Honor : The Honor Game System
For the majority of game simulations, there must be a system or rule-set to determine what and what does not fit the reality of the game. This gives the players and the referee a common reference for what is and is not likely or possible. The nature of the game system helps to reflect the nature of the world, whether epic or austere.
The majority of game actions should not require system resolution. If an action would be simplistic for the actor to complete, rather than checking for unusual circumstances, it is easiest just to assume success. This is especially true when there is no risk associated in the event of a failure.
In other cases, the outcome of an action is less certain. In these cases, randomness is used to decide between the different possible results. This is where a game system comes into play. It serves as the magic eight ball – determining fate when there are forks in the road.
The Honor system as written here is presented for use by experienced players. It is assumed the reader already has some familiarity with game systems in general, and with standard terminology (and abbreviations) used in the genre. Additionally, thanks go to Charles Fewlass for many of the ideas, examples, and mechanics which are duplicated here.
The Honor system is designed with the following goals (listed in order of importance):
The System Mechanic
Honor uses a single mechanic to handle all tests. This allows players to become familiar with a one process rather than a host of arbitrary resolution methods. The only materials required are 2d6. However, for ease of use, since the six face on each die will be treated as zeroes, d6’s with demarked or blackened six faces may be preferred.
The Honor mechanic always takes the form of an opposed test of skill or difficulty. As such the acting and opposing forces should be determined by the GM. The mechanic proceeds as below:
Acting: (2d6 roll ± modifiers) * multiplier vs. Opposing: (2d6 roll ± modifiers) * multiplier
Each side rolls 2d6 (ignoring sixes). This generates a random number from zero to ten, with odds favoring the middle numbers. The roll is then multiplied by that side’s multiplier, a factor that can be based either on the character’s skill or the difficulty of the test.
To describe effects against an unresisting static target (such as throwing darts), the GM may need to decide on difficulty ratings to determine the result (how close to the bullseye?). For these purposes, the difficulty (skill required*5 for 50% success) is standard.
The two totals are then compared. Ties go to the opposing force. Note the mechanic uses 4d6 total, which provides the desired bell-curve. If the acting total exceeds the opposing total, the acting force is successful. If not, the resisting force has prevented the action. To judge the degree of success (or failure), the difference between the two totals (called the success rating) can be used as a guide.
As you may have noticed, a roll of zero, with any multiplier, is still zero. A roll of zero represents the possibility for anyone to occasionally make unlikely errors or suffer from circumstances outside of their control. Regardless of any modifiers, a roll of zero remains zero.
Critical Events
When double-zeros or fives are rolled, this indicates additional unexpected consequences. Resolve such tests as normal. A critical event can’t change a success into a failure, or the reverse, but it could describe mitigating results. If nothing comes to mind, here is an example 2d6 chart for easy event generation, for double-fives, just reverse the results.
0: Roll twice!
1: Harm self or comrade
2: Suffer -1 penalty to all tests next hour OR major unrelated incident
3: Suffer -1 penalty to all tests next minute OR significant unrelated incident
4: Suffer -1 penalty to all tests next turn OR minor unrelated incident
5: Suffer -1 penalty to one test next turn
6: Tool damaged (reduce durability?)
7: Equipment / Gear damaged (shield / armor / equipment) (reduce durability?)
8: Tool broken (-3 penalty?)
9: Equipment / Gear broken (-3 penalty?, additional effects?)
10: Tool (or self) Stuck, must use Agility or Strength (GMs choice) to escape
Simultaneous Action
The Honor game system operates on the principle of simultaneous action. Although each action during a time period is resolved in sequence, all results occur simultaneously after resolution is complete. This provides the opportunity for two opponents to simultaneously kill each other. For tense or confused situations, players should decide and write down their actions independently.
Time
The Honor game system does not use a standard time rate for action. Although a fierce melee may move in seconds, a battle between ocean-going ships, a day’s travel, or the results of a year’s work might use minutes, hours, or months to speed up resolution. Regardless, within each turn each player (or actor) is allowed to choose and begin new action(s).
