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Open20: Open Game Alternative

Version 0.22

by Sandy Antunes
August 24, 2001

Here is a new proposed column. Based on forum feedback and emails, we'll decide if this project is worth continuing. In this effort, we apply the standards of the software field to create an alternative to proprietary game systems. Rules systems are like programming standards; rule books are like programming languages; setting and adventure books are like programs. Our goal here is not to create a rule book, but to define a least common denominator rules standard for which others can then create their own rules and settings and adventures.

Note that the Free20 trademark is held by these folks, thus the name change to "Open20" for this article's base concept. If we do continue with it and go to an official release version 1.0, we'll naturally do a trademark search (ugh), thus we emphasize that, at present, this is a 1-time article investigating whether this project should be established (which so far we are leaning towards saying 'yes').

Open20[TM], version 0.22

Below is a proposal for a new project, the Open20 system. The Open20 system is also known as "Open20[TM]", and we will the shorter "Open20" minus the trademark within this work for clarity. The idea is to have a simple, generic gaming structure that uses the ever-popular ten-sided or twenty-sided dice, but is open enough that publishers can customize it as they wish.

Premise of the Open20 system

  1. To promote a straightforward gaming system that anyone can use,
  2. To promote a gaming system so any gamer can walk into any Open20 game and be able to game right away due to an immediate understanding of the basic rules.

To start, the Open20 License is as follows:

Anyone may use the Open20 System. You may only call it "Open20[TM]" if you:

  1. include the version number of the Open20 document you are using, and
  2. do not modify any of the rules as given in that version of the Open20 specification, and
  3. provide either a copy of the full Open20 specification, or provide a link to the original (central) source for the Open20 specification.
You may, of course, add additional rules so long as they do not supercede or overwrite the referenced Open20 rules.

The OpenSys License is as follows:

Anyone may use the OpenSys monicker. You may only call it "OpenSys[TM]" if you:

  1. include the version number of the Open20 document you used as a reference or basis, and
  2. provide either a copy of the full Open20 specification, or provide a link to the original (central) source of the Open20 specification.
The "OpenSys" label is therefore an indication that concepts are similar to Open20, but that the Open20 rigid standards are not applied.

Any Open20 or OpenSys license is 'frozen', which is to say it is not superseded by later licenses. If you use "Open20 v0.22" and we later come up with "Open20 v1.7" with new license terms, those new terms only apply to "Open20 v1.7"-- you are free to keep using "Open20 v0.22" with its original accompanying license terms. This provides security and freedom for developers; you never have to worry about changing licenses unless you wish to update to a later Open20 release set.

The Open20 specifications will be kept to a minimum in order that creators and publishers have freedom to develop their own settings and source material. At its heart, Open20 is simply a standardized interaction and task-resolution system with a basic skeleton for character creation and experience.

There are, in some places, two options or conventions for dice rolling. The suggested method, 'new school', requires only ten sided dice. The 'old school' method requires ten, twenty, six, and possible other-sided dice.

Currently, the official repository for this "Open20 v0.22" is www.rpg.net/news+reviews/columns/free20v0.html.

Now what?

To advance this, the system is based on the following meta-rules:

Roll between 1-20 (hence the name, Open20)

All resolutions and tasks can be resolved with roll between 1 and 20, and higher is always better, either [GM's choice]:

  1. the sum of two ten-sided dice, 2d10 [new school], or
  2. a single roll of a twenty-sided die, 1d20 (which produces a more erratic/random curve) [old school]
Rolls are based on a task difficulty level-- either against nature (a GM-set difficulty based on 10=average) or against an opponent (who gets to use their relevant skill as the basic number, plus any bonuses and modifiers they may have). The PC trying the task then gets to add their skill and any bonuses and modifiers plus a roll of the dice to see if they beat that target number.

In general, the system is easiest with a level-based experience system. This allows GMs to make a less arbitrary assessment of PC fitness and threat difficulties, as well as providing a handy ruler for characer advancement. And frankly, CRPGs have made 'leveling up' a potent part of the RPG process.

Expandability

As should be obvious, Open20 is a rules framework. Anyone can add their own expansions, and we hope to publish some of them within this column. Each module will likely have its own additional license, as desired by the author, and will of course also be bound by conventional copyright and trademark requirements. One can envision a campaign simply defined as "Open20 v1.1 new school using the 'High Tech Earth' rules by Jane Writer." Easily described, and all players instantly know what they are about to play.

