Showing posts with label Ruminations. Show all posts
Showing posts with label Ruminations. Show all posts

Thursday, January 28, 2021

Zero to Hero

 Welcome to 2021.

So, I had an epiphany. I realized one of the reasons I like OD&D and the Z2H model. If you reference my last post, it is about the part of me that enjoys a more heroic playstyle right out of the gate. It also touches on how 4e supports such a game.

It occurs to me that OD&D functions similarly in its design space, which is the zero-to-hero model. The thing about it, though, that was at the focal point of my epiphany, is that beginning PCs are pretty much common folk. They don't have powers or hit point kickers. Magic users can't cast cantrips at-will. Clerics don't even have spells at 1st level. Fighters have the same chance to-hit as everyone else at 1st level. These are common people who have chosen, or had thrust upon them, a life of adventure.

They may be looked upon with a healthy dose of distrust by their fellow commoners. Yet, by the time they've reached 3rd level or so, the common folk of their home area are starting to look to them to solve dangerous problems. The magic-user can conjure illusions, become invisible, read minds, or bind opponents in a mass of webs. The cleric can cure wounds with a touch and protect himself or others from evil. He can also drive away skeletons and zombies with a command. Fighters can endure longer in combat than normal men, biding their time to land that telling blow. Fighters at this level are also likely outfitted with enchanted armor and/or weapons.

Yet, I believe, that whether at 1st level or higher, they are looked upon with a mixture of awe and envy by their fellow commoners. The barkeep knows that the magic-user could have been him, if only things had been different. The blacksmith knows it could have been him with the gleaming enchanted armor and impossibly sharp magic sword, if only he'd apprenticed to the wandering mercenary.

They all started from the same place. The PCs weren't touched by destiny or singled out by fate. At least not yet. Those proclamations are the province of historians and biographers. In the beginning they are all cut from the same clothe. Far more die in the vain attempt at fame and glory than attain such status.

I think that in a way that is what I find so appealing about this style. I can identify with it. I'm nobody special. If I statted myself out, I wouldn't have a single bonus. But. . . if I could find a sword or a cranky old man that knows a spell or two, I could one day be the guy that saves the village and is everybody's hero. Even if it is just for a day.

 

Monday, October 5, 2020

An Oversight Addressed

 Good morning,

I realized there is a gaping hole in my coverage. I've never really talked about D&D 4e. I mentioned it in a post on 5e, but that's it. Now, this may seem perfectly natural, given my many poetical waxings on old school nostalgia. D&D 4e is widely regarded as the least D&D of all additions, which by extension should leave it far outside the orbit of old school aficionados. 

I want to go on record here and now as saying, I love 4e. Take that assertion with my usual caveat: I do not have a play group, either f2f or online, so I don't actively participate in any 4e games. Perhaps I would be more accurate in saying that I love how it reads and inspires my imagination.

I have far often been frustrated by characters, both my NPCs and PCs, that aren't supported by mechanics. Put down the torches and pitchforks. I know I'm not the only one that has played a fighter that is conceived of as being this hard-hitting northman with a big axe and bigger attitude. Yet, when the dice hit the table, the thief has a better damage output. Nobody's fault, just the way the dice fall. The thief's player is using a long sword and consistently rolls 7s and 8s for damage while I roll 3s and 4s mostly.

I realize that there is more to being the badass fighter in the party than meting out damage. The fighter has more hit points (or should) and can wear heavier armor. I know those are meaningful benefits, but damnit, fighters should be killing things, not functioning as party meat shields.

So, that is one thing I really like. The powers structure makes your character not simply occupy his niche, he OWNS that niche.

And about the powers mechanic: I love how it makes wizards so much more like their Chainmail progenitors. In Chainmail wizards could become invisible at will and throw either Fireball or Lightning Bolt every turn. BAM! 

Sometimes my mood is on low powered, zero-to-hero stuff. I still love that style and it still has a place in my gamespace. Sometimes, though, I want something more heroic, where the characters are mechanically destined for greatness and where the villains are more than dirt-eating cultists.