Modifiers
Due to circumstances, the referee may decide to impose modifiers on a character’s actions. For simplicity, all such modifiers (both bonuses and penalties) directly affect the base roll. Modifiers cannot decrease the roll below zero. Furthermore, despite modifier bonuses, a roll of zero is still zero!
When assigning modifiers the GM should consider that penalties are much stronger than bonuses. The average roll is a five. Each point of bonus/penalty moves the average roll up/down by 20%. However, the penalties hit the zero minimum. With a five-point penalty, 58% of rolls result in a zero!
Multiple Actions
During game play, certain circumstances players often make multiple simultaneous actions. For instance, a character holding two pistols (one in each hand) might make three combat actions: one for each pistol, and a third action as movement. For most situations, each additional simultaneous action causes a cumulative -1 modifier for that turn.
Repeat Attempts
When acting against a static obstacle, repeat failures indicate that the character is unable to figure out how to bypass this specific test. As such, each attempt after the first gives all tests during that phase a cumulative -1 modifier.
Instruments and Tools
Having the right tool available can be very important, but it doesn’t turn the neophyte into a master. As such, inferior tools and instrumentation are represented by a penalty. This still represents a highly skilled person’s ability to improvise with what is available.
Movement and Facing
Except in cases of time limitation or obstacles, movement can generally be assumed to be successful. Otherwise, movement occurs as a simple test of agility (or a movement skill) against a resisting total of zero. Thus, the actor may move a distance equal to the roll as modified below.
Move: Walking: 1/5 meter per second
Running: 1/3 m/s (health test every 60sec, or cumulative -1 penalty)
Sprinting: ½ m/s (health test every 10sec, or cumulative -1 penalty)
Terrain: Difficult: -1 penalty (hazard?)
Swimming: -3 penalty (strength base, hazard?) - may “run”
Climbing: -3 penalty (strength base, hazard?) - may “run”
Scaling: -5 penalty (strength base, hazard?) - may “run”
Load: Encumbered: -1 penalty - may not sprint …. (greater than ½ max carry)
Heavy Load: -3 penalty - may not run …. (greater than ¾ max carry)
Normally, characters are assumed to be walking. This describes a normal, careful pace. Tests for accidents are made without added penalties, if at all. A character in good health can walk for hours without any difficulties.
A character can switch to a run at any time. Extended running requires a test of health (endurance) every 60 seconds, or applies a -1 endurance penalty. Additionally, hazard tests while running are at a small penalty (-1). Note that a character can use running rate for other forms of movement to push for speed.
A character can switch to a sprint at any time, but only if they were running the turn before (measuring seconds). . Extended sprinting requires a test of health (endurance) every 10 seconds, or applies a -1 endurance penalty. Additionally, hazard tests while sprinting are at an increased penalty (-3).
Except in combat, keeping track of facing is generally unimportant. When using a map or miniatures, assume the character’s facing is that of the miniature’s face (thus facing). Changes of facing are assumed to be free movement, unless the character is restrained.
For reference, average human speeds are 2m/s walk, 5m/s sprint. The fastest is about 12m/s sprint, although only as instantaneous velocity (it can’t be sustained). A horse sprinting moves about 20m/s, but is not as maneuverable and does not have the same long-term endurance. Using the rule-set, average (unskilled = 2 scalar) human speeds are (5*2/5) 2m/s walking, (5*2/3) 3.3m/s running, (5*2/2) 5 m/s sprinting.
Example of Play (movement):
Our hero is running toward a door that is 5m away. He rolls a seven, multiplies by his agility of three, for a result of 21. 21/3=7m. Thus, he can move 7m during that second. Though, if he was also performing another action (-1 penalty) he could only move 18/3=6m.
Example of Play (test with modifier, tie):
After our hero runs to the door, he decides to kick it open. The GM judges that this will require a test of strength. Since he is barefoot, the GM judges that he also has a -1 penalty for this test. Our hero rolls a 6, subtracts 2, then multiplies by his 3 strength, generating a total of 12. The GM knows the door is stuck, and judges the difficulty to be average, so decides on a 2 opposing multiplier. Rolling a 4, the GM’s total is also a 12. Ties go to the force opposed to the action, in this case, the door.
