyone without this trait)
    • Short-Barreled Firearms (revolvers, shotguns)
    • Fist Fightin’ (advantage when in a scuffle)
    • Throwin’ (knives, axes, bottles, or, if creative, insults)
    • Horses (riding, easing, taming, etc.)

With these, not only are players given mechanical- and narrative-context tools for their roleplay, but the tone is also set to help the Game Moderator in guiding the other players through the game.

Applying Specialty Traits

So what does a special trait actually do?

In short, a Specialty gives a player’s action that requires a roll of dice Advantage. (This only applies if the Specialty can apply in the fictional context the roll is happening, e.g. a ‘Stabbing’ Specialty will not help a player’s character ride a mule).

What’s Advantage?

Advantage improves the odds of a roll succeeding.

Advantage can be applied in many ways that I will explore in more depth in another post. Some examples include: Adding a value to the dice rolled, rerolling a certain number of dice, and, expanding the range of what is considered a success.

Other Games

As a complete surprise last month, I was introduced to the RPG Tiny Dungeon.

This excellently concise game doesn’t have attribute stats (Strength, Dexterity, Wisdom, etc. in D&D or Body, Interaction, Thought for BITS). Instead, a character only has their health (“HP”, defined by what species they are) and a set of three or more traits the player selects when creating their character.

As for adding narrative ‘flavor’, not all traits give flat advantage – some give extra hit points, alter actions, and more!

Character advancement comes in the form of additional traits. As discussed, traits help a character succeed, so as advancement happens, characters succeed more and more against harder and harder obstacles.

With a 4.6/5 on DriveThruRPG (unaffiliated link) and 4.4/5 on Amazon (also unaffiliated), traits-based games seem to do all right πŸ™‚

I’ll have a separate post for v0 of Gunslinger soon – keeping it as v0 since it really is a draft!

Where have you seen traits-based play before? How did you feel about it?

Checkout my other BITS posts when you get the chance – lots of RPG discussion on more than just this roleplaying game system!

Cheers for now.

October November Goal Review

A safe and spooky Halloween to you πŸ‘»πŸŽƒ October has been a long month, but now it has come to a close.

Time just flies!!!

Let us see how I have made use of mine:

October Goal Review

    1. Not a BIT, of Specialty
      1. Won. Gunslinger was my test game and it has been written 😎 Feel good about this one – expect a blog post talking about only using Specialty from the BITS roleplaying system in games!
    2. Play a TTRPG
      1. Won. (Or will.) Have a session planned on this coming weekend, which happens to still be in October! I’ll be the moderator and the characters will delve under piles of ashes to rescue a king’s son from a foul pit πŸ€˜πŸ’€πŸ€˜
    3. Outings
      1. Won. Kind of. The cooking classes fell through, but learning to handle firearms was excellent fun! That, plus a couple of movies made for a grand October. (I’m writing this before Halloween, so perhaps there is even more fun being had!)
    4. Self-Improvement, Self-Care
      1. Won. Had some events this month that required great bedrest. However, I prepared for this timeout by working my body in luxurious ways with exercise and pushing its boundaries.
    5. Crypto (Bonus!)
      1. Won. Shortly after writing last month’s blurb, I got it into my head that it was about time I learned about crypto currencies and coins and such. I did, and now have diversified my investment portfolio – let’s see if it’ll take me to the moon!

November Goal Proposal

    1. Give Thanks
      1. Perfect for Thanksgiving, no? Going to start my EOY letter, summarize my adventures from the past year, collect notes, etc.
    2. Future of BITS
      1. I ought to actually figure out what I’m doing with this game system I’ve been working on for a few years. Where will it go? How does one get there? Who might need to be involved? Time to get that down πŸ™‚
    3. Outings
      1. A copy of #3 from last month. At least once a week, go out for some special treat πŸ™‚
    4. 5 km, 100 Pushes, 1 Pull
      1. Taking a note from self-care in October, I’m getting back into shape after weeks of bedrest. Aim here is to, all in a day, run 5 km, do 100 push-ups, and get my first pull-up in months.

Bam! Goals are met 125% and goals are set!

How have your goals been coming along? November looking to be ambitious or will it be a recovery period?

Whatever you get after, here’s to it πŸ‘

In the meanwhile, happy and safe Hallows’ Eve to you and yours! Catch you back here next week! Cheers ~

Bringing d100 to 2d6

With the conversion of d20 table-top roleplaying game systems into BITS’s 2d6, I figured we should follow up with another incredibly popular system of d100.

About d100

In d100, two 10-sided dice are rolled, one being the 10s spot on a number, the other being the 1s spot.

A player’s character has stats or attributes that represent how good they are at certain things. These could be numbers from 1 to 99, 0 and 100 reserved for critical failure or success on rolls.