Basic Natural Attributes

Player Characters (PCs) possess basic Attributes (Str/Dex etc), generated using a distribution between 1 and 20. Two methods are allowed:

  • Roll 2d10 and add; that's your number. This creates a triangle distribution, with a strong tendency towards high or low. [new school]
  • Roll 4d6, drop the lowest die, then add. This makes a shifted bell curve, with a bias towards higher number but less occurance of very high or very low numbers, relative to the 2d10 method. [old school]
You can then add 1 point with experience, reflecting self-improvement. Typically there are three to seven Attributes. You roll the dice to generate the appropriate number of Attributes, then assign the numbers to the Attributes as you wish.

Physical: can be subspecified as
  Strength/Brawn
  Quickness/Coordination/Dexterity/Reflexes
  Toughness/Stamina/Constitution
Mental: can be subspecified as
  Intelligence/IQ/Smarts/Cunning/Thinking
  Wisdom/Intuition/Insight/Empathy/Feeling
Social:
  Appearance/Charisma/Cool/Status/Rank
Unusual: (anywhere from zero to many of these may exist)
  Mana/Psi/Sanity

These may be modified based on origin, race, or species.

Characters also have hit points, representing how often they can get hit before they are unconscious or expire. In general, a character gets 1 hit die (1d10) for each of their experience levels. Upon advancing one level, they simply roll a d10 and add that to their basic hit point total. This d10 roll may be modified by additional class or attribute effects (for example, a character of class 'programmer' may only get 1d10-2 for hit die, reflecting slightly less than heroic stature.) Any sum below 1 (due to penalties, etc) is considered a '1', while any sum over 10 is valid and need not be changed.

Careers and Classes

PCs have a schtick, something they do. This can be their career choice, their character class, their military service branch, and similar. This determines which skills you gain, and which special abilities you may have. It also determines how you advance as you get more experience in life.

Classes have either Levels, Ranks or CMI (Continuously Measureable Improvement). Levels are discrete increments of improvement, where (upon achieving the requisite amount of experience) the PC improves. Ranks are benchmarks (or quests) which a character must achieve in order to advance. CMI means that skills and other traits improve as they are used. It is up to the GM which system to use; this document provides full specifications for level-based usage because that allows game creators an easier method of assessing the challenges they present to the party.

Things You've Learned

Skills reflect what they can actually do, and affect rolls. One learns skill based on the class path, and can then apply those points to (duh) class-related skills. If you want a skill that is outside of your chosen profession, they cost twice as much. You can advance in fractional steps but can only spend whole points (i.e. you can spend 1 point to get a half of a point in a skill). In use, skills are always rounded down.

Special Abilities

PCs always have special abilities, one-time feats, or modifiers for certain tasks. That's what makes them heroic, not just ordinary folks. PCs start with 1 special ability and gain additional ones as they increase in experience.

Task Resolution

Tasks are resolved by rolling a pair of 10-sided dice (2d10, "new school") or a twenty-sided die (1d20, "old school") against the given target number, adding in any skills or abilities or modifiers as appropriate.

For 'man against nature', this roll is against a GM's best guess of difficulty. In most cases, this is using a skill. Then you just roll your 2d10 (or 1d20) and add your Skill, versus a Task Difficulty Class/Challenge Number (DC). This is a number set by GM or, if you're opposing someone in this, based on their appropriate counter-skill. An average task has a difficulty (DC) of 10.

For 'man against man' (aka combat), this target number is simply the Defensive rating of that target, reflecting armor etc. Thus combat is resolved just as an opposed skill check. This means summing the attacker's relevant numbers: base attack skill, plus any modifications due to strength, size, and special abilities. Roll 2d10 (or 1d20) and add it. Compare this to the targets rating, a base of 10 (average difficulty) plus any modifications that the target may have due to armor, speed, size, and special abilities. If the roll succeeds (is higher than the target number), the target inflicts damage as per their natural attack damage and associated bonuses plus any weapons bonuses or effects.

Characters do not have to roll for situations where:

  1. the GM says they automatically succeed
  2. it's not life-threatening, they would succeed on a perfect roll (of 20), and they spend extra time working on it [we call this a 'free 20', just to be catchy and tie it in with our name], or
  3. it is life-threatening, they would succeed on an average roll (of 10), and they spend extra time working on it unopposed. (This means mostly man-versus-nature challenges of some danger can be automatically defeated by proficient characters).

Experience

Characters that succeed against challenges and threats will gain in experience, which lets them add new skills or improve existing ones.

