Thursday, April 23, 2026

Player Character Progression

I've been thinking about how to handle Player Character progression in Legends of Alba. My initial inclination had been to pretty much ignore it. This stance mostly came from my personal preference (as a player or a GM) for low-level play. A group of Player Characters are equal to the challenge of, say, half a dozen bandits. If those bandits are backed up by a heavy hitter, an ogre or a ferocious beast, the PCs are going to have to get creative. Facing a dragon head on is certain death, but defeating one is definitely possible: You'll need to make the most of what's on your character sheet but you also need a plan.

I desperately want to avoid what I've seen in plenty of 5E games where PCs get up to Level 10+ and it's  as though each Character is lugging around a heavy chest full of highly situational, minor, or otherwise forgettable 'ride-along' abilities. The game feels heavy, and everything takes ages. It actually breaks the core loop of the game in which the GM describes the situation, the players describe their Characters' actions, then the GM narrates the result. I've been in the situation as a player myself where, between the first 2 steps, when the GM throws it over to the players "What Do You Do?", I'm looking down in panic at this Character sheet crammed with abilities and bonusses and asterixis and page references thinking "What can I do?". I've stepped out of the fiction of the game. For Legends of Alba, I want to stay in the fiction as much as possible.

So why am I thinking about progression? I've had a chance to play a few different systems over the last year: Mork Borg (through Cy-borg); Into The Odd (through Mythic Bastionland); and Break!!. All three of them take a different approach to progression:

Mork Borg, as you'd expect, is super minimal. The rules for progression take up less than half an A5 page! There's actually a decent chance your Character gets worse when you level up, because of course there is. It's Mork Borg! Are you actually expecting your Character to live long enough to level up?!

Into The Odd doesn't really have progression, but Mythic Bastionland sorta does. Knights have Glory, which is more a reflection of their standing in the world than a mechanical benefit. I quite like Glory (keeping it in the fiction). They might get more Guard through scars. They also age, which usually sees young Knights improve as they reach maturity but with their Virtues failing as they cross into old age. I liked what this brought to the story of our game and its very fitting for a game about Knights in which part of being a Knight is considering your legacy.

Break!! has progression through the Callings, which are that game's take on classes. They go as far as Level 10, and although each Calling uses a different advancement table, they all get something each Level. Usually it's an Attribute increase or select an Ability from their Calling. 

So it's been interesting trying these out, seeing how they went down around the table and catching up with my players during and after games about it. I think most players in my group would look for some progression if they were playing a system for anything more than a couple of sessions. I know as well that players definitely notice the shift of how light a Mork Borg Character is to a 5E one. Hardly surprising - these are totally different games. These games that have lighter Characters don't expect you to be with a Character for long, so it's no problem if they feel a bit thin or one-dimensional and if a player is not writing pages of background lore for their Character between sessions. But it's made me think about what sort of experience is Legends of Alba closer to, and it's closer to 5E than I thought. I want players to invest in their Character, use them an an anchor to the setting, and go on a weird long mythic journey with them. 

So I'm starting to think more along the lines of something like Break!! (also looking to Shadowdark though I've not played that one yet!) for progression in Legends of Alba. 10 levels is plenty, and alternating level up rewards between getting a new ability and 'number go up' feels like a good starting point. So I've been messing around with a few ideas in that vein, and will post them here if I get them into a decent shape!

-Till next time.

Thursday, April 9, 2026

Armour in Alba

 Talking about Armour today!

Along with Weapons, which I made some changes to the rules for recently, Armour is part of a Character's wargear. Wargear isn't a formal term in the game (maybe it should be!) but if I'm playing an RPG in which my Character is expected to do some fighting, I want to know what they fight with, and how they protect themselves.

As with Weapons though, the Iron Age (-ish) setting has an impact on how I want to handle this. While Armour is a thing - an important thing - in Legends of Alba, your Character is not a Knight in full plate. A fully armoured Character in Alba might wear a helm, chainmail shirt and carry a shield, but probably only starts out with one of these. So I want Armour to be itemised, and to have a cap on how much a Character can equip. Three slots seems reasonable: You can wear a helmet on your head; you can protect your body with mail or padding; you can carry a shield.

In Other Games

So what does armour do? I've been thinking about examples from different games, e.g.

