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Archive for the category “Excerpts”

Experience Chapter Done! One More to Go…

So, I’ve brought the 9th chapter (Experience) to a close. It actually went more smoothly and quickly than I expected. The Experience system is something I’ve been processing in the back of my mind almost since I started working on 16 Bit Heroes, and I guess that the usual kinks in the system I find when starting a new chapter were already worked out before I got to it. I usually have to work them out while I’m working the chapter, sometimes going back and editing previous references (the Equipment chapter has had to be re-worked in one way or another no less than eight times, and it’s still the chapter I am the most insecure about). Huh… I seem to be getting better at this.

In any case, I thought that a small excerpt of the Experience chapter might be illuminating for my few readers. You’ll noticed that Experience Points is abbreviated as “EP” rather than “XP”; more on that after the excerpt.

Chapter 9: Experience

16 Bit Heroes presents multiple methods of character advancement. Each method has its ups and downs; it is up to the individual Game Group to decide what’s going to work best for them[1]. Only one method should be employed in a given campaign; they do not provide identical advancement, so one character using one method while another character uses a different one can result in some serious character disparity.

All of the methods use a level-based system and an identical experience chart. As characters and adventuring parties succeed in battle, complete objectives, and engage in rewarding role play, they receive Experience Points (EP). Once they have enough EP, the characters gain new levels, improving their Abilities and Stats, and gaining new Spells and Techniques (or access to same; see the Improvement Tree method).

Common Experience Elements

There are several things that are common to all of the Experience methods. All of them use the same Level of Experience table, for example, determining at what amount of EP a character gains a new level.

In all of the methods below, the rules outlined apply to Classes on even levels, and to Races on odd levels. For instance, if you’re using the Improvement Test method, you make Improvement Tests for your character’s Class on levels 2, 4, 6, 8, 10, and so on. Tests made for your Race or Personality are made on levels 3, 5, 7, 9, 11, et cetera.

Finally, all of the Experience methods use the same Multiclassing rules, which are described at the end of the chapter.

The Experience Methods in Brief

This section outlines each of the methods of improving characters through experience in brief. There are three methods outlined here. All of these are specifically “alpha”, which is to say that none of them are tested in any way – at least not yet. Some, all, or none of these methods may make it into the final system; it all depends on feedback.

  • Improvement Test Method: At each new level, the characters make an Improvement Test to determine how much their characters improve. Typically, a single Test roll is made, which is then compared to various Improvement Difficulties, each yielding a differing amounts of improvement.
  • Static Improvement: At each new level, a character gains specific benefits. There are no test rolls, and advancement can be easily predicted and tracked.
  • Point Based Improvement: At each level, characters receive a set number of Improvement Points, which can be used by the players to improve their characters.

There are also three special variants that modify the way the above methods work slightly; these are all optional. None of these has to be used at all, and one of them doesn’t even need to be playtested:

  • Buy It Up: The characters gain in level using one of the methods above, but new Spells, Techniques, and Skills must be purchased in game from trainers.
  • Party Experience: The characters do not track individual experience; instead, the Party has an EP total, and there is a unified Party Level.
  • EP Free: The characters automatically gain a level after a set number of Conflicts, or whenever the Game Group decides the time is right. This can be combined with Buy It Up and Party Experience, above.

So, here’s a little known fact in the history of RPGs: The abbreviation of Experience Points goes all the way back to the original Dungeons & Dragons rules put together by Gary Gygax and Dave Arneson. The original D&D had a lot of difference forms of currency, all based on different materials the coinage was made from. There were Platinum Pieces (PP), Gold Pieces (GP), Silver Pieces (SP), and Copper Pieces (CP). Between GP and SP, there was an additional coin, however – the Electrum Piece, which was, naturally enough, abbreviated EP.

A 640 BCE one-third stater electrum coin from ...

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Electrum is a naturally occuring alloy of Gold and Silver, and was actually used for coinage in the ancient world Check out the picture… In any case, because EP is a completely natural abbreviation for EP, and the word Experience sounds like it should start with the letter “x”, XP was a natural abbreviation for Experience Points. And that’s why Experience Point is almost always shortened to XP – because Electrum Pieces (which hardly appear anywhere in RPGs today) stole the EP abbreviation.

Since 16 Bit Heroes doesn’t use Electrum Pieces (or any specific currency system, for that matter), I thought I’d go ahead and use EP for Experience Points. It made sense to me when I was writing Chapter 9, at any rate.

