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Grizzly Rant: The Hillman WIldling Dilema (ICRPG)

There are many things separating ICRPG from other tabletop RPGs.  Right now, I'd like to write briefly about 2 of them: Effort and Loot-based classes.  This is important background information for what I really want to get off my chest, which is an argument for running a class/race combination a certain way at your table.

Effort and Loot:


Effort is a system which attributes health and combat-like mechanics to non-combat tasks.  In short, it's a method of time control for the GM to employ at his or her table, effectively forcing tasks to require multiple turns and/or group "effort."  

Players have four different dice they may roll to complete Effort, depending on the situation.  For more information, see ICRPG Core 1.3.3, pg 24.  For our purposes, we just need to know about two: Basic Work and Ultimate effort.

Basic Effort is rolled on a d4 for any task done with bare hands.  Ultimate Effort is rolled in special occasions on a d12.  The most common special occasion is on an Attempt roll of 20 where you add a d12 to whatever kind of Effort you are making, resulting in a drastic increase in the roll.  Loot items may also allow for Ultimate to be used in other situations.  The rules are less explicit here whether the player replaces the Effort made with Ultimate, or treats it as a critical roll.

The Hillman Wildling


A Hillfolk's natural base abilities grant the PC a +1 to strength and a +3 to Basic Work.  The Wildling class's starter reward is something called a Hillman's Belt, which allows you to always roll Ultimate when doing Basic Effort.  The recommended starter item is the Berzerker Ring, which grants +3 to Ultimate Effort.  

Naturally, an astute reader can see the potential power in a combination such as this depending on what rules a GM imposes at the table.  I shall, however, display the numbers below for the sake of illustration.  For example, if the bonus of the Hillman's Belt is treated as a natural 20 roll, then a Hillfolk Wildling has a passive bonus of +6 when performing Basic Effort, and that's before a player assigns points to either Basic or Ultimate Effort in character creation.  This means the player rolls a minimum of 8, a maximum of 22 (34 on a critical) and an average of 14 whenever they perform a task with their bare hands.  On the other hand, a GM may rule that the Hillman's Belt bonus replaces Basic Work when performing Basic Effort, thereby removing all the Hillfolk bonuses to Basic and the additional d4 rolled in the process.  This choice results in a minimum of 4, maximum of 15 (27 on a critical) and average of 9 whenever performing Basic Effort.

Mechanically, the former choice results in this combination cleaving through physical tasks 1-3 Hearts at a time.  The latter results in this combination taking twice as long to get through physical tasks and completely removes the reason to make this particular selection at creation for anything other than role-play.  

The Wonderful World of Rules Lawyer-ing

There are valid arguments for both calls at your table.  However, I believe that, at least as they are in version 1.3.3, the intent is for the Hillman's Belt bonus to be applied in addition, not as a replacement.  Here are my reasons:

Semantics

Words are funny and important things.  Call it semantics, pedantics, or just plain being a stickler, there are several key problems with the "replacement" argument:
  1. There are no words used in the Loot item implying the replacement of Basic Work.  The exact words from ICRPG Core 1.3.3 are: "Hillman’s Belt (Always roll ULTIMATE when doing Basic Effort)"
  2. The exact words for Ultimate in ICRPG Core 1.3.3: "ULTIMATE- If you roll a 20 on an ATTEMPT, you’ll add a D12 to whatever kind of EFFORT you are making! Add points here to exaggerate this effect."  While it does not lay down rules for Loot, it also says nothing about limiting the effect to 20's on Attempts.  In fact, it speaks of exaggeration.  I find this curious and telling of intent.
  3. The name of the item, Hillman's Belt, implies it comes from the Hillfolk lore-wise, heavily implying a strong connection between the two.  A weak argument for this case, to be sure.  However, it simply highlights the unfortunate combination of an actual Hillfolk and the Wildling class if the rule of Replace is adopted.

Mechanics

Like I mentioned earlier, Effort is pretty much a means to control time at the table by extending the number of turns required for tasks.  If there is one thing players and Game Masters in this system can agree on, Basic Work is rough.  A d4 to overcome increments of 10 effort can be brutal, especially if the PCs don't have tools to change effort to Weapons or Magic.  Having a player or two capable of quickly getting through physical tasks can be the difference between death and victory.  It is always a possibility for the GM to rule the Ultimate bonus ineffective for tasks of mental nature for this character and plan challenges accordingly.  And of course, rolling huge numbers is based solely on the assumption of success on the Attempt.  Control of Room Targets and what checks are needed can go a long way to curbing such a creature.  Spell Burn may also be applied to the belt if a GM is truly concerned about it, giving the player a tactical choice on whether or not to use the bonus as an enchanted item.

Player Choice and the Rule of Cool

I would hate to choose this combination only to find out that half of what could make it awesome is not allowed.  It effectively discourages a choice in creation.  A choice that has the potential of being Kenshiro at the table: useless for tasks requiring brains but capable of punching a hole in the gol-ram sky.  We've seen, discussed and come to the general consensus that there is no such thing as "OP" in ICRPG.  The d20 is simply too brutal.  But I say, let this brute be awesome!

Parting Thoughts, The Rule of Addition

Of course, all of this may change in a future edition of ICRPG Core with clear language one way or the other.  While I can see the reasons for making the Replace rule a thing, I'd actually argue against it.  The same goes for the Greedy Gloves or enchanted weapons.  Add the effort.  Make the players feel like that new item is the greatest, most precious thing they found.  Make 'em friggin heroes.  

Make Wildlings wild again!

Comments

  1. I would add that if the item is so precious (because of the addition ruling), then it makes moments where the loss of the item is a threat a lot more potent.

    ReplyDelete
  2. Does punching someone count as basic effort and therefore does the Hillman wilding become a potent fighting force compared to someone wielding a weapon?

    ReplyDelete

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