Example of Play (using a target number):
Our hero recalls another way to open the door, the recitation of a tongue twister. However, he wants to do it under his breath. The GM judges his succinctness to be an average test of performance, and decides on a 2 opposing multiplier. However, the GM also decides that unless our hero rolls at least a 10 (average = 2*5), the pass phrase will be overheard by his pursuers.
Combat
Combat uses the Honor mechanic repeatedly to generate different results. For example, a character could be using a sword in their right hand and a shield in their left. The sword would (usually) be an offensive action, while the shield would (usually) be defensive. A success with the sword would cause damage to the target. A success with the shield would negate an attack by the target. Most failures represent maneuvers or delays in taking action. Only major failures (half or less) should be described as a miss!
Damage
In combat, since the success rating represents the quality of an attack, it also directly relates to results. Most weapons or attacks have an associated damage multiplier, which is combined with the success rating to produce the damage total. This number represents the actual harm caused by the attack.
Hit location can be determined rolling d6’s repeatedly to triangulate a spot on the target. For example, on humanoids, three d6’s can be interpreted using the following chart:
1: Head d6: Top to Bottom d6: Right to Left
2: Right Arm d6: Base to Fingers d6: Right to Left
3: Body d6: Top to Bottom d6: Right to Left
4: Left Arm d6: Base to Fingers d6: Right to Left
5: Right Leg d6: Base to Toes d6: Right to Left
6: Left Leg d6: Base to Toes d6: Right to Left
Using the hit location, any armor at that location can reduce the damage total, by taking the damage itself instead. This reduces the effectiveness of the armor in that body section until it is useless (destroyed and/or in need of repair). Armor is rated using two numbers: absorption and durability. Absorption is the amount of damage absorbed per hit. Durability is the amount of damage the armor can take before losing a point of absorption. When absorption reaches 0, the armor is considered useless.
The remaining damage is added to the damage tally of the target. The damage tally is cumulative so that insignificant wounds can eventually accumulate to be life-threatening. The character sheet includes a chart showing the damage tally and the penalties associated. Each damage level is an additional multiple of the lower of health or will. For each damage level, the character suffers a cumulative -1 modifier to all tests. Thus, 4 points of damage on a 2health, 3will character would cause a -2 penalty.
To remain conscious, the character must successfully oppose the damage tally (w/o penalties!), using a Will test. If unconscious, repeat occasionally (s, 5s, 25s, m, 25m, hr) to regain consciousness. For severe damage, the character must successfully oppose the damage tally (w/o penalties!) using a health test (two tries, +2 mod) or rest in peace…
Further effects should be added or altered depending on the situation and the hit location. Instead of causing death, a powerful hit to the arm may cause it to be broken or severed. The referee should use best judgment to determine, describe, and enforce effects of damage. Examples include penalties to specific actions, penalties to use of certain limbs, recurring damage / death tests, and morale effects.
Healing
For human-scale targets, since the first few points of damage represent tiredness and minor wounds, small wounds will heal quickly. However, the time to recover from more severe damage depends on the discretion of the referee based on the description of the injury. As a guideline, each level of damage from a wound should require much more time as shown below (mitigated by effective medical care):
8hr - day - 3d - week - 3w - 9w - 4mo - yr - 3yr - 9yr - 25yr - 75yr
Note that use of skills or ingenuity may offer aid by easing the damage taken. For example, using crutches to offset the effects of a broken leg would alleviate many of the associated difficulties.