So, now that the Experience Chapter is done, I’m down to the Bestiary before the system is ready for playtest. It looks like I’m going to reach my “Done Before Christmas” goal. It would be nice to achieve a writing goal for once…

Well, that’s all for now. As always, feedback is welcome!

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Chapters 1, 2, and an Admission of Idiocy

So, apparently, I don’t know my chapter structure as well as I thought I did. Below are links to both chapters 1 and 2 from 16 Bit Heroes. Yesterday, I claimed that Chapter 1 was the Introduction. It isn’t. It’s the Abilities Chapter. The Introduction isn’t a chapter… it’s an Introduction. Of course,

I admit it - despite being a 10 year Open Source Advocate, this is better than LibreOffice Writer. Of course, the rest of Office 2010 is pretty much a toss-up with the Document Foundation's work, but no one's perfect.

Image via Wikipedia

Microsoft Word 2010 takes a different view of things, which I allowed to confuse me. I do not blame Word, I only blame myself. For the record, I think Microsoft Word 2010 is the best edition of Word since ’97, and it’s the only one that I’ve used in preference to LibreOffice

Yes, it's the same thing, but without such tight corporate attachments. By the way, if you install their current beta, you'll loose whatever install of you already have - no big deal, but noteworthy.

Image by rinoshea via Flickr

(‘s new name, in case you didn’t know), which I’ve used exclusively for, oh, 6 years or so.

In any case, as promised (although a bit later than promised), here are Chapters 1 and 2.  Have fun!!

16 Bit Heroes Chapter 1

16 Bit Heroes Chapter 2

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16 Bit Heroes Chapter 2

Today is the day I’ve decided to start putting out each chapter from the 16 Bit Heroes Playtest Alpha. Some of these chapters are more or less complete (especially the earlier ones), while others are set for playtest, but incomplete (for instance, when I get around to posting Chapter 5: Skills, the Advanced Skills are missing complete descriptions, but characters can’t get those until level 25 anyway, making them superfluous for starting up playtest). By the time  I’m done, you should have everything you need to make and play characters for the alpha.

Today’s chapter is Chapter 2: Abilities. This chapter is one of te more complete ones, and it goes over the basic Abilities of a 16 BitHeroes character, and how you can use them to make Tests and such. This chapter also has the first step in the character creation chapter.

Why not start with Chapter 1? Well, it’s the Introduction, that’s why. The Intro needs to be re-written before I let much of anyone read it. Writing an Introduction before you’ve finished the rest of the book is a pretty dumb thing to do, and I’m not going to revise it until I finish the rest; you don’t really need an Intro for a Alpha Playtest Document, after all.

In any case:

16 Bit Heroes Chapter 2

EDIT: Well, I feel like an idiot. I apparently can’t read my own writing, which is sad, considering the writing was done on a word processor in a perfectly legible font. The posted document is, in fact, Chapter 2, but Chapter 2 is Character Classes, not Abilities. I will make a new, revised post later today containing bother Chapters 1 and 2, explaining for the whole world to see that I don’t know the chapter structure in my own damn book.

I’m SO embarassed.

In the meantime, you can still grab Chapter 2 here. Chapter 1 will be up later today. *facepalm*

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The CCS and a Plea for Art

Heya. I thought I’d post the Class Creation System as it appears in the 16 Bit Heroes beta book so that all three of my fans could give it a go. I’ve included the complete Dancer class (created as an example for the CCS), and the Simple Skill List (without the complete rules descriptions, but with the brief descriptions that appear in the table in the book) to show how it’s supposed to work and to provide the other tools needed to play with it. If anyone comes up with anything, post it as a comment!

That’s all found by clicking the little “more…” at the bottom of this post. The other thing I wanted to put out today is a plea for pixel art.

I’m looking for pixel art that looks like it could have been taken from – or was obviously inspired by – classic 8 and 16 Bit RPGs. I’m looking for original art only, and it has to be stuff you don’t mind being shared with the world at large. I can’t pay anyone, but I can promise an Art credit. If 16 Bit Heroes ever sees print publication (in electronic or dead-tree format), I will try to give a free copy to anyone who provided art or other content, but I can’t make any promises at this time.

I will include any copyright information you like in the credit, including web addresses or whatever you tell me. Although the rules for 16 Bit Heroes will most likely be Creative Commons Share-Alike licensed, the art won’t be unless the contributor wishes it to be. I don’t want obvious imitations of characters like Link or Zelda, or other such famous characters – I’m interested in original art only.