There are two kinds of d100 system: roll target or under, and, roll target or over. Because the latter requires a lot more math for reasons I’ll leave out here, the rest of this post only deals with rolling at a target number or under πŸ™‚

When a roll needs to happen, the rolling player picks their best applicable attribute. When rolling, the value of the roll must be at or under that target. So while the attributes of the character increase as they experience the game, so too do rolls get easier!

That’s d100 at a glance.

Roll %s

To get from d100 to 2d6, we need to talk percentages.

A d100 has an average value of 50.5, or that ~51 and above will happen half the time. Makes sense. 2d6 averages at 7, where any number at or above that comes out 58.33% of the time.

But 58.33% is a significant departure from 50.5%! However, if we consider percentages are rounded down, that 58.33% can become 50%. With that bit of fudging, percentages are back in safe waters.

Ability Score to BITS

This is where the conversion happens.

How can a player know what their d100 stat is in BITS 2d6?

Easy: consider everything below average is a 0 in BITS while dividing everything above into decreasing proportions.

A simple use of the 1-2-3-4 nature of BITS is we invert how much weight is put on each element. A 1 should have 40% ownership of anything next above average, 2 30% after that, 3 20%, and 4 10%.

Starting at the lowest percentage of 10%, 10% of the 2d6 average percent of 58.33 is 5.833. Since it has already been decided rounding down is key here, the value of 4 in BITS will own the last 5% of all scores and 1 will get 20% of the total.

That’s a bit wordy. Here’s a chart:

d100 Value RangeBITS Value
1-500
51-701
71-852
86-953
96-1004
Give or take 1 on the d100 Value Range.

Easy, right?

And, depending on what’s available for a given game, group skills and abilities equally under each BIT (Body, Interaction, Thought) to get that BIT’s value. Average together the values there, round down (if needed), compare with the chart above.

Easy!

Other Considerations

Now I know some d100 systems use additional scores that aren’t based on 100. Some systems use poly-dice.

For those numbers in those systems, I refer you back to my d20 poly-dice conversion post. That can convert Dungeons & Dragons and it can convert here too.

Applicable Games

Any game that uses a d100 system!

(Though I must admit my exposure to d100 systems is much lacking compared to d20s and polyhedrals.)

If it is a weird one with a roll-over mechanic, there shouldn’t be too much fiddling with the values to get things back on track. Set everything below-average to 0, then divide-up the remainder with 40%-30%-20%-10%.

Some games using the d100 system:

Missteps Along the Way

That’s the end of the d100 conversion so you may move on to another article on this site.

If you’d like to know what was was reviewed before the above was settled on, keep reading ~

Don’t think that I had all of the formulas and math pop into my head at once. I looked up dice probabilities and ran multiple graphs to confirm what was both mathematically sound and friendly (i.e. easy) for player use.

However, starting off with the wrong premise can make any outcome moot.

The first failure was looking at the value of 1 as a percentage of 2d6. That’s 14.3% (1/7, the average value). Because it handles better, say 15%. 15% per point of BITS value (best calculated starting at 4 and going down to 1 at 60%.

This looked fine to start:

    • BIT Value – d100 Conversion
    • 0 – top 100%, nothing special.
    • 1 – top 60%, a 40 and above in d100 gets 1, OK.
    • 2 – top 45%, 55+, good.
    • 3 – top 30%, 70+, great.
    • 4 – top 15%, 85+, excellent.

But you can see already that a value of 1 allows below-average performance to attain above-average results. Further, the progression is linear, whereas 2d6 is inherently parabolic (lines and curves don’t mix).

Scrap that.

Next I figured out the value of 1 in 2d6 for above-average values. I.e., what is 14.3% of 41.67% (difference of 58.33% average)?

The answer is 6, but already the premise is wrong – I was using the below-average range to affect the above-average allocation of BITS values.

Lame!

But that didn’t stop me from using 42% with the 40%-30%-20%-10% conversion. This actually got really close to the final result, but I rounded down first (i.e. I stepped by 4% of the total):

    • 0 – >0
    • 1 – >60
    • 2 – >76
    • 3 – >88
    • 4 – >96

Ignoring that these numbers look kind of ugly, if we round up (4.2% is 10% of 42%, rounding up to 5%), we get what turns out to be the final conversion:

    • 0 – >0
    • 1 – >50
    • 2 – >70
    • 3 – >85
    • 4 – >95

So despite starting from the wrong place, we got to the correct answer πŸ€·β€β™‚οΈ Wild how that works!

Anyway, I caught these mistakes before and during writing, so now you can see some of the method that goes into the consideration of BITS and other systems πŸ™‚

The End

Appreciate you getting this far, reader.