Common Combat Modifiers / Situations
Stance: Wild Attack: +2 offensive base, -3 defensive base
Offensive: +1 offensive base, -1 defensive base
Defensive: +1 defensive base, -1 offensive base
Very Cautious: +2 defensive base, -3 offensive base
Dodging / Cover: +3 def base, extra defensive action, no offensive actions
Strategy: Readied Attack: free attack when opponent breaks range / visibility
Increase Damage -1 offensive base = + ½ to damage multiplier
Subdual / Coshing -1 off. base, halve damage multiplier
Size: Tiny Target: -3 offensive base
Small Target: -1 offensive base
Large Target +1 offensive base
Huge Target: +3 offensive base
Position: Prone / Held: -3 offensive base (if any), -3 defensive base
Unaware: no defensive actions, -3 defensive base
Attack from Rear: may not parry / block, -1 defensive base
Multiple Attackers: -1 defensive base (for all attacks that turn)
Range: Point and Shoot: -1 offensive base per 5m range
After 1sec Aim: -1 offensive base per 20m range
After 2sec Aim: -1 offensive base per 50m range
Weapon Range Limit: -1 offensive base per 10% over range limit
Target: Partial Concealment -1 offensive base
Full Concealment -3 offensive base (may not aim)
Partial Cover (if wanted, aim for an available hit location, as below)
Body Section -1 offensive base
Body Location (2d6) -2 offensive base
Body Point (3d6) -3 offensive base
Defensive Actions
Clearly, unless a character is successfully attacked, there is no need to resolve defensive actions such as active parrying or dodging. However, when such a case occurs, merely resolve the defensive action as normal, such that a success negates the attack.
Disarming
Planning to disarm the opponent is a difficult proposition, thus a -2 penalty. If successful, the weapon may be tossed away a distance equal to the success rating (in half meters).
Unarmed Maneuvers
Unarmed maneuvers are a special case in combat. The acting party makes a test of strength vs strength (or quickness) to see if the maneuver is successful. If so, they may then choose one of several effects:
Escape: unarmed maneuver to escape a grapple, pin, or similar effect (may substitute quickness)
Grapple: actor and target prone/held, may not move, and may only use small weapons (at -3)
Pin: unarmed maneuver during a grapple, gives target an additional -2 to all tests
Push: target is moved a distance equal to the success rating/5 in the actor’s choice of direction
Choke / Lock: unarmed maneuver using strength vs strength (or quickness) as an attack
Trip: the target is now prone, and will lose half their movement if they want to stand
Item Damage
Although the rules concerning damage to armor have already
been covered, it can be assumed that weapons and other tools will also suffer
harm during combat. Some of this will be dealt with by handling critical
events. When enough damage occurs, apply penalties to the use of the equipment.
Likewise, it is fair to assume that without occasional maintenance, items
exposed to extreme circumstances such as combat will degrade in usefulness and
durability.
The Character
In real life, an average person has a host of skills and abilities, such that the abilities of a realistic character would be too numerous to describe individually. As such, the majority of skills are instead represented as parts of larger categories. These groupings, called attributes describe the character’s general affinity for all skills that fit in that category. This allows the game to represent the character in broad strokes, giving an overall view. The character’s more exceptional skills are nested within the attribute. Characters may go even further by adding specialties, which are nested within skills.
Attributes, skills, and specialties are each shown as a single number, which is the multiplier to be used with that ability. An attribute denotes the minimum character’s ability with all related skills. Internal skills (or specialties) supersede the attribute. Likewise, a skill denotes the character’s minimum ability with all related specialties. Internal specialties supersede the skill. A skill or specialty only needs to be shown when it exceeds the attribute (or skill) that it belongs to. When a skill (or specialty) is not shown, the player instead employs the more generic attribute (or skill).
There are 12 attributes used to represent a character (or object).
The descriptive measures shown in parentheses represent an untrained human (2 multiplier)
When calculating measure descriptions, assume that each multiplier represents a doubling.
Typical skills are shown nested within each attribute, but players are encouraged to invent new skills.
Specialties are not described, because they are often freeform. However, they should always reflect less than 1/3 of the different ways in which the associated skill is possibly put to use.