In any case, if you have any such contributions to make, drop me a line at student (dot) 20 (at) live (dot) com.

In any case, on with the show.

Read more…

16 Bit Heroes Excerpt

I thought that, since I had posted multiple excerpts from Elements (most of which have been re-written by now) it might be nice to see a bit of 16 Bit Heroes. Now, I know that this post doesn’t go along very well with my last one (about posting on other topics, tra-la), but I’m feeling lazy today, and I wanted to post something.

This comes from the first chapter, which describes Ability Scores; this particular section is concerned with Ability Checks, and the various complications that can arise with them.  Let me know if you have any questions!

Ability Checks

Sometimes a character’s abilities are tested directly. When this happens, you roll 5d10 and add the result to the Ability in question; the higher the result, the better. Typically, you’re attempting to equal or exceed a Difficulty value, although you might also be attempting to exceed the result of an Opposing Check.

There are several complications to Ability Checks – Critical Success and Critical Failure being the most important. In the case of rolling against an Opposing Check, there’s also the possibility of a Draw. Sometimes you don’t even need to roll – a character can get by on competence alone. All four of those are discussed below. A final complication applies to a single Ability; when you use your Luck Ability, you take the chance of getting Bad Luck instead of good. That is also discussed below.

Critical Success

If you throw your 5d10 for a Ability Check and the result is within your Critical Margin (see Chapter 2: Vital Statistics, page ###) of 50, you have achieved a critical success. Examples:

Your character has a Critical Margin of 0. In order to gain a Critical Success, you must roll all 10s on your 5d10 roll, to get a natural result of 50.

Your character has a Critical Margin of 2. In order to gain a Critical Success, you must roll a 48, 49, or 50 on your 5d10.

Critical Successes outside of combat may or may not provide special benefits. Often, they’re just good for bragging rights – you get to describe your character not only doing what they set out to do, but doing it with style. If the GM decides there should be some tangible benefit, he or she will tell you what it is. Maybe picking a lock takes half the time you thought it would, or you manage to not only bend an escapable hole in the bars, but you bend them so far that everyone can slip out without making a sound. It’s up to the GM – or, if the GM says so, it’s up to you, but you only gain tangible benefits outside of combat with the GM’s say so. The only guaranteed benefit is that you definitely succeed at what you’re trying to do.

In combat is another story. If you get a Critical Hit on a target, you do not make a normal damage roll – instead you deal the maximum possible damage you could roll (so if you were supposed to roll 2d10+15 for damage, you would automatically deal 35 damage instead of rolling). You also ignore ½ the target’s Armor Value with that particular hit (so if you were attacking a monster with an Armor Value of 20, and you got the 35 damage noted above, you would deal (35-10) 25 damage, rather than the (35-20) 15 damage you would normally do).

Critical Failure

Of course, if you can critically succeed, you can also critically fail. If the result of your roll is 15 minus your Critical Margin or less, you fail at what you’re doing, even if the result totals out higher than the Difficulty. You have achieved Critical Failure, and something bad might happen to you. Examples:

Your character has a Critical Margin of 0. If your roll results in a (15-0) 15 or less, you have officially screwed the pooch and stepped out the door.

Your character has a Critical Margin of 5. If your roll results in a (15-5) 10 or less, your character has achieved Epic Fail; congrats!

Outside of combat, a Critical Failure often just means you screwed up in some embarrassing fashion or another. Unless the GM says otherwise, you can describe exactly how your character fails miserably; the more entertaining it is the better. Maybe your lockpicks break off in the lock, making it unpickable. Maybe you let out a thunderous fart while trying to bend the bars, possibly alerting the guards and certainly upsetting anyone else in the cell with you. The GM may decide that something really, really bad happens, but most of the time any inconvenience and embarrassment a player comes up with him- or herself will be better than an arbitrary punishment for a bad dice roll. Just remember – your character didn’t just fail, he or she failed in some epic way. Have the good grace to make it fun for everyone.

In combat, a Critical Failure means you not only miss, but the target of the action can take advantage of an opening the character has left for them by failing so miserably. Unless the opponent has the “Slow” creature attribute (see Chapter #: Beasties, page ###), they can immediately make an Attack against the character that failed so epically. If they hit, they can ignore ½ of the character’s Armor Value when determining damage. In addition, the character’s turn ends immediately, even if they still had an Action to perform.