In 5E games, Armour makes you harder for your enemy to hit. Or rather, to land a telling blow. AC incorporates both Dexterity and Armour to account for a fast Character dodging the blow; or a heavily armoured Character being hit but protected by their armour. I like this system but it requires enemies to be rolling against the Characters, which is not a thing in Legends of Alba.

In Into The Odd style games, and Mork Borg, Armour reduces incoming damage. This makes sense but having played with this mechanic I don't really like it. It never feels good to be subtracting from a number you roll and it makes a low damage roll - already a disappointment - even worse. Both of these systems have quite brisk combat compared to 5E but the impact that armour can have on bogging it down is actually one of the reasons I haven't used either of those games as the basis for Legends of Alba.

In 24xx games, any equipment can be Armour. If your Character would take damage, you can always describe how something in your inventory is broken or lost to avoid the damage completely. I like how straightforward this is. My only issue with it is the implicit survivability of Characters with deep pockets. The rule of common sense is an important part of 24xx games but personally I'd want to be a bit more specific about this.

Looking outside of RPGs, wargames often allow for an Armour Save. If your Warhammer 40K Space Marine has Power Armour, he avoids damage on a roll of 3 or more on a D6. It might just be familiarity but I do like this and have thought pretty seriously about just doing this for Armour in Legends of Alba (e.g. Characters have a base 6+ Save, that improves by one for each item of Armour they wear). But I don't like the introduction of this extra step to combat with the Armour Save. It also introduces of a completely new concept of 'saves' more generally: If a Character gets an Armour Save, can they get other types of Saves? I'm trying to keep this rules light, so no thank you.

In Legends of Alba

Here's the current rules for Armour in Legends of Alba:

Armour

Protects Characters from Wounds. When a Character suffers a Wound, they may instead break an Armour [A] item they have equipped and ignore the Wound.

Broken Armour must be repaired to be used again.

So of the options mentioned above it's mostly a constrained version of the 24xx approach. 

How much of a drag is it to have your equipment break? It's easy enough to repair equipment at a Settlement but you'd be without it till you reach one. That could lead to some interesting decisions, or just be annoying. Something to focus on with playtesting.

Why are we breaking armour at all? Well, this piece of equipment has taken a blow that otherwise might have killed you. How likely is it to be in a decent state after that? When I was a teenager I once cycled out in front of car and went head first into the windshield. Luckily I was wearing my helmet, so I was fine. My helmet was not. I certainly wouldn't have wanted to rely on it to protect my skull from a second impact. So it seems more of a stretch of the imagination that your armour is completely fine after a battle, than completely trashed and in need of repair or replacement. 

Other Ideas

A slightly more forgiving version of this would that instead of breaking your Armour to avoid the damage, you 'Check' it but putting an 'X' next to it on your Character Sheet. You can't use Checked Armour. When the fighting stops, you check your gear: Roll a dice for each Checked item. The roll could be based on the item's quality or a flat value, but on a Success you'd refresh the item by removing the 'X' from it on your Character Sheet. A Failure would indicate that, on inspection, you find the item too badly damaged to rely on. It's now Broken, as above. I don't mind this, but as with the Armour Save discussed above it's an extra step, so it's going to have to fight for its place.

A slightly different direction to go with Armour is to lean into how it almost functions like HP (protecting you from life-threatening damage) and have each item of Armour contribute +1 to a stat e.g. Defence (or Guard?). Whenever you'd suffer a Wound, you subtract from this value. If you're at 0 Defence and suffer a Wound, that's it, you suffer the full effect of the Wound. Your Defence would recover either after the battle, or as part of making camp (as you rest and repair your gear). 

I quite like the abstraction of 'Defence'. Your Character has some protection from harm, but this will get worn down the more they rely on it and, the longer a fight goes on, the more chance there is they'll be seriously hurt. It adds an extra stat, yes, but there's no rules or procedural overhead. This actually provides some scope for cutting rules because with Defence I could maybe be do away with the different types of Wound (Minor, Major, Mortal) and just have them all be bad?

The idea of 'Defence' stat also allows for things other than armour to protect your Character. For instance a Hunter's Sharp Reflexes might contribute +1 to this value, or a Druid might be able to conjure a Spirit Ward to achieve the same effect.

Hmm this is definitely one to think about!

-Till next time!

Doing Stuff With D6s

Since the post about Player Character Progression  I've been thinking about how to handle 'Class' (or Paths as I'm thinking ...