I’ve been messing around with the Into the Odd system. I realized after posting that last article that I had put changes into the game without explanation. So here it is. My explanations.
Bonuses: If you have an advantage on a Save because of an item, the situation, or your background, subtract d6 from your Save as a bonus. Add d6 if you have a penalty. Bonuses and penalties cancel each other and don’t stack.
The mechanic itself was taken from Shadow of the Demon Lord if I remember right. This is how you as a player can negotiate with the GM for better odds on your roll. Climbing a wall with a rope shouldn’t have the same chances of success as without one. “But couldn’t you just give the person with a rope success? Or the person without one failure?” Yes, but I like gradations of negotiation. Making concessions is fun and interesting. It leaves wiggle room for discussion about the situation. But not too much, as the penalties and bonuses can’t stack.
There’s also a tactile reason for this. As much as I love the advantage/disadvantage system (rolling 2d20 and taking the higher/lower respectively), it isn’t kind to single dice sets (those with a single d4, d6, d8, d10, d12, and d100). One d20 and one d6. It looks and feels big enough to make an impact.
Turns: If one side has surprised the other, they take their turns first. Otherwise, all player characters roll a DEX save. Those that succeed take their turns before the enemies. Those that don’t take their turns after. Then alternate sides between the players and enemies.
The reasoning can be found here. Side-based initiative is a must for me. So only the first round is different (in a game where EVERY round matters), which allows faster characters to shine more.
Using two weapons of the same type grants +1 Damage.
Dual-wield is cool. Having two different weapons is also cool. But having two different weapons in Into the Odd already has its own advantages: you can attack in different situations. For example, I can use a rapier d8 in one hand to fight off people in close quarters and can then throw a dagger d6 from my other hand when they begin to run. Having two identical weapons (or rather, that of the same type) doesn’t net any advantage. And it should. So, +1 Damage.
Encumbrance: You have 10 item slots. Most items take up 1 slot, but larger items make take up more than 1. Items in the first two slots are in your hands. If a character wants to retrieve an item from their pack during an intense situation like combat, they must roll d10 and roll equal to or greater than the number of the slot holding the item they want.
I’ve pretty directly stolen this. Like, more than other things I’ve stolen. This comes from the Maze Knights playtest. However, Ben Milton has his players using 2d6 for the same task. Now as I’ve mentioned, my players each have single dice sets, so no 2d6. Plus, we’ve only been rolling one die for everything (besides Bonuses/Penalties, which you could argue are their own things). So d10 it is.
(But now that I’m thinking about it, d12 would work better, number-wise).
And that’s it as to why my player sheets for Into the Odd are the way they are. 🙂