One of the things that I love about Chainmail that has never translated to well to D&D is the divide between the mundane and the heroic. In the Chainmail fantasy supplement, a character can't even engage with a true monster, like an ogre, unless they have heroic status. This sort of bakes the role of adventurers in society right into the rules. No version of D&D really captures this. I think, though, that the power structure and mechanics of 4e gives PCs a status and capability far beyond the common inhabitants of the campaign world and could simulate that commoner/hero dichotomy.

That's a smattering of what I like about 4e, at least conceptually.

Friday, December 27, 2013

Ruminations on OD&D: 3d6 In Order and Level Limits

Now that the Christmas shipping madness has passed I might be able to get some writing done.

I have played with a LOT of people over the years that ignored these two simple guidelines. Of course, it was mostly AD&D 1st/2nd Edition mash-ups, but the principle still applies. I, myself, disdained them for a large chunk of my gaming life. It is only now that I have returned to my gaming "roots" that I really understand their intent. I will go out on a limb and admit that I think they pose a rather ham-fisted solution to a perceived "problem", but nevertheless, I do understand them, and the necessity for them.

They are demographic controls. Especially post-Greyhawk OD&D, with the introduction of Paladins, Thieves, and multiclassing, opened a flood gate of new classes and options that still continues. OD&D doesn't go to great pains to balance classes against each other. It is mostly achieved with the XP tables. Some classes are inherently more powerful, though, than a simple XP increase can account for. (ahem, Paladin, cough cough). So, the problem becomes "how to limit said class". Places strict attribute requirements and require 3d6 rolled in order. To play a Paladin you would have to roll a 17+ on Charisma, not just a 17+ in a group of 6 rolls. Other new classes have lower absolute requirements, but more of them.

So, if you don't have a particular problem with a party full of Rangers, Druids, and the inevitable guy who insists on playing a chaotic good assassin (one who has seen the darkness in his heart and now kills for a good cause), then you may safely ignore 3d6 in order and do it however you please. Seriously, there is no sarcasm in that. Maybe a plethora of supposedly-rare classes all functioing in a single group is not a concern for your game. All I'm saying is, I see the reasoning in it.

Same for demi-human level limits. This is the one I was really directing the "ham-fisted" remark at. This one is dirt simple. Who wants to play a dwarf when you top out at level 6? Well, somebody who really wants to play a dwarf. Who wants to role play a dwarf. Oddly enough, I've been in that boat where humans are concerned. I've played in games with virtually no restrictions on what I could do with my character.

In the group I played with most often, we rolled 4d6, dropped the lowest and re-rolled 1's. Arranged to taste. no racial level limits, any race could multiclass. If we wanted to be a certain class but didn't have the stats for it, the DM would tell us to put the best number we had on the stat and he would raise it to the minimum.We weren't middle schoolers min-maxing, mind you. We were just very player/character focused. As a group we shared DMing and we all wanted each other to play whatever we wanted. We didn't want to force anyone into a class/race they didn't want just so we could be in line with the rules. Ironically enough, I was typically the only guy playing a straight-up human fighter.

It seemed that with our high-brow way of thinking, we believed that we, as players, had to have maximum freedom to "design" the character we wanted to play or else it wouldn't be fun. We never explored the possibility of finding the fun in a character that we "found" through random generation. I think we missed more than we gained.

Thursday, November 21, 2013

Ruminations on OD&D: Hit Points

There is a thread over on OD&D Discussion concerning how hit points are rolled. Essentially, there are four methods (I think):

  • Keep a running, static total, adding the roll of each hit die as it is gained;
  • Reroll all hit dice at each level, keeping the new total if it is higher;
  • Reroll all hit dice at some predetermined point each day, such as after a night's sleep;
  • Reroll all hit dice at the beginning of each combat
I like the "reroll" methods. I've always hated getting hosed on some shit-ass HD rolls. Plus, as a referee, I don't like feeling like it is absolutely vital that I hand out max hp at 1st level. It's a minor annoyance, but sometimes they are the most annoying.

