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Tuesday, 9 July 2019

The Bicephalous Ogre: a B/X Class Built for Two

A cold wind blows on the mountainous north, like that night. Blood stained the Fanged Olympus, while the remnants of the Bonecrusher Clan watched over the marching armies of Man, ready to make their last stand. Soon, the front gate could have not stopped the flood of blood no more. As Death came crawling up the mountain wearing the face of mankind, the Warlock drew blood from the fallen warrior to conjure his vengeance, and smiled as the call his dark arts and the slaughter had made possible was answered. As the mixed blood of battle brothers rose and took new form, flesh of two became body of one, and the newly born Bonecrusher vanguard watched itself in awe, scared of what it did recognize of itself, and terrified of what it didn’t.

Come havoc! Come infinite night!
Cho'Gall by karichristensen


Two Heads are Better than One:

I was always fascinated with the small technicalities that teamwork requires, and how much internal grudges can make everything go haywire in a careful plan. And I was always fascinated by idea of not only sharing the table (and the group) with my friend, but even my characters, and how much that would change our dynamics and gameplay.
This looks a lot like the Oscadian from Goblin Punch, or even some of his paired classes from before, but I swear I had this idea before I read that. It dates back to the Two-Headed Ogre april’s fool in WoW, and I decided to make it happen (oh boy, I’m definitely a big procrastinator) when Cho’Gall was released in Heroes of the Storm. For those of you that don’t play Blizzard games, Cho’Gall is a single character controlled by two players, in a sort of pilot/bombardier configuration. So here it is: a B/X class for two players in a single body! So you won’t have to use two character sheets and get mad trying to solve which one is the right one for the job at hand (so it’s still a single character for all intents and purposes).

Always two, there are:

Ok, I lied. This is not a single class. This is a classmaking lab. I simply cannot make a single class, because I still want the two players to mix’n’match stuff and to somewhat play “their own” character. So, keep in mind that each player chooses his own class, and write the following on the sheet:

Hit Points: take the worst of the two classes. Roll twice and take the better result, then add double the usual bonus from Constitution.

Saves, Movement etc etc: take the best from the two classes.

Any kind of special abilities or class-specific bonus: take all (but see later for usage).

XP: take the worst from the two classes.

An House Divided: Ability Scores are shared between the players (after all, it’s the same character). Each player can choose a single Ability Score to focus on, giving it a +2 Bonus for his own actions only (no score can go past 18 this way).

To Each his Own: Each player controls one arm, which can if the need arises hold a two-handed item comfortably. Each player can do an action independently from the other. Yes, that includes moving in a direction and have your idiot brother then run back immediately. When making any long-running task (eg: a skill check) both players must work at it.

Great Minds: each player only has access to his particular class abilities. So, on a Fighter/Wizard combo, only the Fighter player has the to-hit bonus, and only the Wizard can cast spells.

Name: each player decides the name of the other’s head. The full name of the character is a portmanteau of the two, ordered by flipping a coin (so if an head is called Fuckface and the other Buttcheeks, it could be Fuckcheek or Buttface). Bonus points if they say it in unison whenever they’re called.
That was the worst attempt at humor I made this month. Please don’t hate me.

Everybody knows horses make you faster.
Cho'Gall's Heroes of the Storm model by Blizzard


Brutus Bifrons:

As a little extra, there are some suggestions to make it a race for use in a ruleset which actually separates race and class, especially for 3.x D&D or Pathfinder games (which despite all of their flaws were our entry points in roleplaying games and hold a special place in our hearts).

Sum the HP of the two classes, but apply Constitution only once.
For all intents and purposes, this is a single character. Single sheet, with all that implies, and the following adjustments: take the best Saving Throw bonuses for each Saving Throw; keep class Base Attack Bonus separated and apply the right one depending on who’s attacking; allow any kind of two-handed action to be done with a single hand (since that’s what each player has).
Don’t allow both players to take full actions. My personal suggestion is to have a Move Action and a Reaction (or Immediate Action, or Bonus Action or however they were called) shared between them. So both can take a Standard Action as they please, but only one at a time can take a Full Action each round. This should not break action economy too much and actually have a nice little action management minigame between them.
Naturally keep them on the same Initiative. Remember, the main attractive of this thing is being two guys in a single character, with the ease of control of a single character.
Give them free Teamwork Feats, or otherwise allow them an accelerated Feat progression (after all, they’ll need double the feats to have each class competitive unless one of them is a spellcaster).
Give each of them something like a +2 or even +4 to an Ability Score of their choice, but ONLY as far as class abilities are concerned. So, for example, a Wis 14 Cleric could cast as a Wis 16 or 18 Cleric, but only as far as the actual act of spellcasting is involved, no Ability Check or Saving Throw bonus. Maybe make an exception for martial classes since they don’t use the raw Ability Score that much and give them that sweet To-Hit and Damage bonuses.
Give the player not getting the full action some kind of bonus or other funny thing to do. My personal favourite would be “slap the other player in the face if he took the action without asking politely first”, but it’s really your call.
Give them some way to help each other, or at least some direct way to collaborate. Example: allow them to use Aid Another action on themselves, maybe even a buffed version (so like +4 instead of +2).