For Level-based experience, one can increase in a level of experience using this formula: Points to next level = 1000*current level, or 1kP (kiloPoint) * current level. For example, a level 3 character needs 3kP to get to level 4.

Experience is awarded based on how challenging the situation is. Sum up the levels of the party, then compare with the total (summed) levels of the threat. Add in 'bonus levels' for special abilities possessed by the threat. Convert this to a ratio, or a percentage (threat divided by PCs, threat/PCs).

Thus four level-3 PCs versus two level-2 monsters would be favoring the PCs (4/12, thus 33%). If the two monsters were fire-breathing, they'd brevet level 3 and thus the ratio would be 6-12, or 50%.

Also, track the average level of the PC party (e.g. 'level 3', in the above case), for reasons we explain in a moment.

A typical challenge is one where the characters have a ratio of 25%. This represents a challenge that the players are likely to win. Remember, this is 'bread and butter' stuff since players suffer losses that carry over between fights.

A difficult challenge is one of even odds, 1-1, or 100%; the PCs are likely to win (because, all else being equal, a PC is more resourceful than a general threat). A very difficult challenge is one where the odds are 3-1, or 300%, in favor of the threat.

Experience points are awarded based on the difficulty of the challenge. A basic 25% challenge awards to the favored party, if it wins, approximately 25% the amount needed to advance to the next level, based on the average level of the party. This sum is split up and distributed evenly by the number of PCs. This number is increased if the odds were more difficult for the PCs.

If the odds were 75%, winning PCs get 75% of what would be needed to advance, again then split among them. Even odds is 100%, 3-1 odds are 300%, and thus awards three times as many experience points if the PCs succeed. Etc etc. Sorry about having math in this.

So say a party is a 1st-level programmer, a 2nd-level sysadmin, and a 3rd-level manager. They defeat a challenge of four 2nd-level auditors plus a 3rd-level taxmonster. The party average level was (1+2+3)/3, or level-2; a level-2 character would need 2*1kP=2kP points to advance. The party total level was 6, versus 9 levels of auditors, thus it was 150% against the party (tricky but not too bad!). Having won, they got 150% * 2kP points, or 3kP points, split 3 ways. With 1kP points each, the 1st-level programmer goes up to level 2 (cost=1kP points), the 2nd-level sysadmin is halfway to level 3 (1kP of the 2kP points needed), and the 3rd level manager is only 1/3rd of the way to level 4 (1kP of 3kP pts).

Since experience point awards are then split among the party, this means a typical party will have to have (number_of_characters * 4) 'bread and butter' encounters to "level up", or all advance one level. They would only need (number_of_characters/3) very difficult encounters to "level up", on average.

For individual PCs who achieve a new level, their character now improves. Improvements and bonuses depend on the career/class path, and also include +1 to the base 'attack' of the character and, as mentioned earlier, plus extra points for attributes and new special abilities at certain level stages. These bonuses can be modified for different career/class paths.

As an option, if you are using the Rank experience system (instead of Levels), this means the GM has created goals or quests that must be achieved for a character to improve. If you are using the CMI system, then experience points are gathered and applied to directly add to skills or gain new talents, as specified by their character class. Typically, 100 experience points allows the trait used to be increased by 1.

Extensibility

Users of this system are welcome to create their own worlds, adventures, character creation rules, experience schemas, and other fun stuff. Complete submissions may be sent to free20@rpg.net, and remain the copyright of the original author. Modifications to the core Open20 rules, either by email or in the forum below, are considered donations to the Open20 project and may be added into future Open20 rules sets. If you do not wish your forum suggestions to become part of Open20, you may assert your rights by stating so in your post, with language similar to "Please do not add this to Open20, but...".

Lineage

This system is heavily based on "Rules to Live By", originally created in 1998 by Mike Young, John Kilgallon, and Sandy Antunes, and now published by Interactivies Ink. That system had the essential structure of Open20: basic attributes, skills that add to a base attribute and are resolved by adding a die roll and comparing with a task or opposed skill, autosuccesses, plus special abilities. And, of course, that you always want to roll high.

The use of a scale of 1-20 is both because that is a trendy concept now, and because it provides a really nice granularity to resolution (as 1 'pip' represents a 5% chance). The "new school" methods are there so that only ten-sided dice (d10) are required. The use of 20-sided, 6-sided, and other dice is provided for people who prefer that sort of thing or who were raised on idiosyncratic versions of D&D[TM].