Anyway, this segues into something I have been ruminating on. There are a lot of rationalizations for certain OD&D rules. We all know the ones about hit points representing fatigue, favor of the gods, and luck. While damage represents being taxed to your limits, minor scrapes and bruises, exhaustion, etc.

A big part of OD&D is resource management. Hit points are a key resource to be managed. But, if they represent the things we rationalize them to represent, and damage is per its rationalization, I believe the healing rules are way out of whack. At the healing rates as written a single attack, with a lucky (unlucky?) damage roll could take almost a week to heal. A week to get over being tired and a few minor scrapes and close calls.

I'm sure at this point this may seem like I've kit-bashed two posts. Maybe I have, I don't know. I'm just wondering how to tie in rerolling hit points either each day or each combat would work in conjunction with some "accelerated" healing rules. Like maybe throw the running damage total right out the window, along with the running hit point total, and start fresh each combat/encounter. Would it seriously unbalance things? Would it rob the game of part of its drama, like when your hit points are really low and you're trying to tip-toe out of the dungeon and back to town?

So maybe the "reroll every morning" is the better way. So, how would that work with pre-existing damage? Is it only your max hit points that are affected?

At any rate, I need to rethink healing in light of what damage is supposed to represent. I think getting a certain amount, maybe a percentage of current max, at the end of a combat would work. That could represent the "fatigue loss" being recovered once the character has a chance to collect his breath. One thing's for sure (at least as anything is "for sure" in my head) is that I don't want the book keeping that goes with calling hit point damage fatigue, and keeping track of "wounds" separately. Akrasia's house rules feature that, and while I love the idea on paper, I don't want to deal with it at the table.

I welcome any and all thoughts on this subject. 

Friday, November 1, 2013

Ruminations on OD&D: The Endgame

It isn't hard to do an internet search (I prefer DuckDuckGo, sorry, Google) and find all sorts of forum posts, blog posts, and pontification about the ballyhooed "endgame". They run the gamut between lamenting its loss, to praising various clones for bringing it back to full glory. This post isn't like that. This is just a couple of ideas for integrating the endgame into the ongoing campaign/world. I'm not going to pretend they're original or profound, they're just my take.

First off, "name level" characters who construct strongholds attract followers. Why not base part of a campaign around that? Once the characters establish themselves, say 3rd level or so, they can offer their services to a name-level NPC who has established a stronghold. Perhaps this NPC is just starting out, so to speak. His stronghold is small and he is looking to expand. The PCs can pledge their service, and the NPC can send them on "missions". He can offer them support services, like healing and magic item identification, in exchange for finding whatever loot he desires. Maybe their liege is a cleric who sends them on a mission to recover the shrine idol stolen by bandits. The PCs would return the idol, and perhaps a tithe of other treasures recovered, and keep the rest.

I wouldn't base an entire campaign around this concept, but for a few levels, it could bring a logical structure to things. Plus, if the PCs have been honorable in their oath, when they reach name-level they will have a powerful friend and ally who can help them establish their own domain. Which brings me to . . .

Point the second. Once the PCs reach name-level, I think it would provide a nice break from the high-level game to have followers become PCs every now and then. Have each player fully create a follower, and sometimes have a session or three using the party of followers. If the campaign continued long enough, one day those followers will establish their own strongholds. I know it sounds ambitious, but the setting would develop strongholds, villages and towns, and politics very organically if it could be pulled off.

Friday, October 25, 2013

Rethinking a Rumination

Very recently, I posted about archetypes. I had something of an epiphany yesterday. Most of my thinking and rules tinkering occurs in a vacuum, since I have no group. So, when I pontificate on a topic, such as the idea of many different classes, it is essentially based more on principle than practice. It finally dawned on me that my thinking on classes comes from such a place.

