Friday, May 10, 2019

Answers to 20 Quick Rules Questions: OWB (Operation: White Box)

I enjoyed answering "20 Quick Rules Questions" for Twilight: 2000 so much that I thought I'd look at answering them for another favourite game of mine that I understand some people have already used successfully as an alternate system for a Twilight: 2000 campaign:  


This is based on the OSR blog post list that I stumbled across - Brendan S. of Necropraxis' 2012 post "20 Quick Rules Questions". Given Operation white Box (OWB) is based on the original edition of Dungeons & Dragons (the Gygax and Arneson one), the answers could provide a useful starting point for new players.

For those of you unfamiliar with this system, it's created by Pete Spahn of Small Niche Games.

Consider downloading the potentially freely available "Pay What You Want" PDF only edition to look over (suggested price $5 USD) or better yet support Pete and buy the actual softcover or hardcover! I'd highly recommend checking out some of the reviews available (such as RPGPundit's reviewRolling Boxcars' reviewthe one over at "Thoughts of a Barbarian" and for those who like videos Ol' Man Grognard's video review or Brendan Goeringer's video review).



Operation: White Box - 20 quick Rules Questions


1. Ability scores generation method?


The standard generation is very "old-school" rolling 3d6 and assigning to the Attributes in order ie. Strength, Intelligence, Wisdom, Constitution, Dexterity, and Charisma (page 2).

There are two other options presented:
"Some Referees allow players to have more flexibility in their choice of class. One option is to roll 3d6 six (6) times and "arrange to taste". This allows the player to place the best rolls on the Attributes that best fit the character concept."

"For particularly heroic campaigns, the Referee might allow players to roll 4d6, dropping the lowest single die and add the remaining dice where they wish. This will lead to characters who are well above most normal individuals in the setting, making them more powerful in play." 

2. How are death and dying handled?


When a character's hit points reach zero, they die of their wounds. Optionally, the Referee may allow that a character becomes unconscious when they reach zero hit points, not dying for another one (1) turn, allowing the rest of the unit to come to their aid.

This rule becomes very significant given that characters in OWB at the "Traditional" level of play use only a 1d6 for their hit points with only a small bonus from abilities using the Universal Attribute Bonus Table (page 5) and/or their chosen class (although a Grunt or Uberlaufer starts with 2 HD). "Heroic" level characters use 1d10 for their hit dice and "Inglorious" level characters roll hit points using 1d20, making for a more cinematic experience as it were... (page 24).

In addition, the maximum level is only 5th level, which effectively means that the maximum hit points for a "named" character is only around 35 unless the optional Advanced Attribute Bonus rule is used (page 6). Sure, most weapons only inflict around 1d6 damage except for heavy weapons but this is significant as characters can potentially be slain by a single bullet at low levels.

Fortunately, Gut checks are allowed when a special operative (PC) tries something beyond the norm and can potentially be considered a chance to avoid death - a character rolls 1D6 and if the roll *less* than their level they succeed (page 40).
"Gut checks should be reserved for the most dire situations, where failure results in serious injury or death. Charging a machinegun nest unscathed through a hail of bullets, picking up three live grenades and tossing them back at the Germans, taking out a Tiger tank with a bazooka, running through a minefield, or crawling to the detonator and blowing the bridge even after being reduced to 0 Hit Points are some examples of gut checks." 


3. What about raising the dead?


This isn't a fantasy game, once a character dies that's it, they're permanently dead.

If using the Nazi Occult mini-setting (pages 150-160), resurrection ritual might be possible through either a Natural Magic or Runic Magic ritual or through some kind of Nazi Superscience technology (pages 146-149).


4. How are replacement PCs handled?


There are no specific guidelines for replacement PCs.


5. Initiative: individual, group, or something else?


Group.

Each party rolls 1d6 - the highest roll wins and the winning party acts first.

In the case of a tie, the parties act simultaneously (pages 44-45).


6. Are there critical hits and fumbles? How do they work?


Yes, as an *optional* rule (page 45).

A roll of 20 can be considered an automatic hit, inflict double damage or hit two opponents at once. A roll of 1 similarly can result in an automatic miss and may result in dropping the weapon, the weapon jamming or the character tripping and falling.


7. Do I get any benefits of wearing a helmet?


A helmet provides a +1 bonus to a character's saving throw vs explosions such as a grenade.


8. Can I hurt my friends if I fire into melee or do something similarly silly?


When firing into a melee, it may be impossible to choose which opponent (or friend) receives the attack and the Referee must determine which random target is struck (page 46).


9. Will we need to run from some encounters, or will we be able to kill everything?


The game includes a specific sidebar to address this: "A Note on Combat Lethality..." (page 55).

"The Referee and the players should be aware that combat in WWII: Operation WhiteBox is fairly lethal. The lack of body armor and the lethality of modern weapons makes even the most unskilled NPC soldier dangerous. The characters are encouraged to avoid pitched battles whenever possible and instead rely on superior tactics such as stealth, ambushes, cover and concealment, and overwhelming firepower to overcome their enemies. If the Referee prefers a more combat-oriented type of game, he is encouraged to look over the Optional Rules for Traditional, Heroic, and Inglorious levels of play on pg. 24." 


10. Level-draining monsters: yes or no?


Not in the basic game.

Ghosts are given as an example monster in the Nazi Occult mini-setting (page 152-153) and can drain one level per attack. Vampires are also presented but don't have level draining powers.


11. Are there going to be cases where a failed save results in PC death?


Possibly, although there is no "save vs death" as such.