In particular, the use of 2d10 to generate a more rounded 1-20 distribution was first stated by 'delor' in this forum post. A plot of various die rolling probabilities is given here for rolling 2d10, rolling 3d6, and rolling 4d6 and subtracting the lowest.

The specific synonyms for the basic attributes are derived from a half dozen different games over the past twenty years plus a quick check with the thesaurus. The experience system was created by Sandy Antunes during a fit of mathematical structuralism.

The inspiration for the Open20 License came from the BSD (Berkeley) software license and the FUDGE[TM] license, in contrast to the GNU Public License (GPL, which limits commercial derivation without redistribution) and Open Gaming License (OGL, which provides additional material but has proprietary limitations on usage). The goal of the license is to allow open usage of Open20 for personal or publishing use.

Open20 is a superset of minimal rules, under which players may enjoy a wide variety of different games and settings. Rules are analogistic to mathematical formulas, and thus while we are indebted to earlier rules pioneers we are also happy to advance the state of the art with Open20.

What do you think?

Go to forum!
 Topics Author  Date Latest Reply
 New RPG (1) new Ethilendil  08-20-2002 03:39  08-20-2002 03:39 new
 Scenario Doubles Up It's Add-Ons For February ! (64) new dw817  02-19-2002 07:31  02-01-2006 08:21 new
 Why bother with an "Open Source" license (1) new Chris Dicely  11-08-2001 15:16  11-08-2001 15:16 new
 Is "Open" always good? (24) new Guy McLimore  11-05-2001 10:29  11-13-2001 15:51 new
 Who do you trust? (1) new Guy McLimore  11-05-2001 09:38  11-05-2001 09:38 new
 Don't Panic - Just Create (12) new Ricardo Gladwell  11-05-2001 02:33  11-13-2001 16:01 new
 copyleft as viral; research model (2) new Schmecky  11-04-2001 23:42  11-05-2001 11:00 new
 alternative to d20 and 2d10 (5) new woodelf  11-03-2001 17:15  11-08-2001 13:45 new
 A Legal Clarification (5) new M. J. Young  11-03-2001 16:50  11-05-2001 11:48 new
 Excellent Summary (3) new Ryan S. Dancey  11-03-2001 15:47  11-03-2001 20:54 new
 Non-D20 open licenses? (14) new Larry Lade  11-02-2001 16:43  04-27-2004 16:57 new
 Is there a mailing list for this? (2) new Ian McDonald  09-24-2001 16:48  09-30-2001 21:17 new
 Shouldn't attributes be zero average?.. (2) new Jon Doda  09-01-2001 06:59  11-03-2001 04:40 new
 Some (hopefully constructive) ideas... (4) new DarthRich  08-29-2001 15:23  01-20-2004 19:37 new
 Why not just use Fuzion (7) new Greg Volz - Natural Twenty  08-27-2001 12:54  08-28-2001 18:08 new
 Suggested changes (XP and Hits) (1) new Simon Craig  08-27-2001 12:35  08-27-2001 12:35 new
 This project is useless (15) new Kent Matthewson  08-27-2001 09:03  11-04-2001 14:30 new
 New Statement of Intent/New Names (8) new Sandy Antunes  08-27-2001 06:21  08-28-2001 20:14 new
 Something abit more radical? (1) new David Bubar  08-27-2001 05:09  08-27-2001 05:09 new
 Is this DR-DOS? (2) new Sergio Mascarenhas  08-26-2001 22:41  08-26-2001 22:43 new
 It's a Good idea (1) new Andrew Martin  08-26-2001 21:12  08-26-2001 21:12 new
 Sandy, did you hear about this one? (1) new Maggie  08-26-2001 18:53  08-26-2001 18:53 new
 Diceless? (2) new asicono  08-26-2001 14:56  08-27-2001 10:29 new
 Wider Community (2) new Simon Craig  08-26-2001 03:32  08-26-2001 08:05 new
 Simple math for XP (1) new Rakshasa  08-26-2001 03:05  08-26-2001 03:05 new
 Some Things Never Change... (2) new Stuart  08-25-2001 21:53  08-25-2001 22:24 new
 Probability (2) new Christian Fortier  08-25-2001 13:03  08-25-2001 17:32 new
 Classes and levels and XP, oh my! (3) new YellowBook  08-25-2001 10:54  08-26-2001 14:59 new
 Everything needs logos. (2) new dragoon@subdimension.com  08-25-2001 08:52  08-26-2001 15:37 new
 We need a new open license! (10) new Ian McDonald  08-25-2001 04:26  08-30-2001 04:12 new

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