What is Heroes & Other Worlds?

Heroes & Other Worlds is a game of adventure inspired by Metagaming's classic Melee/Wizard/TFT system combined with inspiration from the Moldvay edited basic game. The rules are easy to learn and use standard six sided dice. The system is simple, sensible and flexible in the spirit of classic role playing games from the early 80's. Become a Hero, Other Worlds await!

Friday, July 31, 2015

Skills again...

Yes another post showing how the sauasage gets made...

In revisiting my thoughts on skills for B&BM this is how I (currently) am going to play test them. There are 3 basic skill levels: Untrained, Trained and Expert. In a nutshell:

Untrained-Anyone can try any skill but they start with a base of 4 dice in the attempt.  So Jimmy the Knucklehead tries to throw a knife for the first time ever--4/DX in the attempt.

Trained-this is a skill you have "bought" and become trained in you roll 3 dice when attempting to use this skill. Jimmy the Knucklehead is a trained to pick lock, he rolls 3/DX.

Expert-this is a skill you "bought" twice to gain superior training and to become an expert in it.  The base test is still a 3 dice test like a trained skill but you add a fourth "expert" die to the attempt. For the test only use the 3 lowest dice rolled as a sum, the player dismisses the highest die rolled of the 4 and does not count it in the attempt.

Jimmy the Knucklehead tries to charm the ladies, and everyone knows Jimmy is an expert in sweet talking the ladies! So he roll 3/IQ+1 Expert die getting a result of 3,3,4,5.  The highest die rolled (5) is ignored and Jimmy's total is (3+3+4) a 10! Too bad Jimmy's IQ is 8...what a knucklehead

Note, The referee, based on difficulty, may still add a die or DRM to any attempt made.

15 comments:

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    1. Thanks Scott. In addition expert level skills with weapons give you a bonus action each turn in combat.

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  2. i take that back.
    this very darn nice. it works very well with winning or opposed tests too!

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    1. but, may need slight redefining depending on how winning/opposed tests are defined. the following re-definition makes the definition more universal for any circumstances that might arise:

      Expert-this is a skill you "bought" twice to gain superior training and to become an expert in it. The base test is still a 3 dice test like a trained skill but you add a fourth "expert" die to the attempt. For the test result, use any 3 of the 4 die rolled.

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    2. Thanks for the feedback and the "rule clarification" text as well I think you helped make it more clear and concise!

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    3. i'm always trying to help. sometimes very subtly because i don't wish to have my blood spilled...like way back when i suggested you break the core rules into a PHB and a DMG. i saw problems back then but didn't wish to be a jerk about it. i figured others would eventually see problems too and you would arrive at the 'revision' decision on your own. oddly, i seem to lose more blood when i try to be subtle and sensitive.

      based on all the feedback over the last few months, i think BBM was the best 'next step'. i think i can be very clear and concise when i want to be and i'm not too tired. like everyone else, i sometimes fail - perhaps more often than others. sometimes i get too excited. sometimes i'm wrong. sometimes i'm right. sometimes i need some sense knocked into me :)

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    4. No worries at all, we may not always agree--but I certainly appreciate and respect a well reasoned contrary opinion!

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    5. thanks, buddy. that's a ray of light in my lonely corner.

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    6. Hey chin up amigo, my thanks to you! :)

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  3. i also like how Jimmy is trying to jimmy something open in the last two examples.
    (dodging tomatoes)

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  4. this very elegant mechanic would apply very well to spells too, if one so desired.

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  5. I have used this mechanic before. I had called it a Karrma Dice and used it with the LAW system. Karma can be both negative and positive, so I use it both ways. Either take the die rolled away so the end result benefits you or if the GM gives you a negative karma die then leave the result that benefits the bad guys. Whatever the case the mechanic works. It takes away some of the math and simplifies/streamlines it. I would love to see you put it in the rules. The new DnD rules on disadvantage/advantage uses this mechanic and it works very well, makes game play faster. Anyway those are my thoughts.

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    1. Cool thanks! As we have play tested a few times now, it seems to be working well w/o being a mechanical distraction!

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