Nick Hendriks

West Marches: Two Rules Changes

I've posted on this blog about my piratey West Marches game before. In typical OSR fashion I've hacked together my own custom set of rules to suit this game, and it's ever a work in progress. Here are a couple of recently implemented rules changes.

Goodbye Usage Dice

Usage Dice is a concept I first encountered in The Black Hack (upon which I based most of my West Marches hack). The system in a nutshell:

Consumable items in your inventory (potions, arrows, marbles, etc) aren't counted discreetly, but are represented by a die (d4, d6, d8, etc.). When you use some of that item you roll that die, and if you roll a 1 or 2 you reduce the size of the die (d8 becomes d6, then d4), depleting it fully after rolling a 1 or 2 on a d4.

Usage Dice seemed super cool when I read about them but in my experience at the table they are confusing and strain the fiction a bit. Why can't I tell exactly how many arrows I have left? How can I give half of my water to my friend? What if I want to buy a smaller portion of something from a merchant? There is no clear guidance for scenarios like these.
The system could still be useful if you want to hide information from players (how many charges are left in a wand, for instance), but a single hidden die roll by the GM would likely serve equally well. Long story short: we're ditching Usage Dice for our game in favour of just tracking stuff normally.

If you want to ditch it as well, you can use this chart to determine the average number of uses you might expect from a given usage die:

Advantage and Disadvantage with Double Successes and Failures

My game uses a slot-based inventory system like many others. In the system you get a number of "stowed" slots determined by your stats, plus four "handy" slots which are close at hand and accessible in combat. One design goal with the handy slots was to give the GM a list of items to justifiably jeopardize when the players mess up ("ah, you flubbed your roll so the dagger in your belt goes skittering down the mountainside," etc.). However in practice there was no rule which actually triggered such a punishment, so it has never come up.
I also had an Exploits system where successful attacks would - on top of doing damage - also grant players the opportunity to attempt a non-damaging extra action, such as disarming an enemy, kicking over a brazier, throwing sand in someone's eyes, etc. This was inspired by the Mighty Deeds mechanic from Dungeon Crawl Classics. It was intended to reinforce a pulp adventure vibe but my implementation instead felt overpowered, and the frequency with which it triggered robbed it of any feeling of excitement.

To address both of these things I've come up with the following replacement:

Advantage: Roll twice and succeed if either is a success. If both succeed, gain an Exploit.

Disadvantage: Roll twice and fail if either is a failure. If both are failures, suffer an additional Consequence.

Yes, I realize this is similar to a crit hit / fumble.1

The consequence for disadvantage should be clarified before the roll is made so the players can make an informed decision. Not so for advantage, since table time is wasted debating an exploit that may not happen, and it's all upside.

Some examples:

Advantage

Disadvantage

Anywhoo, that's all for now. These changes are new so I can't say how they'll hold up, but they feel like they're going in the right direction.

Discussion

  1. While yes, this does seem to sort of overlap with critical hits and critical fumbles (a system my game does have), I'm not too worried. They already existed in the system alongside the system I'm replacing without too much trouble, so hopefully these can live hand-in-hand as well. If both of these systems trigger on the same roll, all the better (or worse) for the players.