My best friend and gaming buddy used to run his own brew of AD&D 1st, with bits of 2nd thrown in, and a heavy dose of house rules. He also had a lot of classes unique to his world that he had made up. Whenever you would sit down with him to make up a character, his guideline was "Any class is available, from 1st, 2nd, Dragon, whatever. If you have one you made up, run it by me." He wasn't worried about how the classes balanced against each other. If somebody wanted to play a class that was a little weak in actual play, that was their choice.

So, yesterday it hit me: a plethora of choices doesn't automatically restrict player options. Just because there is a ranger class shouldn't mean that other players can't track. Paladins do not have to be the only class that can Lay on Hands. If a players wants to make up a fighter and we can work out some backstory where he has some divine gift of healing, we can do that. If he wants to play a full-on Divine Warrior, he should be able to do so.

We do this for fun. As a player, I would not have found it fun in the least if I had told my friend "I have an idea for a druid for your new campaign" and he said "Well, ok, we'll start with a cleric. I'll try to work something in where you can quest for the shapechange ability, and I'll look over some of the druid spells and work them into the cleric list. How does that sound?" I would have said "It sounds like I'm playing a cleric. Nevermind."

As a corollary to this thought, it hit me that I don't play/referee enough for balance inconsistencies to actually manifest at the table. So, maybe some house rules isn't especially balanced. I can't tie myself up in knots over it, because it's likely I will never know, since I'll never generate a large enough play-experience example to chart it. So, maybe my latest monster design is actually too tough to appear on the 1st level of the dungeon. Well, oops. Maybe you should start running.

Friday, October 18, 2013

Ruminations on OD&D: Archetypes

An archetype is defined as "an ideal example of a type". We've all heard D&D classes referred to as archetypes. They are the base foundations of the characters found in the source literature. The idea is that using one of the three (or four, if you go to Greyhawk's thief), you can model pretty much any character from the stories we all know and love. Like all things with D&D, though, this takes imagination. Is Aragorn a fighting-man, straight from the book? What about Conan? Are Gandalf or Elric magic users? Of course not.

I enjoy reading new classes. I used to love it when the latest issue of Dragon featured a new class. I don't like having them in my game so much, though. For me they are like detailed skill systems: they limit player options. In fact, a lot of classes are almost like skill packages added to one of the Big 4. They take one of the archetypes and add special abilities, impose a few restrictions, tweak the XP table, and BAM! New class. The only problem is, when you make a class that automatically enjoys a +2 to saves vs Illusion, it feels like they're the only ones that should have that. Furthermore, at character creation, if a player envisions a character that sees through illusion better than most, it implies that he must be that class. Otherwise, it cheapens that class.

One of the things I really like about DCC is its philosophy about this sort of thing. In a nutshell, if you want your character to be perceptive enough to see through illusions better than most, figure out a way to quest for it. Maybe perform a great deed for the god of acuity and he will grant you such a boon.

I also don't have a problem as referee with working with a player to create and develop the character he envisions. If he wants a guy good and tracking and wilderness survival, I would rather him roll up a fighter and we'll role play the rest. I'll just give him a little bonus on whatever roll I call for in wilderness situations. If you play with a relatively mature group that is out to have a good game, that's no problem at all.

So, the bottom line is that I like additional classes as ideas. They may give me an idea for a different direction to take a standard class. Suggest some abilities that a player may like to add or quest for. Yet, when it is all said and done, all the characters in my game will be firmly based on one of the archetypes.

Wednesday, October 16, 2013

Ruminations on OD&D: Clerics (Addendum)

I forgot to mention how I would actually handle applying the Moldvay principle to the cleric.

Firstly, I would not require the cleric to keep a spellbook, nor study to regain spells. They would need to spend an appropriate amount of time in meditation/prayer, following proper rest.

Secondly, they may only "know" a number of spells equal to their spells slots available, +1 per spell level, if Wisdom is 15+. For example, a 4th level cleric with a Wisdom of 16 would know three 1st and two 2nd level spells.

Thirdly, they may cast any spells they know, in any combination, up to the number of times listed for their level. This is not adjusted for Wisdom. So, the cleric in the example above could cast two 1st and one 2nd level spells. They do not have to prepare them ahead of time.

