In the Combat rules of 13th Age there is a little neat paragraph called "Escalation Die".
The rule goes more or less like this:
- It starts at 0
- In round 2, put a d6 on the table showing 1
- Every round, increase its value, up to the maximum of 6
The value of the escalation die is added to the characters' to-hit roll, so as the fight advances, characters are more likely to hit.
Some monsters (bad monsters) might use this die as well, other monsters could reduce its value, and some powers might have a bonus related to the escalation die, or some other feats might be linked to it (i.e. certain attacks that can be performed when the Escalation Die is at 3 or more, etc...).
I loved this Escalation Die rule, when I first read quickly through the book. And even though I never played 13th Age (and it's probably too crunchy for my taste), I guess most players love this rule.
In 13th Age it does a few things:
- It gives characters the chance to build momentum round after round, making them more likely to hit their opponents
- It paces somehow the usage of certain feats or skills, which might be tied to the Escalation Die (even if you can use your special attack from the start, you're encouraged by the rules to wait a few rounds, so you can use the Escalation Die bonus and improve your chances)
- Some monsters use it too, which makes them tougher and nastier!
This is nice and good, but...
1- Round 1 equal Esc.Die 0, Round 2 equal Esc.Die 1... wouldn't it be easier to start at 1?
2- Only some monsters use it, why not all of them?
3- Some monsters reduce its value... ok, nice rule, but then there is a counter-effect against it? You make a nice new rule and then make exceptions to go back to default? (ignore nice new rule as a feature?)
4- It has no effect on damage
Now, I realize that this analysis is influenced by what I expect from my OSR games... In the spirit of 13th Age even the things which sound wrong to me, are probably good.
But if I were to use the inspiration of the Escalation Die, and bring it to the OSR, I would say:
1- Make it simple, round 1, equal Escalation Die 1, round 2 equal Esc.Die 2, etc...
2- Everyone uses it, players and GM, characters and monsters
3- No mitigation, no reducing the score, perhaps just reset to 1 after getting up to 6
4- It affects to-hit or damage (decide before rolling), or perhaps even both!
In fact, I see the Escalation Die as a way to make combat deadlier and faster.
Especially faster... By increasing the chance to hit and/or the damage, it should make things faster.
Actually, I guess the rule could be changed, and the value of the Escalation Die could be increased not only every round, but every time someone rolls to hit and misses.
(Yes, I hate it when it happens, see Combat: fight and die faster - where you'll find links about auto-hit, about always inflicting damage also on a miss, or the single roll-to-hit which includes the character's and the monster's attack, diminishing the chances of a miss.)
This is indeed what I did in the Black Dogs issue number 3, I took the escalation die and made something similar - but easier - for any OSR game:
- Put a d6 on the table, showing 1
- Every time someone misses an attack, increase the die value of one point
- When you reach 6, characters gets a certain bonus
In the Black Dogs (which uses a "zones" concept dividing the battlefield in Front, Body and Rear) there are different bonuses.
For a standard OSR game, I would say then the d6 gets to 6, every character and monster gets a d6. The d6 can be used at any time: roll it with the d20 for a bonus to-hit, or with the damage die of your weapon for an increased damage.
So the final house-rule, for generic OSR games, could be:
- Put a d6 on the table, showing 1
- Increase the die value of one point, when: A) Every round, or B) every time someone misses an attack (deadlier!)
- Reset to 1 when you get to 6 and have to increase it again
What to do with the number on the d6? You choose:
A) When you get to 6, everyone gets a d6 to roll together with their nex to-hit or damage roll
B) Everyone decides (on their turn) if to add the d6 number to their to-hit or damage roll (nasty, because things escalate fast!)
Let me know what you think and if you ever used an escalation die in an OSR game.
Yet another awesome post. I linked folks over to more of your stuff this week from my blog/podcast. I really enjoy your mechanics posts.
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