There is only a *single* saving throw used by characters "to avoid something terrible happening to them", although different classes receive different bonuses against different threats (page 38).

Saving throws mostly allow half damage - there don't appear to be any instantly lethal standard effects (or spells in the Nazi Occult mini-setting) so a failed save *may* result in PC death if the damage inflicted is high enough. Explosions typically inflict 2d6+2 damage unless a saving throw is made, but given the relatively low hit points of most PCs this can certainly be lethal.

It's noted that being directly hit by a vehicle weapon (autocannon or higher calibre) would be lethal, but that individuals are difficult to target so potential hits from these weapons are treated as explosions above and inflict 2d6+2 damage (halved on a successful saving throw).

The sole exception to the above appears to be the saving throw required to escape a destroyed vehicle before it explodes and instantly kills whoever fails to escape in time (page 59).


12. How strictly are encumbrance & resources tracked?


All equipment has a weight in pounds (lbs). A normal character can carry up to 25lbs of equipment without a Movement penalty;  special operatives (PCs) are conditioned to carry up to 100lbs of equipment without issue (pages 38-39).

Specific equipment such as grenades, explosives and other mission-critical equipment *is* tracked.

Ammunition is suggested to be tracked in the abstract rather than by each round or bullet (page 50).

"The Referee is free to count every round (bullets or shells) if that suits the needs of his game. Otherwise, the Referee can have each character roll 1d6 after every three to five firefights. On a roll of one (1), the character is out of ammo." 


13. What’s required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for downtime?


PCs gain a level when they accumulate enough XP, no specific training is required.

This isn't a fantasy game so there are no spells in the default game and magic works somewhat differently in the Nazi Occult mini-setting (pages 155-160).

As XP is gained at the end of a mission, this does not occur in the middle of an adventure (page 39).


14. What do I get experience for?


Experience is awarded as a group when they complete missions, but not only for killing opponents, there are several other potential sources suggested (page 39).

  1. Overcoming or defeating opponents (use HDE/XP values)
  2. Use of Class Abilities to further the story or mission (1d6 x10 XP)
  3. Completing "side missions" (Targets of Opportunity) which thwart German plans (1d6 x25 XP)
  4. Completing assigned missions (1d6 x50 XP)

Individual bonus XP can be awarded by Referees for roleplaying particularly well or taking great risks. In addition, each class have a Prime Attribute that provides additional XP and all characters gain an XP bonus from having Charisma or Wisdom values of 13 or higher.

XP gained for vehicle combat has specific guidelines dividing the XP between both the PCs and the NPC crew in a 2:1 ratio as a group (pages 67-68).


15. How are traps located? Description, dice rolling, or some combination?


There's no specific mechanic for detecting traps, but there are rules for finding Hidden Things - a character has a base chance of success equal to 1 on 1d6 if they move at half their normal Movement rate or less and specifically state they are looking carefully. This can be modified by certain character actions or Class abilities at the Referee's discretion (page 38).

The same mechanic applies to Ambushes (page 50). Snipers have not only an improved chance of spotting an ambush but are also able to conceal themselves more effectively (pages 19-20).


16. Are retainers encouraged and how does morale work?


There are no specific rules for retainers and hirelings. The Charmer, MaquisSniper and Uberlaufer gain a small number of loyal NPC followers at 3rd and higher levels (pages 14-24).

A Tactician similarly gains a company, division or special forces unit at 3rd level (page 21). 

Morale is left to the Referee's discretion (page 53):

"The majority of people in the world will not continue to fight a hopeless battle, seeking to retreat, surrender, or flee if they can. Only rarely do people fight to the death. The Referee decides when enemies abandon a battle and retreat, based on the situation and the enemy's intelligence. In some cases, the Referee may have the enemy make a Saving Throw to determine if they will stay or flee, modified by bonuses or other factors."


17. How do I identify magic items?


This is not a fantasy RPG so there are no "magic items" as such in the default game.

If using the Nazi Occult mini-setting, magic items are known as artefakts (page 151). These range from single-shot items that mimic spells, permanent magical items usually in the form of named family heirlooms or unique items, and legendary items with powers determined by the Referee. Given their relative rarity, the latter two types may be relatively easy to identify by their reputation alone.

If using the Nazi Superscience mini-setting, conforming to Clarke's Third Lawsuperscience equipment may partially fill the space of magic items and should be readily identifiable as extraordinary (page 146-147).


18. Can I buy magic items? Oh, come on: how about just potions?


Not in the default game, see #17 above.

In the Nazi Occult setting artefakts may be able to be traded for in return for successfully completed missions. Similarly, superscience equipment may be available to operatives in a Nazi Superscience campaign.


19. Can I create magic items? When and how?


No, see #17 above.

For a Nazi Occult or Nazi Superscience mini-setting, creating or locating significant artefakts or superscience equipment may be a mission in itself - likewise thwarting the creation or activation of Nazi versions may well be an interesting mission concept.


20. What about splitting the party?

(Note this is my "standard" answer as I don't feel it's really a mechanics-specific issue.)

Never split the party. It's always a bad move!

OK, all jokes aside the main issue is the meta-game issue of player boredom while one group or player sits out while the Referee concentrates on the others but this is better discussed elsewhere (such as here, or perhaps here).

However, splitting up the group makes a lot of tactical sense in many situations - scouting, foraging/hunting, maintaining vehicles and other "down-time" activities are often better split up between members of the group given the emphasis on resource tracking including time. So using some of the suggestions in the links above will be useful as it's not an uncommon occurrence.

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