Wasted Lands RPG: How do Tiered Abilities Work?
First things first: If you're new to the blog and are curious about other "deep dives" into the Wasted Lands, O.G.R.E.S., and how it all works, check out our other blogs in this series (or just click on one of the label tags):
- Races (Species) in Wasted Lands
- What are Divine Touchstones?
- Will Wasted Lands Be a Retroclone?
- Wasted Lands: The Dreaming Age is Imminent!
Tiered Abilities in Wasted Lands
Wasted Lands is Powered by O.G.R.E.S., the house system for Elf Lair Games. It uses three base mechanics on the backend: the Check mechanic, the percentile Class Ability mechanic, and the Rule of 2. The most common of these is the straight-up d20 attribute check and combat mechanic, and that is the focus of this blog. This mechanic covers everything from save checks to sneaking, searching for clues in a setting, and anything else that is not covered by a class ability, while also serving as a backup for class abilities.
That is to say, if you have a class ability - say, a Renegade's ability to move stealthily - you can make a class ability check. If you fail at that check, you may still attempt a standard attribute check to fall back on. Those without class abilities are stuck with just a standard attribute check (and may still suffer consequences, but that's a rule for another blog).
Attribute checks use a Tiered system |
What Are Tiered Abilities?
Tiered abilities in O.G.R.E.S. are one way that characters can differentiate themselves within a character class. Each character has a single Tier 1 ability, also called an aspect. This ability is set by their character class. Renegades, for example, are aspected towards Agility, while Warriors are aspected towards Strength.
From there, you choose two additional abilities, which are Tier 2, or "normal." The remaining three abilities are Tier 3, or "disadvantaged."
Each Tier of ability gains a bonus progression - Aspected abilities begin at +2 and progress at multiples of 3 (so +3 at level 3, +4 at level 6, etc.) Normal abilities begin at +1 and progress at multiples of 4. Disadvantaged abilities begin at no bonus and progress at multiples of 5.
Making Attribute Checks
When you make an attribute check in O.G.R.E.S., you roll 1d20, add all relevant bonuses, and try to get a 20 or better. On the player end, these bonuses almost always include your attribute bonus and your check bonus progression, so if you are making a Strength check, you have a +2 Strength Bonus, Strength is your Aspect, and you are third level (+2), you roll a d20 and add +4.
It may seem very difficult to get a 20 with only a +4 bonus, but on the other side of the screen, the GM adds a difficulty bonus from +0 (extremely difficult) to +10 or higher (extremely easy). The GM may or may not tell you what this difficulty bonus is. If, then, the GM deems the check is easy (+8), your check will be d20 + 4 + 8, or d20 +12, much easier to make.
Combat
Combat works off of the attribute check system as well, with a few modifications: Tiered abilities do not come into play in combat, and not everyone adds their attribute bonuses. Some classes add strength to melee and/or dexterity to ranged attacks. Some classes (like sorcerers, psychics, necromancers, and the like) add their Aspected attribute bonus to spell, power, or gadget attacks. Your individual class will tell you what ability score bonuses you add to what types of attacks.
In addition, each class has an attack progression which provides a "to hit" bonus. You add this bonus to your d20 roll as well.
Finally, you add the opponent's Defense Value (equivalent to Armor Class in other OSR games) to your roll - it essentially functions as the Difficulty Bonus. This means a lower DV is better than a higher one. Also, just as with the Difficulty Bonus, you may not always know the enemy's DV; it's left to the GM to determine whether they want to share that information or keep it secret.
So combat, in the end, sees you rolling 1d20 + appropriate attribute modifiers + to hit bonus + enemy DV and trying to get a 20 or better.
There you have it! That's the core of the Wasted Lands: the Dreaming Age attribute check and combat system. Next up: the class ability system, and optional rules such as skills in the Wasted Lands. Be sure to check out our forthcoming Kickstarter and sign up to be notified!
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