Physical Size: mass and bulk (normal human = 75kg)
no associated skills – used only as a measure and in rare circumstances
Health: toughness, durability, fitness, endurance, resistance
damage resistance: opposition roll to damage taken (increase damage level multiple?)
disease resistance: opposition roll to the effects of disease
endurance: ability to ignore the effects of tiredness, exhaustion, starvation
poison resistance: opposition roll to the effects of poison
Strength: muscle, might, physical power (25kg lift, 15kg carry)
carry: ability to carry additional weight (3 = 30kg, 4 = 60kg)
climbing: ability (and speed) for climbing / scaling surfaces
power: use of strength to lift weights, break objects, bend steel, etc…
swimming: ability (and speed) for swimming / survival in water
wrestling: ability to perform unarmed maneuvers in combat
Active Agility: balance, coordination, grace, movement (1 m/s walk)
acrobatics: jumping, falling, tumbling
balance: stability, grace, equilibrium (ex: movement across a tightrope)
melee combat: offensive actions in hand-to-hand combat
running: ability (and speed) for running
Dexterity: manual precision, hand-eye coordination
control: the ability to drive / steer / pilot / operate familiar vehicles or machines
craft: the manual ability to build / cook / construct / repair
note: includes the active ability to pick locks, disarm traps, etc…
prestidigitation: used for feats of coordination such as juggling or escapology
note: includes the active ability to pick pockets, or similarly acquire stuff
ranged combat: offensive actions taken at range (such as thrown / missile weapons)
Quickness: alertness, reflexes, reaction speed, response time
melee defense: opposition to melee attack as well as active defensive actions
ranged defense: opposition to melee attack as well as active defensive actions
reflex: the ability to quickly respond to unexpected events or surprises
speed: the ability to reason and plan quickly, useful in time critical challenges
Mental Intuition: awareness, sensory acuity, instincts
awareness: sensory acuity and overall sensitivity to your surroundings
husbandry: empathy, care, as well as control (riding) of animals (or plants)
stealth: ability to move quietly, hide oneself, or conceal objects from observation
survival: familiarity with different settings – understand, survive, and navigate
Learning: intelligence, logic, reason, memory
craft: the knowledge and experience required to build / cook / construct / repair
note: includes the assessment side needed to pick locks, disarm traps, etc…
knowledge: learning in the fields of geography, history, law, legend, religion
language: the ability to converse in other languages
literacy: the ability to read, write, and understand larger works
mathematics: the ability to use and understand numeric operations
science: learning in the fields of biology, chemistry, medicine, physics
Will: force of mind, clarity, concentration, self-control
discipline: mental structure, used to avoid confusion or magical effects
drug resistance: ability to shrug off the effect of mind-affecting drugs
pain resistance: ability to resist pain (increase damage level multiple?)
self-control: the ability to surpass addiction, laziness, or temptation
Social Perception: empathy, sensitivity, shrewdness, insight
artistry: understanding of how to communicate feelings through artwork / music
community: perception of group, political, or societal issues and behaviors
empathy: the ability to read tone or body language to decipher behavior / emotion
interrogation: the ability to trick or force information from an unwilling source
Leadership: assertiveness, confidence, composure
command: the ability to lead others to operate efficiently (and keep morale)
deceive: the ability to conceal or fake your thoughts and emotions
intimidate: the ability to gain submission through dominance or fear
perform: the ability to act, dance, perform, or sing confidently and artistically
speak: the ability to debate, orate, or speak in public effectively
Charm: appearance, style, fellowship, rapport
conversation: the ability to converse or gossip effectively
etiquette: the knowledge and instinct for social behavior in different situations
rapport: the ability to yield friendly impressions and to make friends and allies
style: appearance and presentation, as well as choice of clothing and style
Describing Multiplier Equivalents
Considering humans as the norm, each multiplier increment should
indicate a 3-4 years of specific training. Thus, a pre-schooler today might
have 1 Learning, while a college-grad might have 3, with specialties on top. Basic
reading in our world might be represented by a multiplier of 3 since the skill
is fairly common in educated nations. For a medieval world, it would be better
represented by a 4, or perhaps even a 5. In such a setting, basic literacy generally
requires training specific to that skill! Similarly, for any setting, the trick
is to choose an opposing multiplier for the skill’s tests based on the rarity
and difficulty of acquiring the skill in question. This allows the broad
strokes of one system to simulate many different settings.
