Welcome! This blog is about a game I made, tentatively called Hack & Crawl Campaigner. It's a short, rules-lite fantasy RPG system that only uses six-sided dice. It's inspired by much that came before, and I'm constantly revising it, but here's Version 0.0, for your consideration (click link for pdf):
Hack & Crawl Campaigner
In general, this will be a place where I talk about design principles, rule choices, advice on how to run the game, personal anecdotes of playtesting, and anything else that I think might be vaguely related. For now, though, enjoy the pdf.
A preview:
What’s Different About HCC? (Basic Summary)
d6
The core mechanic is CD3: 1d6;1d6 (roll 1d6 for your base roll, roll another for a modifier: 1-2 add 0, 3-4 add 6, 5-6 add 12) which gives a
linear spread from 1-18, but all rolls in the game can be thrown using only d6.
Raw abilities over modifiers
As in the original (Little Brown Books) ruleset of
the original fantasy RPG (D&D), Ability scores offer only minimal modifiers to rolls and only at the
uppermost and lowermost score ranges. This means that your character will not receive
many intrinsic bonuses, but it also means that there are no hopeless
characters. Raw ability scores can be used in a general way by the Judge to
make ad hoc rulings—your character has a Wisdom of 15? Here’s a piece of common
sense she might consider—but they are also used for Skill Checks, Saves, and training.
High risk/High reward
Each class can function in a fairly predictable
way, as in older rulesets: Fighters can perform attacks, Magic-Users and
Clerics can cast and forget, and Thieves can try their skills. But each class
also has a mechanic that can add bonuses—or penalties—to their success. Fighters
can master and improvise special moves, Magic-Users and Clerics can roll for
spell results, and Thieves can “press their luck” to gain points on any dice
roll.
Live fast and die young
No attempt has been made to establish artificial “game
balance” with regard to classes or encounters. At low levels, this system is
fairly lethal. HP will be low, and reaching 0 usually means your character is
dead for good; this naturally evens things out. For those who survive, though, progression
from lowly dungeon crawler to heroic lord of a stronghold is much faster than in
most of the rulesets this system was based on.
Mass combat
Returning to the original ruleset’s wargaming
roots, HCC contains a mass combat system that can be used for warfare between
large forces but also for the uneven sort of match-ups that result when a
Legendary figure finds himself facing off against hordes of ordinary (Normal
Tier) men or monsters. Rather than engage each enemy individually, man to man,
the mass combat system allows for fast resolution—with real consequences—of
large-scale fighting while still being able to “zoom in” on the more dramatic
one-on-one match-ups between PCs and tougher opponents..
Customization
There are no preset feats or skills, no attacks of
opportunity or prestige classes. HCC leaves it to the Player and the Judge to customize
the individual PC. No two Fighters need be alike. They can each create their
own moves and fighting styles just as Magic-Users can create their own magical
items and spells.
Karma
Karma has no direct precedent in D&D old or
new, though it does have precedent in the Marvel Super Heroes RPG and the
Dungeon Crawl Classics RPG. Karma represents a way to reward good role-playing
with points that can be used in dire situations to make a successful roll when
you need it most.
Formulas over tables
Though there are plenty of tables in this system,
formulas are preferred when possible. Turning the Undead is (1d6 + WIS
Modifier) + Caster Level – the Monster’s number of HD ≥ 4 to Turn, with bonus
Turnings for each point over 4. Hitting an opponent is attack roll + attack
modifiers + defender’s AC ≥ 17 to hit. No matrices, just addition and
subtraction with target numbers that never change for a given type of check.
Descending AC
Though ascending AC has become popular since 2000
or so, this ruleset uses descending AC for a variety of reasons. Given the
formula above, it’s easy to calculate a hit without ever changing the target
number (which can’t be said for ascending AC). But it’s also used for a variety
of calculations that don’t easily translate to ascending AC, such as a
character with lower AC taking less damage from backtsabs or a character with
heavier armor (lower AC) having a harder time removing armor when faced with
the threat of drowning.
HP
HP is rolled completely
anew for every level. You only gain HP if you roll higher than what you had
before.