Why stop at Ogre? Or stop at two?
Cerberus from Final Fantasy XV

11 comments:

  1. I've had a blog post for a similar idea drafted for a while but never finished it and now you've beaten me to it >.<! I really like yours, but here aresome of the features of mine that you're welcome to borrow (that maybe I'll still post eventually).

    "The Ogre is played by two players! It has two heads but one body, so while they share physical stats, they have separate mental stats.

    The Ogre is a large creature, so adjust dice accordingly.

    The two heads may add abilities from the templates below (NOTE: Having to come up with all the GLOG template abilities is why I never finished this :( ), or take separate classes. If they take separate classes, only the head that took that class gains the benefit (if this would not make sense for some reason, consult your GM and come up with a reasonable solution).

    The two players choose their actions simultaneously in combat. They should write down roughly what they intend to do and hand it to the GM (or blurt it out simultaneously). The Ogre can attack twice, or attack and cast a spell, or attack and move, but only if moving towards the target. If one head moves away from the target that the other head attempted to attack, treat as a critical fail. Basically, magic resolves first, then movement, then physical attack.

    Outside of combat, the Ogre is assumed to function normally, unless the players disagree on a course of action. They can argue it out (in character, of course) until the GM gets bored, then the GM can make them roll to Punch it Out.

    Punch it Out: A coin flip or high-low on a die. The two heads punch, kick, and wrestle each-other / themselves in a cartoon dust-pile fight for a moment, and then take whichever action the winner of the roll advocated.

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    Replies
    1. Sounds quite cool, especially the "declare simultaneously your actions" part sounds hilariously fun with the right couple of friends!

      As for template abilities, something about being a big sack of meat (so extra HP/Armor) sounds right, as does something about cooperation and coordination (so, if they target the same thing with their action, each get to roll twice and take the better result, or they take half the time to complete out-of-combat actions if they cooperate).

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    2. Ya I felt like it might be too much of a gimmick, a bit of a GLOG "novelty" class, whereas yours is definitely more practical haha.

      I had considered template abilities that play with the idea of cooperation and coordination, and also ones that are more just about them being a large ogre. For some reason, as much as I like the idea of GLOG templates, I find them difficult to make. I think I have a tendency to make them too involved, they need to be simple, functional, and serve the theme.

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    3. Yeah they are usually very clean and self-contained, that's probably where they strength lies. However a bit of variety/novelty really would not be a problem I think, especially for such a "strange" thing as a two-headed character (I really think you're the first person I talk to that is sold on this idea as much as me xD)

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    4. Haha no I love wacky ideas like this, but especially in this case because it challenges the parameters and preconceived notions of what it means to be a character or how characters and players interact and inter-relate. Why should characters and players necessarily map one-to-one?

      One could imagine an idea, not unlike wargames / miniature games, where players control multiple characters, but where the emphasis is still in roleplaying, whether that be OSR-like problem-solving, or something with a more "storygame / narrativist" approach.

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    5. IIRC one Old World of Darkness game had something similar, I think it was Wraith: each player controller their characters and someone else's Shadow (basically, each player made complications for one another). However as far as I know it's still somewhat unexplored ground, which has at the very least some potential in it (however maybe storygames, having less emphasis on associated mechanics and in-universe roles, might actually have tackled that kind of things better; I really don't know since usually they aren't my cup of tea)

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    6. The game Predation, a Cypher System game (which incidentally is my favorite system), has a mechanic whereby each character has a cybernetic or bio-engineered dinosaur companion, but each character's dinosaur companion is controlled by a different player than the character.

      I've also played around with ideas like "meta"-magic where the spell causes two players to switch character sheets (their characters are the same, but their attributes, spells, etc. swap), which is not the same idea, but still along the lines of challenging what it means to be a player or character.

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    7. That definitely sounds cool! I'll check out Predation when I can, and I would love to hear more about that "meta"-magic!

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  2. Replies
    1. Thank you! Let us know if you playtest it how well it runs!

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