D&D and The Art of the Steal

So, I’ve been thinking again (as one does) about Thieves’ skills and bonuses in OD&D and B/X lines. I wrote about this before, in It Takes A Thief back in 2008. Nowadays, Original Edition Delta has a nice simplification of calculating them to eliminate the weirdness of the percentiles (that are almost always increments of 5% anyway) by just using the Thief’s level as a modifier on a Target 20 roll, but by design it sticks very close to the RAW chances of success. The problem, for me and my players at least, is those numbers are so low for everything except climbing that the thief shouldn’t bother trying them unless there’s nothing really riding on it or they’re almost to “name” level: you don’t hit 55% in anything except climb until level 7 in OSE(B/X) . That’s pretty much the opposite of how you want a thief to play. There is a school of thought that you should just drop the Thief as a class, and “if you want to be a Thief, steal something” but I’ve encountered a lot of players over the years whose favorite class is Thief, so there’s something about the archetype that speaks to them and I want to accommodate that.

Using the interpretation that Thief skills are near-magical abilities (I think due to Philotomy: anyone can hide, but a Thief can hide in shadows) doesn’t really help. Even if you don’t mind the flavor of thieves with semi-mystical abilities, they’re still not going to do it with any degree of reliability until near the end of the campaign. Other adjustments such as allowing repeated tries or treating a miss as indicating success but after a delay, proportionate to how much you missed by kind of works for some things like picking a lock that it might be possible to attempt until you get it right… but for something like moving silently that’s no help at all, and still leaves it that you shouldn’t bother rolling unless it’s either desperate enough that you have nothing else useful you could try on your turn or you have no real pressure and the Referee should just give it to you and move on.

Taking a step back, how reliable should these skill be at first level? Well, how powerful are they? The answer is “not very.” A first level Fighter will hit an unarmored opponent about half the time (give or take about 5% depending on edition), and on the average that hit will kill a 1 HD foe. A first level Magic User can cast a spell (admittedly once a day) that can also on the average slay a 1 HD creature regardless of AC (Magic Missile) or put up to 2 dice worth of 1 HD creatures to sleep (or proportionately less up to a max of 4 HD creatures). And the first level Thief can… open a lock? Hide?

Looking at it this way, is there any reason in the game not to make the default success rate for Thieves’ abilities pretty much the same as for Fighters? About 50% of the time it works, at least in the typical situation you’d find on the first level of the dungeon or back in town? If you can actually open the chest, or find the trap, or move silently past the guard that doesn’t seem like it would break the adventure… unless your adventure assumes that the players would never be able to do that. And if you’re writing adventures like that, well I won’t tell you to stop, but maybe you should get rid of Thieves as a class.

So, where does that leave us? I think for OED, I’d just make it Target 10; for more or less by-the-book B/X or Old School Essentials you could keep the percentiles and just add 50%, but my inclination is to make it about half-way between OSE and OED. Use a d20 and resolve, but adjust the percentiles by dividing by 10% (rounding down) giving a bonus range from +0 to +10 and allowing the Thief’s Dexterity modifier to apply. The Target Number would 10 for 1st level challenges (the kind you’d find while fighting 1 HD creatures) but scale with the level of the dungeon (5th level dungeon has TN 15 locks) or the equivalent in overland/city adventures. A wealthy merchant can probably afford Target 15 locks, a 10th level Lord Target 20. That way the challenges for Thieves roughly keep pace with the challenges that the Fighters and Magic Users are facing in terms of AC and spells saves. I like that this makes it really easy to convey a sense of some tasks are harder than others even for master Thieves while still letting the players have a good guess of how hard it’s likely to be instead of springing modifiers on them lock-by-lock. Keep the usual 1 is automatic miss, 20 is automatic success from the combat system. For Pick Pockets instead of looking for rolls of more than twice the chance of success to see if the Thief is caught, I’d change it to getting caught if the Thief misses by more than the Thief’s own level.

There you have it, a pretty minimalist change that I think opens up the play possibilities for Thieves a great deal. Even a first level Thief has at least a coin-flip’s chance of accomplishing any of their core abilities, while retaining the flavor of the old school Thief with the slightly different advancement of the distinctive Thief skills.

Update: Just to make it clear, I do let non-Thieves try any of the Thief skills (except read scrolls). They roll as 0-level Thieves: 1d20 versus whatever the target is with no bonus, not even attribute modifiers. High attributes only help if you have the slightest idea how to apply them properly; I don’t want high Dex, say, to automatically be as good as a Thief who had to work for those levels.

Cleaving Attacks

Dan Collins of Delta’s D&D Hotspot has a new post on what he calls “Cleaving Through the Ages”, where he goes into the history of making multiple attacks against low-level foes through every edition of D&D, as well as the pre-history in Chainmail. And an exhaustive round-up it is, too. Without repeating it here, the basic idea is that ever since Chainmail, every edition has had some variant of a rule that allowed Fighters (and usually only Fighters) to plow through multiple opponents in a round. Among other observations, this turns out to be an important balancing factor in very early editions between the PCs and the huge numbers, into the hundreds, of 1 Hit Die enemies they might encounter in the wilderness according to the standard encounter charts. In Chainmail and OD&D, a heroic figure could attack as many 1 Hit Die enemies as the hero had Hit Dice (more or less, you can see Dan’s post for the gory details), potentially eliminating them all at once.

