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The DARK HACK?

You might be familiar with The Black Hack. It is an awesome, hugely successful, game that makes D&D a LOT easier by basically using just ability scores instead of, well, anything else really. Something in the vein of There's Always A Chance (TAAC) - which, by the way, inspired by an optional rule in Moldvay's Basic.

It goes like this: Want to attack? Roll under Strength. Reflex save? Roll under Dexterity. Test your knowledge of magic? Roll under Intelligence. Etc.

Here are the two editions of the game (affiliate links*):

* The-Black-Hack
* The-Black-Hack-Second-Edition


Anyway, the game gained a huge number of supplements from third parties (which the author was kind enough to allow) - The Space Hack, The Cthulhu Hack, etc.

I am obsessed with simplicity... or, even better, elegance. So, these days I've been thinking of making my own version for Dark Fantasy Basic. Not to replace the game, mind you - I just need some nuance in my games - but just to provide a simpler alternative.

So, "roll under ability" is pretty straightforward. Works great for skills, even spells, etc. Notice that, unlike modern D&D (where Strength 14 and Strength 15 get the same bonus), every single attribute point counts.

You can use this with a "blackjack" mechanic - you must roll as high as possible, but not TOO high. For example, if you have Strength 15, the best possible roll would be a 15. If you roll 2, you barely succeed, and if you roll 16, you fail.

There are some clear advantages to this method.

a) In ordinary circumstances, the player can immediately tell if she succeeded or not - without any addition or subtraction needed.
b) If there are special circumstances (such as opposed checks - see below), the player just tells the GM the number he rolled on the dice, without any addition or subtraction needed.
c) Someone with a high ability not only succeeds more often, but she also has better successes.
d) In addition to this, some numbers might immediately cause additional effects. Say, every roll of 11+ is a critical; this would mean that a fighter with Strength 15 would be significantly better than someone with Strength 10 because many of his hits would be criticals.

There are two main limitations.

1) Numbers are somewhat limited to the 1-20 range. You might have a Strength 25 dragon, for example, but that requires additional adjustments. I will ignore this for now. Notice, however, that because of points "c" and "d", above, a dragon with Strength 17 would already be very impressive.
2) Opposed checks - something the requires the roll to not only consider the PCs traits but also external circumstances (for example, an attack roll against AC etc.)

The last point deserves a better explanation.

If you use the "modern" D&D method, you would roll, for example, 1d20+7 and try to beat an armor class (AC) of 15 - you'd need to roll 8 or more on the dice.

However, how to do this if you need to roll under your Strength? Maybe you'd get a penalty to hit because of the enemy's armor. Maybe you'd need to roll under your Strength AND over the enemy's AC. Both solutions feel a bit clunky, since they destroy some of the clear advantages I outlined above.

The Black Hack has a simple solution: armor is just extra HP (the second edition adds some nuance).

But I also like Dexterity to provide some AC. How to do that? To be honest, giving some extra HP due to Dexterity would not be absurd, since HP are somewhat abstract anyway. Although it makes sense within the original idea of HPs, it has never been used in mainstream D&D.

Saving throws are another issue. In original D&D, saving throws are made regardless of your opponent's traits, but I really like the ideal that, for example, it is harder to ignore the poison of a super powerful spider like Shelob than an "ordinary" giant spider the size of a dog.

To solve all these issues, you could probably use some kind of opposed roll: it you hit with a roll of 12, you automatically hit unless your opponent has AC of 12 or more. If he has AC 15, for example, he would still need to roll and get a 13, 14 or 15 to succeed.

It does require some additional rolling, which I generally dislike... But seems doable.

There are even some ways to make an opposed roll without rolling for both parties... For example:

* Just compare the two abilities, give yourself a bonus or penalty accordingly, and roll 11 or more. If you have 16 and your opponent has 12, roll 1d20+4 and try to beat 11.
OR:
* Roll 1d20 and use the same result for BOTH you and your opponent, but call odds or evens before rolling (or decide it beforehand for all rolls). In the 16 versus 12 example above, you'd succeed in any roll of 13, 14, 15, and 16; anything else would be decided by odds or even (of course, if you roll 17, 18, 19 or 20, the result could be nothing happens").

Not the most elegant methods... but they work!

In short... I'm tempted. Let me know what you think.

*By purchasing stuff through affiliate links, you're helping to support this blog.

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