For the d100 games you’ve played, what considerations are missing from the above? Did they get handled in last week’s d20 poly-dice blog? How could this all be improved?

Will be writing more on BITS for a while yet, so stick around! Cheers ~

Bringing d20 Poly-Dice to 2d6

My favorite game system BITS uses at its core 2d6 (two six-sided dice). With 2d6, monsters are slayed, gold plundered, and crowds wooed.

2d6 is virtually unseen in the most popular roleplaying games (i.e. the Don and uncontested king of roleplay, Dungeons & Dragons), only showing up in well received though still pretty niche engines like Powered By the Apocalypse.

Yet, where 2d6 does show up, the dice are used in mechanics that are nearly untranslatable to the bread-and-butter d20 and poly-dice systems in use by mainstream games a la D&D.

BITS fixes that by using similar modification and resolutions to D&D (the crunchier part) while using only 2d6 instead of an entire rock-quarry of *d* rolls.

Here’s how:

Roll %s

First, a comparison of percentages in rolls between D&D (which uses a d20 at its core) and BITS 2d6.

D&D uses various difficulty levels that a player has to roll at or above to succeed depending on context. The player can add different modifiers to their rolls to help them get the number they want. However, as a general guideline, challenges can be divided into the following:

    • Roll at or above.
    • 5 – Very easy, 80% success rate.
    • 10 – Easy, 55% success.
    • 15 – Moderate, 30%.
    • 20 – Hard, 5%.
    • 25 – Very hard, cannot be accomplished without some value boost.
    • 30 – Godly, cannot be accomplished without major value boosts.

The percentages above seem really low. That is, until you consider they take into account adding everything from -5 to +10 to the rolls based off the the six abilities a game character has.

Further, “natural” criticals are when a player rolls either a 1 or a 20 (ignoring all modifiers). These crits have a 5% each to give a player something especially harmful or helpful, relatively.

Now 2d6, both with and without D&D‘s heavy use of modifiers.

    • Roll at or above.
    • 5 – BITS has this as easy, 83.3% success chance. D&D would have this as very easy.
    • 7 – BITS moderate, 58.3%. D&D easy.
    • 9 – BITS hard, 27.8%. D&D moderate.
    • 11 – BITS very hard, 8.3%. D&D hard.
    • 13 – BITS very, very hard, and can’t be done without some help. D&D very hard.
    • 15 – D&D‘s god-tier difficulty needing top-level characters and lots of luck.

BITS also has criticals when “natural” doubles are rolled (1-1, 2-2, etc.) above or below the target difficulty number. This means criticals scale with the difficulty of the challenge encountered: easier targets offer more opportunities to really wallop ’em.

However, if the linear scale of D&D roll probability needs to be kept, natural 1-1 and 6-6 (both a 2.8% chance) can be adopted for BITS, no problem. But why? 2.8% does not equal 5%…

Take a look again at those percentages. 55% and 58.3%, 30% and 27.8%, even the 5% and 2.8% for criticals! The conversion from d20 to using 2d6 as a core mechanic is never more than 4%, a sneeze of a difference in gameplay. Fundamentally, swapping 2d6 for d20 has no noticeable effect on outcomes.

Therefore, as a core mechanic, 2d6 can substitute for D&D-like d20. Though, there are still modifiers to add πŸ™‚

Abilities

D&D has six abilities that have both a base number and a modifier that slowly scales with the base. These six abilities are Strength, Constitution, Dexterity, Charisma, Intelligence, and Wisdom. Each ability’s modifier applies to challenges that are primarily in those abilities’ wheelhouse.

BITS has three abilities that are the modifiers added to the kinds of challenges that best fit their use. They are Body, Interaction, and Thought.

Now, the BIT of BITS has a 1:1 correlation with D&D: Body (Strength and Constitution), Interaction (Dexterity and Charisma), Thought (Intelligence and Wisdom).

If given a D&D character, the modifiers of that character’s abilities translate into a BIT value. By adding together the D&D modifiers, dividing by 2, and rounding down, new BIT values are found.

For example, let’s use the level 1 Fighter, Mage, Rogue, and Cleric starting characters for D&D.

Their stats (including health, aka HP, for later discussion):

StrConDexChaIntWisHP
Fighter+3+2+1-1+0+113 (d10)
(BITS value)B =+2I =+0T =+05 / 7
Mage-1+2+2+0+3+18 (d6)
B =+0I =+1T =+23 / 3
Rogue-1+2+3+2+1+08 (d6)
B =+0I =+2T =+03 / 3
Cleric+2+2-1+1+0+310 (d8)
B =+2I =+0T =+14 / 6

BITS expects starting characters to have no more than 1 or 2 in any given BIT, so the numbers above for abilities work brilliantly. Not all classes in D&D are created equal, so in exchange for a BIT value perhaps a BITS specialty (the S in BITS; describes history or role and gives advantage when that context applies to a challenge) is gained, or unique equipment acquired, or HP gained (more on these things next).