Later editions tended to tone it down, and often made it contingent upon success: If you hit the enemy and you killed the enemy, then you could immediately try to hit another adjacent enemy until you either failed to kill one or ran out of enemies. It’s this version that’s usually called “Cleave” in D&D and its kin. Personally I like the name “Sweep” since that’s what we used to call it back in the day.

There are a couple of problems with this, but for me the biggest one has always been it just takes too long to resolve at the table. One PC getting multiple actions on a turn always has the potential to make things drag, and it’s exacerbated when there’s potentially a big disparity in the number of actions. An 8th-level fighter getting 8 attacks vs a wizard’s one (maybe) spell can drag on, and making it so that they have to be resolved in order and you have to determine for each attack how much damage it did and whether that kills the foe before making the next attack and then updating the HP on the final foe makes the worst case even worse, even if often it’ll cut the round short before every last foe is attacked.

On the other hand, something along those lines has been part of every edition of D&D and really is needed to let the fighter’s keep up with the later-game area-of-effect spells that casters get. Carving through hordes of creatures one per round is for the birds.

So what should we do? My favored approach is to look all the way back to Chainmail, where you just roll one d6 per the PC’s hit dice and if you hit the appropriate target number you eliminate the foe. Against 1 HD foes this is pretty justifiable: in OD&D all weapons do 1d6 so the average will exactly kill a 1 HD enemy. You can roll them all at once, count the successes, and cross off or remove that many foes, so minimal book-keeping. If, as seems reasonable, when you’re using variable damage dice for weapons you say you can’t cleave with a small weapon (i.e. no d4 weapons), then it’s at least 50-50 that any hit kills, and more likely than not if you have any Strength or magic bonuses at all.

But how does that stack up against the normal (aka “alternative”) combat system using d20s to hit? I mean, you could roll a fistful of d20s and count successes whenever you got better than 15, 16, or whatever based on the foe’s armor class, but that seems…a bit fiddly? What would it look like if you wanted to use d6 for that, like the good old days? Would it be that different?

As it turns out, no. Take a look at the following chart, showing what an ordinary man with no bonuses needs to hit the various armor classes (for simplicity using Dan’s Target-20 system)1.

ACArmorTo hit on d20To Hit on d6THD6 roundedTHD6 truncatedThe Heck with Shields
2plate + shield186666
3plate175.67656
4chain + shield165.33555
5chain155555
6leather + shield144.67544
7leather134.33444
8shield124443
9unarmored113.67433
Roll needed for a 1 Hit Kill

If you divide it by three to reduce the max needed 18 to a 6, you get the To Hit on d6 column. Then, depending on whether you round or truncate that result you get some pretty easy to understand patterns. Either plate needs a 6, chain needs a 5, anything less needs a 4, or only plate and shield needs a 6, combos down to chain needs a 5, down to naked is 4, and naked is 3. A final option is to fudge it and say we don’t care about shields: Plate 6, Chain 5, Leather 4, Unarmored 3. I’m a little bit torn between saying come on, at least pick up a shield and saying chain and plate really ought to be different, but in the end any of these seems perfectly workable since it’ll be really rare to have a situation where the 1 HD foes have mixed kits. Most likely you just write down the single target number for the whole lot of them and you’re done with it.

So that’s my current plan for handling Cleaving/Sweeps in all the D&D-like games I run. Against 1 HD foes (or likely against any foes where your average damage is a 1 Hit kill) just roll d6s against the target number based on their armor and sweep them off the board.

  1. Justification for this, if needed, comes from the fact that at least the earliest versions specified that the attacks were carried out using the normal man row of the table, and that in any case allowing for both multiple attacks and bonuses to the attacks is a form of double-dipping.

Strength is Size

One thing I tend to do in D&D-esque games is treat the Strength attribute as indicating size as well. (Other games, such as Chaosium’s Basic Role Playing and its kin have a separate Size attribute.) It seems to me, though, that there’s a bunch of pretty good arguments that the two are at least highly correlated, if not one and the same.

In most combat sports, from boxing and wrestling to taekwondo, as well as sheer strength-based sports like weight lifting, competitors are divided into weight classes for both health and safety reasons as well as to make the competitions more fair (and interesting). The average winner of the World’s Strongest Man competition stands 6′ 4″ and weighs in at 390 pounds!

Moreover, at least in the earliest editions of D&D starting with Supplement I Greyhawk, the two biggest mechanical differences from exceptionally high or low strength scores are to-hit, damage, and carrying capacity. To-hit I think makes perfect sense as reach, which is a huge factor in hand-to-hand combat, as does damage as function of mass (again thinking about weight classes in combat sports). Carrying capacity is a little less clear, in that the additional weight of your body seems to count against your maximum carrying capacity, at least over distances1, but since the bonuses tend to be linear while body weight increases exponentially, I call it good enough for D&D.