Fourthly, the cleric's spell selection should be based on player choice, broadly influenced by deity. Detailed pantheons aren't strictly required. It should be a simple matter for a player to declare that his cleric is devoted to a god of battle and choose spells loosely based on that. Once chosen the selection may only be changed when the cleric gains a level. At that time, the cleric may change one spell per spell level. So, the cleric above could change one 1st and one 2nd level spell upon attaining the 5th level.

At the risk of sounding immodest, I am pretty happy with how this reads. Of course, playtest may reveal problems, but that's a horse of another color.

Ruminations on OD&D: Clerics

I've posted at length about Clerics, several times. The thrust of it is that I don't really like them. I've been thinking about that lately, though, and I think with some tweaks, they may actually work for me.

First off, my objections have nothing to do with the "they aren't in the source literature" argument. My main beef with them, especially in OD&D, is that they are almost on par with fighters and they have spells. Not only do they have spells, they have access to every clerical spell out there, whether they are required to keep spellbooks or not. That makes them slightly above magic users, in that they can wear armor, use most weapons, and have access to their full spell list from 2nd level on. All of this is theirs for a seriously paltry XP table.

Now, I know that "access to their full spell list" may cause some of you to cite the brevity of said spell list. Accordingly, that may not seem such an advantage. I contend that it is a huge advantage due to additional spells. If additional spells, say, cherry-picked from Greyhawk, are introduced, the cleric has access to all of those as soon as they hit the street. Just adding one or two spells per level will increase the value of this advantage tremendously.

I have recently turned to Mr Moldvay's Basic for a possible solution to the Cleric Problem. According to a strict interpretation of those rules, with regard to magic users, a spell book may only contain as many spells as the magic user can cast in a day. This has the interesting side effect of making all magic users Specialists. I like this, very much. I think it can also be applied to clerics, and have several benefits, vis-a-vis my personal issues with the class.

  • It promotes a sense of service to a particular patron without any heavy-handed rules for such
  • It limits their spell abilities, which mitigates their low XP requirements
  • It brings them more in-line with magic users and fighters, power-wise

I think this also feathers in nicely with the notion that clerical spells are divine. Done this way, the power that makes the spells work could be seem as coming from the cleric's zeal. I've always had problems with players of clerics doing things with their spells that their gods may not really approve of. Well, they can still do that using this idea, but at least the power for the spell is coming from within, rather than directly from the god.

Also, and this is a personal campaign-centric thing, I wouldn't allow clerics and paladins in the same campaign. Clerics are paladins, in that they are the righteous hand of their god. They are gifted with tremendous zeal coupled with a clarity of vision and willingness to battle forces opposed to their god. They are not kindly old men leading worship service on holy days, baptizing babies into the faith, and blessing crops every spring. They go into the dark places and meet evil head-on. Unless, of course, they've turned to evil and are hell-bent to bring suffering to all those who oppose them.

Thursday, October 10, 2013

Ruminations on OD&D: Armor

The success or failure of a to-hit roll in OD&D depends on the target's Armor Class (AC). In its earliest form, AC was based entirely on the actual armor worn by a character, or the relative protective value of a creature's hide. Things such as Dexterity bonuses or magic armor modified the attacker's roll, not the defender's AC. Mathematically there may be no difference, if things stopped right there. However, doing it this way does open some possibilities.

The chief option this allows is a modifier based on weapon v. armor. I'll grant you, this is not a popular option. It is seen as "too fiddly" or just too much bother by most. I happen to like it. I don't really see where it is a bother. It is a fairly simple matter to jot down to-hit numbers on your character sheet. Most old-school character sheets include a small matrix for just such a thing. It is a small matter to fill that in for your weapons, with the modifiers already factored in.

The main reason I like this option is it introduces a mechanical reason to influence weapon selection. With the OD&D paradigm of all weapons doing d6 damage, I like the idea of having something that prevents weapons from being generic. I don't want to turn this into more of a weapons discussion, though. That's going to be another topic.