Since some ability modifiers can be negative, thus resulting in a negative BITS value, what should be done?

Well, BITS could flatline the BIT value as “-“, meaning whenever a challenge would be solved by that particular BIT, the roll has disadvantage. Or maybe a “anti-specialty” where if certain situations come up, all failures are critical failures.

Even though BITS on principle refrains from using negative numbers, a conversion of d20 to 2d6 doesn’t need to use that tenet of BITS, maybe in this one case negative modifiers can remain πŸ™‚

HP

Health, the lifeblood of player characters, the timer of how long a fight can possibly last.

The chart in the previous section has two numbers for BITS HP: the average of the die used in D&D (specified by class; d6, d8, d10, etc.) divided by 2, and that die average with the Body BITS value added.

That’s done because in D&D, HP is a certain die roll (d6, d8, d10, etc.) plus the Constitution modifier. For BITS, Body can be added to the average of the die for a class to achieve the same result.

Including the Body value in HP calculation can lead to HP bloat. While this may give more a feeling of heroic superiority to the player characters, it also leads to longer fights, less caution, and more flippant actions when the consequences aren’t that, well, consequential.

Depending if the Body value is added or not, and if there is any cap on HP (BITS typically likes to aim to cap at 12 HP), that changes the way combat and the use of equipment as a mechanic occur in the 2d6 conversion.

Equipment

BITS divides both fictional beings and their equipment into six tiers:

    • BITS Fantasy Weapon Tiers
    • 0 – Fists, unarmed combat.
    • 1 – Knives, small swords, cudgels, sticks, brass knuckles, hatchets, throwing spears.
    • 2 – Swords, axes, clubs, maces, short bows, light crossbows.
    • 3 – 2-handed mauls and bastard swords, pikes, longbows, flails, heavy crossbows.
    • 4 – Ballistae, claymores, halberds, tree-trunks.
    • 6 – Especially heroic or magical devices, such as Excalibur or Hercules’ club.
    • BITS Armor Tiers
    • 0 – No armor, clothing, robes, a buckler used as a shield in hand.
    • 1 – Leathers, round shields.
    • 2 – Mails, full-body shields.
    • 3 – Partial plates (a mix of mail and plate), 2-handed massive shields.
    • 4 – Full plate, a rolling barricade of treated wood used as a shield.
    • 6 – Heroic suits that are probably enchanted.

Gear can play into the BITS 2d6 conversion two ways. Either A) gear does nothing to a roll and gives its value as damage or reduced by 1 to negate damage, or B) gear adds to the roll value and the difference between the roll value and the target value is the damage given to a target (in the case of armor, it increases the chances of deflecting damage).

Let’s call option A the realism option, and B the heroic option.

Realism ought apply when a character’s HP is limited, either capped or very slow growing. Some characters ought die in a hit or two from a sharp object (just like real life!).

Heroic damage comes into play when characters feel overpowered. They smite small threats and can weather harsher punishment because their HP grows to accommodate.

Non-Player Characters

Whichever equipment mechanic is used to match the HP mechanic, non-player characters (NPCs; beasts, town guards, etc.) have their own tiers 0 to 6.

I personally am a =huge= fan of reducing enemy complexity in simulators games like D&D. Thereby in BITS, NPCs have HP equal to their tier and do damage equal to their tier. Players have to roll at or above the tier equivalent if wanting to either act against or defend against an NPC (e.g. a tier 1 may require a 7+ roll).

No rolling extra damage, no having to calculate HP, no having to figure out what every goon is wearing and carrying!

Keeping it simple like this should remain balanced between d20 and 2d6 implementations. Since I can’t vouch completely for it, if taking a D&D NPC into 2d6 territory, determine its abilities, HP, and equipment the same way done for characters detailed above.

(It does help that there are a plethora of NPC creation and balancing tools for D&D available, each ripe for conversion to BITS!)

And that’s it! Just about all that’s needed to convert a poly-dice d20 system into a 2d6 BITS-like.

The joy of having the tools to do this means a lot of games can be converted into a concise system shared between multiple fictions and titles for faster-yet-still-hefty play.

What’s your take? Any sections of d20 and poly-dice mechanics from games like D&D missing here?

Hit me up and let me know! If you’ve any other suggestions or would like to see a test IP get converted into 2d6 and BITS (even if the IP doesn’t have a widely-recognized game with it!), I’d be happy to walk through the challenge of the conversion.

In any case, do well! Cheers ~