As a quick approximation for human, you can look up Strength in the following chart. I leave it as an exercise for the reader to apply adjustments for non-humans, and of course you might decide that any particular character is a bit bigger or smaller than the chart indicates. 2 Or you might decide (as my long-time Friday night GM did) to just roll size separately on 3d6.

SDMaleFemale
HeightHeightWeightHeightHeightWeight
Strength5′ 9″69.301695′ 4″64.10135
SD2.962.922.92272.752.7524
3-2.535′ 2″61.901014′ 9″57.1373
4-2.205′ 3″62.891104′ 10″58.0682
5-1.865′ 4″63.871194′ 11″58.9990
6-1.525′ 5″64.861284′ 0″59.9298
7-1.185′ 6″65.851375′ 1″60.85106
8-0.845′ 7″66.831465′ 2″61.78115
9-0.515′ 8″67.821555′ 3″62.71123
10-0.175′ 9″69.301695′ 4″64.10135
110.175′ 10″69.791735′ 5″64.56139
120.515′ 11″70.781825′ 5″65.49148
130.845′ 0″71.771915′ 6″66.42156
141.186′ 1″72.752005′ 7″67.35164
151.526′ 2″73.742095′ 8″68.28172
161.866′ 3″74.732185′ 9″69.21181
172.206′ 4″75.712275′ 10″70.14189
182.536′ 5″76.702365′ 11″71.07197
  1. Backpack Weight and the Scaling of the Human Frame
  2. Distribution of Body Weight and Height . It’s actually pretty hard to look up data on raw weights instead of BMI, and I’m not particularly confident that the standard deviations in weights correlate exactly with standard deviations in height as the chart would indicate, but whaddaya want for nothing?

D&D & Me (part 1)

Back in 1975 my father took me to The Games People Play in Cambridge, Massachusetts, and bought me a copy of the new game Dungeons and Dragons, which he had read about somewhere (I think in some science fiction magazine). That gift literally changed my life. Hardly a day has gone by since then when I haven’t read, written, or done something to do with RPGs. All of my closest friends, save one, are people I met doing RPGs, and almost all them I still game with at least semi-regularly.

My first game group was my 6th grade friends, none of whom had ever even heard of the game, and a teacher I roped into running an after-school club for us to play D&D. I played D&D almost every chance I got, and when I wasn’t playing I was making dungeons, doodling monsters, or reading fiction that would work its way back into the game. I remember actually running a fairly longish campaign in High School set in Xanth, based on the first two books. The girls in our group1 liked that better than the previous Arduin Grimoire-based campaign; I’m not sure whether it was because it was more whimsical or they just liked having what were in effect super-powers instead of magic spells.

In the beginning I was the only DM in our group, but my step-brother started to DM as well, and we played a lot of two person games with one or the other of us as DM and the other as a lone PC, possibly with retainers; it never seemed to occur to us that one person could run more than one PC and having a party would make things such as recovering the bodies of fallen adventurers easier. We never worried much about lethality, because resurrection was easy in our games. In my Arduin game, it was something that the inn-keeper at the home base could do for you; granted, influenced by the over-the-topness of some of the Arduin random encounter charts the inn-keeper was a Platinum Dragon, whose human form was a 70+ level “techno.” We made all of our own dungeons and setting materials; I never actually even purchased any of the classic adventure modules, although I did get the Judge’s Guild City-State of the Invincible Overlord and my step-brother used it pretty heavily for a while before making his own cities and overland maps. We heavily modded the combat and magic systems, borrowing from Steve Jackson’s Melee and Wizard tactical fantasy arena combat games.

Actually, though, I moved on from D&D pretty quickly, both through D&D-likes such as Empire of the Petal Throne, and Arduin Grimoire, and also outward to different takes and genres: Chivalry and Sorcery, Runequest, Traveller (lots and lots of Traveller), Villains and Vigilantes, Metamorphosis Alpha, Gamma World, The Fantasy Trip… if it was an RPG of the era, I probably tried it. By the time the Advanced Dungeons & Dragons Players Handbook came out in 1978 I mostly thought of myself as an ex-D&D player. It had been fun at the time, but it was too limited and clunky. There were so many better, more coherent, and “realistic”2 systems out there. It chapped my hide that to the general public they were all “D&D.”

My complaints about D&D were the usual ones: what’s a hit point, anyway? How can one person have so many multiples of how much another person has? In what world is a cat a deadly threat to a wizard? Class restrictions are so pointless, and invalidate so many good character concepts. Balancing wizards by making them nearly useless at low levels and god-like at high levels doesn’t actually accomplish anything useful when it comes to day-to-day play. How does armor make you harder to hit, shouldn’t it just reduce the damage? How can people possibly be moving so slowly both in and out of combat?

I kept trying new systems, but eventually most of my gaming moved to various home-brews of my own devising that–mostly by design–rejected most of the features of D&D. It would be a long time before I played D&D again. But that’s a story for Part 2.

1- We had girls in our groups, even from the earliest years. The stereotype of D&D being something that was only played by boys never matched my experience.

2- Yes, I used to value realism, or at verisimilitude, in RPGs very highly, while having a pretty narrow view of what counted. But I’m much better now.