In my gaming travels, I have run across several ways to handle armor. The other main method is to have armor absorb/block/soak damage (terms vary). In these systems the to-hit number remains relatively fixed, based on attacker's skill, sometimes modified or cross-referenced with defender's skill. If the attacker is successful, he rolls damage. The defender subtracts his armor's rating, and applies any remaining damage to the character. If the damage roll is less than the armor's rating, the character takes no damage.

I played in a GURPS campaign once. GURPS armor functions in this damage-reduction model. There were so many times in every combat encounter where rounds would be fought with no effective damage being dealt. We had our share of successful to-hit rolls, but many times there wasn't enough damage to penetrate the armor. It finally dawned on me that this is what "misses" are in D&D (any flavor): they aren't necessarily misses at all. They are simply failures to cause damage. Sadly, even with that epiphany (which I had almost 20 years ago) I doggedly continued to search for a system that featured damage reducing armor because I was still convinced it should be the True Way.

I am pleased to say I abandoned that foolish quest and I am now quite satisfied with OD&D's take on armor and armor classes.

Ruminations on OD&D: Nostalgia or Just a Good System?

When my mind returns to OD&D, I get caught up in this sort of duality conundrum. On the one hand, I am constantly drawn to OD&D out of nostalgia. It was my first RPG. I actually started gaming with Avalon Hill wargames (Tobruk and Third Reich being the first), but that's another story. I still remember buying my white box, mail ordering Eldritch Wizardry and a set of dice (the soft ones that saw the d20 turn into a ball after some steady use). Hell, when I started there were no d10s, the d20 was numbered from 0-9 twice. All the d20s were like that, there weren't any numbered 1-20 back then.

I have a lot of extremely fond memories of those times. There's a part of me that turns to OD&D in an effort to recapture the sense of those games. That part of me doesn't want to change the game, at least no more than we did back then. So, I don't want a lot of house rules or "outside influences", beyond what we may have been using in 1976-78. This included Greyhawk, pretty much whole clothe, but very little from Blackmoor or Eldritch Wizardry. We had zero access to Strategic Review, Dragon, or Judge's Guild materials.

Then there's the other reason I turn to OD&D. It is simply a damn good system. It does what it intends to extremely well.

(An aside: It never ceases to amaze me when people compare OD&D to other games on the basis that OD&D is all about killing and looting and doesn't promote role playing at all. "There's nothing in the rules to support role playing and the only way to improve your character is by killing things" is the common refrain. Then they will point to systems, usually skill-based, as champions of "role playing not roll playing". Funny thing is, these systems all rely on die rolls to adjudicate skill use, and the skill lists are usually quite detailed, as are the rules governing their use. OD&D has no skill lists, relying instead on player skill and role playing. Players are encouraged to role play their characters' actions, rather than rely on "skill" rolls. Bizarre.)

I'm honestly not sure how much of OD&D was intentional design and how much was serendipity. We all know it was born out of a miniatures wargame. There are references to Chainmail throughout the LBBs, and it is in fact required for complete descriptions of some of the monsters. So, essentially, the LBBs were house rules bolted on to Chainmail to turn a wargame into a roleplaying game. By all rights it should have been an odd fit, to say the least. Especially with so many artifacts from a 20:1 scale miniatures game making  their way into a game about 1:1 conflict between "characters" and creatures. Yet, somehow it works, and it does so in an almost transparent-to-the-user fashion in many cases.

Take for example the simple, yet profound, relationship between armor, HD, and weapon damage. In Chainmail a  standard figure was killed by a single hit. In order to score that hit a target number, based on the target's armor and the attacker's weapon, must be met. (In a sense, armor reduces damage, as a hit roll that wasn't sufficient to kill the figure is ignored. Only enough damage to kill is considered.) In OD&D this was translated as a standard figure having d6 HD and all weapons doing d6 damage. Thus, we set the standard that a normal man may be killed in a single attack. But, I digress.

