[
in which JB starts down the road to crucifixion]
Forget Robert E. Howard's
Conan character for a moment. Or Karl Wagner's
Kane character. Protagonists that are uber-strong, super-cunning, catlike in their speed, steely-thewed, and charismatic "leaders of men." In other words, forget the characters that (if modeled in D&D) would not only have a high level and (perhaps) multiple classes, but
exceptionally high ability scores across the board. Forget that.We used to see the occasional character like that back when we used the ability score tables from the 1E
Unearthed Arcana (Type VI method of generating abilities? I think that's what it was called), but since then I've seen very few uber-statted character's rolled up at my B/X sessions.
Maybe one (named Farnsworth). And
he ended up
down four levels to a vampire and fleeing for his life, so I'd hardly compare the dude to "Conan."
Heroes in fiction are known for being exceptional...usually in one or two ways...but for me, the best heroes aren't exceptional in
every regard. They have some
normalcy that we can relate to (if not outright weakness). Superheroes are fun and all, but if they are infallible godlings most of the time...well, they can get boring.
In the new FHB ("fantasy heartbreaker") I'm writing, I have players (
mostly) roll 2D6+6 for their ability scores (this is something I've started to incorporate in all my "B/X based" designs lately. Um...a total of three, at the moment). This gives a range of 8 to 18 for player character ability scores with an average rating of 13. Since the normal human range of ability is still 3 to 18 (average 10-11) this makes the heroic player characters a "cut above" the average slappy.
Mechanical bonuses for ability scores start at 13.
Exceptional range of abilities is
15 to 18. Since a player would need to roll a 9 or better on 2D6 to hit 15 (a 28% chance), most PCs
on average will have one or two "exceptional" attributes...like the fictional heroes I prefer.
Please note: there is
no mechanical disadvantage for a low ability score. The game doesn't even have a "roll under ability" mechanic, so there's really no penalty for having a low score. You just don't receive any bonus.
Now, I did said "mostly."
As I wrote in yesterday's post the exception to this is
female characters (not players) who roll
2D6+3 for their
strength (STR) score. This is done with the purpose of reducing the average strength of a female character (from 13 to 10) and capping a female character's maximum strength at
15. Now there is some recompense for this...female heroes have learned to compensate for their lesser muscle mass in other ways, and receive 3 bonus points to distribute among their ability scores (which is pretty good since each point increase above 12 is it's own "breakpoint").
Why would I do this? And no, I don't just mean, "why would I open myself to criticism" (I can be something of a masochist at times). Instead, I mean:
"Why bother to write sex-specific game mechanics in a day and age when we are striving for inclusivity and working hard not to be part of the problem by carrying forward old fashioned stereotypes into fantasy tropes...especially given a fantasy setting with magic and dragons, etc.?"
[
notice, I said "sex-specific," not "gender-specific." Spent half a day yesterday researching transgender lingo to make sure I've got my brain on straight when it comes to sensitivity. "Sex" is considered distinct from "gender" because the former is a product of biology and the latter is a mental-societal construct and, thus, open for interpretation: see Uruguay for the logical reinterpretation of this census datapoint. Regarding my game mechanic: it doesn't matter what gender the player or the character consider himself/herself to be, the mechanic is tied to the biological status of the character's sex: male or female]
*
ahem* Where was I? Oh, yeah...why would I do this? Well, two reasons: one good and one bad.
The Bad:
I hate Wizards of the Coast. Well, "hate" is probably too strong a word, but they have been rubbing me the wrong way for years now. And their abstract ability scores that (in 3rd-4th edition) went "to infinity an beyond" with no real rhyme or reason or justification just bugs the hell out of me. What does it mean that a 16th level elf girl fighter has a strength of 22 (for example) and a burly half-orc dude has a strength of 17?
Not a blessed thing. It's just abstract numbers giving you a mechanical bonus that makes ability scores O So Important for killing folks and collecting those XPs.
[
yes, I realize ability scores are capped in the new 5E rules]
So given a choice between being like WotC and "doing something different," I usually opt for the latter (usually...I'm totally stealing the advantage/disadvantage mechanic for
Cry Dark Future). I want ability scores to represent
something...and if a character can have a strength of 20-30, just what does that represent? By my game's definition of the Strength ability score, that would be "one big honking brick shithouse of a person." Which leads me to my better reason...