In the case of a Difficulty, a tie means success. However, when two characters face off together, you can get ties, and it isn’t really fair to arbitrarily assign victory to one or the other. This is when the Draw rules come in.

Sometimes a Draw isn’t really a Draw – that is, it’s pretty easy to see who should come out on top. In the following circumstances, you don’t have a Draw, you have a marginal victory for one character or another:

· If two checks wind up with the same result, but one of the characters involved is within their Critical Margin, thereby deserving of a Critical Success, they win, but they don’t gain any special Critical Success benefit in combat. Outside of combat, the Player can describe some cool or skillful way they came out on top.

· If two checks wind up with the same result, but one of the characters involved deserves a Critical Failure, that character loses. There’s no Critical Failure unless the losing player wants to describe one – he or she just loses.

· If two checks wind up with the same result, but the Ability used to modify one character’s check is 5 or more higher than the other’s (and neither character deserves Critical Success or Failure), that character wins based on superior competence alone. Critical Success and Failure trump this rule, hands down.

· If one of the characters is in a state of Bad Luck (see below), that character automatically loses all Draws.

If none of the above three circumstances occurs, what has happened is a proper Draw. In combat, this means essentially the same thing as a miss on the attacker’s part. Out of combat, this means the situation should be described in such a way as to indicate that the characters tied. This may mean a repeat of the previous check, or some event that indicates the characters were equally matched. If they were racing, for instance, it might be impossible to determine the winner.

If a tie is absolutely unacceptable for some reason, each character gets an additional 1d0 to roll and add into their result. This continues until someone comes out on top.

Competence Alone

Sometimes a character is just so good at something that rolling is a waste of time. In such circumstances, the GM should let the player know that they don’t have to roll – the character can just succeed and things can move on. A player can choose to roll anyway if they like, to try of Critical Success while risking Critical Failure; that’s fine. Otherwise, the character just succeeds and things move on.

Competence only applies under the following circumstances. If the character meets one or more of the following qualifications, no roll is needed.

· The Difficulty is equal to or less than the relevant Ability + 10.

· The Opponent’s relevant Ability in the opposed check is less than ½ the character’s relevant ability.

· The Opponent is under the effects of Bad Luck (see below), and the character’s relevant ability is equal to or greater than the opponent’s.

Characters can also attempt a Minimal Competence Check. If they do so, they don’t roll; instead, they treat the check as if they had rolled 15 on the dice. GMs don’t need to inform characters when Minimal Competence will do – that’s the player’s decision.

Bad Luck

As previously mentioned, Luck can be used for a variety of things, including substituting it for any Ability in a check. Using Luck too often can result in bad things happening, however. A character’s luck can turn on him or her, putting them into a state of Bad Luck, which modifies how most of the above rules work.

Characters can enter into a Bad Luck state under the following circumstances:

· Rolling all 1s on any Luck Check

· Rolling a critical failure on a Luck check when Luck is being used as a substitute for another Ability score

While a Character is in a Bad Luck State, the following rules apply:

· If the character’s Critical Margin is reduced to 0.

· The character cannot benefit from Critical Success, but can suffer from Critical Failure.

· The character loses all ties against Difficulties and loses all Draws automatically.

· The character can no longer use Competence Alone to succeed at challenges – they always take the chance of Critical Failure.

· The character cannot use Techniques, Spell Effects, or Psychic Abilities that allow them to re-roll dice.

· The character cannot substitute Luck for other Abilities when making Ability Checks.

Getting out of a Bad Luck state is difficult. Typically, blind luck gets them out of it, the same way it got them into it. The following things will get a character out of a Bad Luck state:

· The character rolls three 7s any time they roll three or more dice.

· The character rolls five 10s any time they roll five or more dice.

· The character performs a great act of heroism, bravery, or virtue (GM’s discretion)

· The character finds a priest, druid, or other holy person willing to perform a cleansing ritual; such a ritual must be performed in a sacred or consecrated place, and requires materials or monetary donations equal to 1,000 gold pieces or more per level of the character to be cleansed (basically, the buy-out option should be available, but expensive – however the economy works in your game should be fine, as long as you keep that in mind). The holy person may demand a specific Quest instead of payment, if the GM is looking for a good plot hook.

Bad luck is a pretty harsh thing. Any Game Group might decide that it’s too harsh to include in their game; this is fine, but if a group chooses to do so, they should remove the ability to substitute the Luck Ability for any other Ability in all Ability Checks, perhaps limiting such things to once per day.

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