My main point here is that for all the nostalgia that may fuel the OSR engine, OD&D is a fine, fun game on its own merits. It may seem antiquated to some, but I am very comfortable with its practices and forms. I have my LBB pdfs printed and spiral bound into a single volume and spiral bound. In that minimal 114(ish) page tome is all the gaming I need.


Tuesday, October 8, 2013

Ruminations on OD&D: Hit Points

In the pursuit of my job I have a lot of time to think about gaming (and anything else that crosses my mind). However, I have no time whatsoever to write, design, or develop anything I think about. One of the things I've been thinking about lately is OD&D, but I've been thinking about it on a much more philosophical level. I'm a huge fan of Philotomy's OD&D Musings and read and reread them frequently. This will (hopefully) be a series of posts of my personal observations, with the title inspired by those musings.

First up: Hit Points

I've blathered about hit points before. Anyone that makes a conscious choice to have D&D in their life has. I'm not going to rehash those previous thoughts; they are easy enough to find. No, this is about the drama inherent in hit points.

Over the course of my gaming travels and experimentations I have run across the notion that hit points aren't dramatic. According to many systems, designers, and players, it isn't realistic nor dramatic to know with absolute certainty how much abuse you can take before being killed. A lot of games trumpet their "fun" and "realism" by pointing out that death is always possible and any blow may kill any character at any time. Each and every creature in the game, from stableboy to the Queen's Champion, from kobold to ancient red dragon, could be killed with a single stroke of a blade.

I have been lured by this temptation myself. I have bought into the idea that it is a bit meta-gamey and jarring to base one's willingness to risk combat on knowing how much more damage on'e character can sustain. It occurred to me yesterday, though, that while ripe with dramatic potential, systems which support this notion of ever-possible character death are better in theory than in fact.

Think of it from the player's perspective. How much fun is it to have a favorite character killed by random chance? Sure, it makes combat more tense, and perhaps causes the player to actually consider the risk/reward every single combat rather than only when hit points are low. Yet, for that threat of imminent death to be real, and not just some sort of boogeyman, it has to actually happen from time to time. I was playing in a sort of mini-campaign with two friends. My friend Rick was DM and he had developed some critical hit charts that included the possibility of instant death. The other player was my friend Todd. He was playing a dwarf. We were about 4th or 5th level and quite attached to our characters. We had a random encounter with a small number of goblins, definitely not enough to pose a real threat. One of them scored a critical hit on Todd's dwarf. Rick rolled on his new chart and ended up with the goblin getting in a one-in-a-million hit that pierced the dwarf's heart, killing him instantly. Todd was devastated.

Granted, with the charts being experimental, Rick could have invoked fiat and ignored such a horrific result, but that's not the point. The point is: the supposed fun brought on by the "dramatic tension" of the dangerous critical hits did not outweigh the let-down as a result of watching a favorite character killed by pure chance. So, ultimately, from the player perspective, I just don't see this type of thing fun. Whether it is through a bolted-on critical hit table, or baked into the health/damage system, it is not an even trade. Furthermore, since we actually play these games for fun, I wouldn't ever, as a referee, allow a player's character to be killed in such a manner. So, the threat of imminent death becomes hollow and meaningless.

From the referee's perspective, and the player's as well, to a degree, this type of system saps the fun from battles which end prematurely in the characters' favor. Who wants to spend months of real time and many sessions to get to the Ultimate Threat only to have him killed by an exploding damage die on the first hit? Again, the point of the exercise is fun, and it is hard to do that when a planned three-hour session ends in 15 minutes because of a lucky roll.

Upon reflection, I have to say that I see a lot of drama in D&D's hit point system. It's all in how it is role played. Hit points, especially in the relatively low amounts as generated in OD&D, really model the ebb and flow of a battle. I have been in countless games where I was sweating bullets because my hit points were at a point where one more really good hit could kill my character and I knew I had my opponent in bad shape (or at least I thought I knew). I was praying to the dice gods that I hit him before he hit me. For me, that is a much more satisfying sort of drama than that offered by random chance death.