The Good (or, at least, "Justifiable in My Mind"):
I'm trying to model something specific.
No, no, not that "
women are the weaker sex." Even if that is a
biological reality (across most of the animal species on planet Earth), we're still talking about a
fantasy game. There's no reason to say that women (or for that matter, men) of a certain subset can't grow to a size and muscle mass of equal proportion to any NFL linebacker. Call them the "titan" sub race of humanity. I can even picture them: they are all (male and female) around 7' tall with big hair (80's style), anime-fantasy garb, and sporting two-handed great swords in back sheaths that "normal" humans couldn't even lift. They only live in the southeastern part of the continent, but some have emigrated to other portions of the game world where they mix and mingle freely with other humans. People with strength over 15 are presumed to have at least some "titan blood" in their ancestry.
See how easy that is? Easy-shmeezy.
What I'm trying to model is what I see in fantasy fiction:
the heroic female adventurer. They're there, though sometimes it can be hard to find them. Teres in Wagner's
Bloodstone. Jirel of Joiry. Howard's Dark Agnes de Chastillon and Red Sonya of Rogatino (and their directly inspired
Red Sonja...she really deserves her own post) as well as his character
Valeria from Red Nails. Eowyn. Lythande and (many) other characters by MZB. Aspirin's character Tananda (from the Myth series). Kildee Wu (from Steve Perry's otherwise fairly bland
Black Steel novel; I haven't read the other
Matador books, but they appear to feature female assassins as protagonists). "Harry" from Robin Kinley's
The Blue Sword (and Aerin Dragon-Killer from the prequel-sequel). And, sure, Brienne of Tarth.
 |
| Ride, Harry, Ride! |
These are all "warrior women" of some form or another. There are other female sorcerers and thieves and minor "adventurer" characters scattered through fantasy literature (Cythera from David Chandler's
Ancient Blades trilogy comes to mind as a good one), but right now I'm just talking about good
fighters in fantasy fiction...fighters that happen to be female.
Some are exceptionally clever, some are fairly ignorant and uneducated. Some are charming seductresses, some are awkward with potential partners. Some are lesbians, though not the majority. Some use magic or sport "psychic powers." All are deadly combatants in hand-to-hand.
None of them are iron-thewed, 'roided-out monsters.
But then, my new fantasy heartbreaker doesn't require a character to have a high strength to be deadly in combat. "Fighting skill" (that is, one's capability in mortal combat) is a product of the character's experience...i.e. the character's level.
And remember, a character that gets a better "roll over" result on his or her attack is going to score more damage. Strength does
not add to one's attack roll (though a character with "exceptional" (15+) agility does receive a +1 bonus); instead, it simply increases the maximum damage the weapon can do. You still need to hit...and hit
well...to do that damage.
My purpose here is to model the types of female adventurers one finds in fantasy fiction. Outside of video games and the superhero genre, I don't generally see super strong or brawny heroines. Instead, I see highly capable women who use their other attributes...brains, fighting spirit, whatever...to make up for any "deficiencies" their lack of muscle might cost them. And that's what I want to represent. Not all male adventurers are "brawny" types either (see
Elric, for example)...but then, that's why all players have the option to swap an ability score to better fit their character concept, right?
But perhaps, perhaps, perhaps I am being insensitive here or marginalizing female players by having sex-specific creation mechanics. Because even though a male or female
player can choose to play a character of either sex,
real live people reading the game book are going to say, "O look...girls are so weak!" and we will have all sorts of mayhem ensue because of it.
If that's the case, um...sorry? Should I put in some sort of disclaimer in the book? Or essay? Or apology? Because I really, really don't want to change the mechanic. I have another B/X game (a more pulpy action game) that doesn't even
have a "strength" score because, you know, who cares how much Indiana Jones can bench press?
Fitness and physical
prowess are better ability scores for that type of genre...and in such a game, biological sex really doesn't matter.
Okay...gotta' go. Please comment as I'd like to hear folks thoughts. Thanks!