Wednesday, April 20, 2022

From OSE to Knave

 

I love, and I write, 2d6-based OSR games, such as Cepheus Deluxe or Barbaric!. However, some of the fine people I play with love d20-based games. So far, I usually ran Old School Essentials (OSE; by Necrotic Gnome) for them. This is a perfectly edited, clearly laid-out, quite faithful version of B/X "Box" Dungeons & Dragons.

However, if found out that I was not using a significant part of the OSE rules. In the beer & pretzels d20 games I typically run, a lot of stuff gets overlooked, and some players dislike the various non-uniform task resolution systems (such as thief skills; some are roll-low d100, others are roll-low d6, and regular ability checks are roll-low d20). So, we found ourselves improvising a lot, and ignoring much.

Such heresy led me to look once again at Knave, by Questing Beast Games. It is a rules-light d20-based OSR game, merely seven pages long. Furthermore, most of these seven pages are filled with various one-word random tables. The actual rules, sans random descriptive tables and spell list, can simply fill two pages (or a single two-sided sheet). A simple, fast-play ruleset, which packs a lot of unexpected complexity into its slender frame.

The core of Knave are ability checks and inventory management. Especially inventory management. You play the eponymous Knaves - adventurers of shady background and shady pursuits who partake jobs of questionable morality, loot tombs, and explore dungeons. There are no classes in this game. Rather, your equipment, limited by your very finite inventory space, determines your capabilities. Want to play a knight? Burden yourself with heavy arms and armor. Desire a sorcerer? Carry several spellbooks (each containing one spell and usable once a day). There are 11 to 20 inventory spaces, depending on your Constitution modifier and "defense" (more on than later), and armor takes a lot of space, as do spells.

Knave uses the six usual d20 ability scores, namely Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. At character generation, you roll 3d6 for each, in order, and note the lowest die. That is your ability modifier. Then, you add that number to ten. That's your ability defense. Most rolls are ability checks, called "Saving Throws" in Knave. Essentially, roll 1d20 + your relevant ability modifier; 15+ is a success. When opposed by another character or creature, you must beat their relevant ability defense. Monster ability modifiers and defenses are equal to their hit dice (which are always 1d8 each).

When you level up - based on goals rather than loot or combat (a part I like less about this system) - you gain an additional hit die and add +1 to three ability modifiers/defenses, to a maximum of a modifier of +10 or an ability defense of 20. The maximum level is 10.

Combat is quite usual - a Strength vs. Armor Defense (i.e., armor class) opposed saving throw for melee; Dexterity for ranged. Initiative is per side and rolled once per round. The rest - surprise, morale, and so on - is close enough to OSR standards.

As noted above, Knave uses a simple magic system - you carry Spellbooks (which can be anything from an actual book to a shamanic talisman), each taking one inventory slot and each granting you the ability to cast a spell once per day. You may cast any OSR spell your Referee permits, provided that its level is equal or lower than yours (i.e., a level 3 Knave can cast fireball once a day if they find the right Spellbook!).

In general, this system is sleek and fast, better designed than I have originally thought. I recommend it to anyone desiring a rules-light d20 OSR ruleset.

By the way, I intend to return to writing this blog in the near future. I will probably focus on Traveller, Cepheus, and Knave material...

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