Example of Play (attribute / skill / specialties) (against target number):
Our hero is looking at his character sheet trying to figure out what skills apply to reciting a tongue twister. The GM has said that it would be a test of performance. He has 3.5 Perform nested inside 2.5 Leadership. However, inside that he has a 4.5 specialty in Poetry. Our hero asks the GM if the specialty would apply. The GM agrees, so he uses the 4.5 multiplier. Our hero rolls a 3 producing a 13.5 total. The GM rolls an 8 to oppose (with 2 multiplier), for a 16 total. Our hero slips on the tongue twister. However, he did exceed the 10 required to say it quietly enough to not be overheard. Perhaps he’ll get another chance?
Character Experience
Many RPGs include a way for characters to improve over time. This allows the characters to grow with the plot. It can be used to encourage good play or helpful behavior and perhaps smooth out problem characters by balancing the group’s abilities. Rather than advancing characters based on the character’s abilities, a better goal is to treat experience as a reward for the player. Here is a helpful list:
Player on time and ready for play (or communicated lateness / absence)
Player helpful to the game process and play group
Player stays in character, maintaining a recognizable personality
Player background / portrait (one time award for each)
Player session journal (rotating award, available to a different player each week)
Player’s character is forced to make sacrifices as a result of staying in character
Players overcome significant game obstacles to move the plot
In order to utilize experience, the player should demonstrate a reason for the improvement. This could be due to the character’s experiences in the game, or the availability of a teacher. The monetary and time requirements to make such improvements should be scaled in relation to the rarity of the skill.
Base costs for using experience (moving in half-points):
Increase specialty: new specialty level
Increase skill: new skill level * ( 4 - number of internal specialties (max 4) )
Increase attribute: 4 * new attribute level * ( 4 - number of internal skills (max 4) )
If an attribute/skill is raised to equal one of its skills/specialties, now obsolete, it is erased.
Example of Play (combat)
One of the thugs chasing our hero decides to attack with his mace. He uses his 3.5 Melee Combat. Since he also ran to follow this turn, he suffers a -1 penalty for taking two actions. He rolls a 7, subtracts 1 (for 6), and multiplies by 3.5, for a 21 acting total…
Our hero, attacked from behind, also has a -1 penalty. However, he is in a defensive stance, so he adds a +1 bonus, which cancels. For the opposed multiplier, he uses his 3.5 MeleeDefense. He rolls a 2, which (times 3.5) produces a 7 total…
Since 21 is greater than 7, the thug’s attack connects solidly. The damage multiplier is 1, so the damage total is 14. The DM rolls a 644 for hit location. Our hero has leather armor on his lower legs, so this absorbs 2 points of damage (reducing its durability by 2). The remaining 12 points are added to our hero’s damage tally. His character sheet has a damage level every 3 points, so the hit causes a -4 penalty for all future test. The GM judges this to be a serious injury and reports that our hero’s lower leg is now broken…
Our hero now rolls a 5 on his 2.5 Pain Resistance (no penalties). 5 times 2.5 = 12.5 (exceeds 12). He just barely stays conscious. Next he rolls a 1 on his 3.5 Damage Resistance (with +2 mod, no penalties). 1+2 = 3 times 2.5 = 7.5 (less than 12). Trouble! But he gets one more chance. He rolls a 3 and winces in fear. 3+2 = 5 times 2.5 = 12.5. Close one, but not dead yet…
Example of Play (multi-skill test)
Our hero, who was captured after surrendering, attempts to set his broken leg. The GM judges that the opposing total is equal to the wound (a 12). First, our hero assesses the job using his 4 Science. He still has a -4 penalty due to the wound. He rolls an 8, subtracts 4, and multiplies for an acting total of 16. So far, so good! Next, he performs the surgery using his 3.5 Craft. He rolls a 7, subtracts 4, and multiples for a 10.5 acting total. This is less than the 12 needed, but the GM decides to add the excess from Science (for a 14.5 total).
Example of Play (experience)
Our hero has 17xp. He wants to raise his 3.5 Melee Defense skill. To go from 3.5 to 4 costs (4 * 4) 16xp. If he had a specialty within Melee Defense, it would only cost (4 * 3) 12xp. If he had two: 8xp, three: 4xp. If he had four specialties, he would have already raised Melee Defense for free!