Categories
Rules

Hackbut – Equipment – Overview

The next section to discuss in this series on my homebrew D&D rules is equipment. A big part of classic D&D play is about using tools to solve problems. From this perspective, picking equipment from the list is already playing the game. Not surprisingly, this section is probably also the one I obsessed over the most. In particular, I agonized over the specifics of the weapons list, what exactly to include as adventuring gear, and probably most of all, how exactly to dial in the encumbrance rules. I will probably devote a post to each of those topics. This post however serves as an overview of the section as a whole.

But before I continue, why don’t I just show the lists as they are in the current draft of Hackbut:

Adventuring gear
Melee weapons
Missile weapons
Ammunition
Armour

My starting point for the lists was (as always) those provided in White Box: Fantastic Medieval Adventure Game (WBFMAG). I also relied heavily on Old School Essentials, in particular for the adventuring gear descriptions, and the weapon qualities. I did do a lot of editing and tweaking. For example, I revised the weapon damage, and massaged the qualities as well.

Seeing as how my game is set in a pseudo-historical late medieval to early renaissance period, I had to have a firearm on the list. This is also where the name Hackbut comes from, it’s an early form of arquebus. I borrowed some description and detail from Lamentations of the Flame Princess for this one, but vastly simplified the rules.

Speaking of missile weapons, some will have noticed a “Ud” listed for the ammo — this is the usage die from The Black Hack. It is also used for some consumable items, although not as many as in The Black Hack itself. I feel like it only adds something when counting individual items is too much of a chore, and adding some unpredictability makes for a more exciting game. The main thing here would be light sources.

The prices listed are in gold pieces, and in many cases are a straight copy from the source material. The coinage in the game is also entirely standard, following the description in WBFMAG. I considered switching to a silver standard for more verisimilitude, such as how Delta suggests doing it, but I opted to not go down that route because it would mean constant conversion of treasure and prices in the modules I am running.

The one major thing changed in terms of pricing which some of you may have noticed are those of armor. Here I did follow the change suggested by Delta, and made plate armor in particular significantly more expensive. This adds a degree of verisimilitude and also makes it so that fighter players have something to strive for in the early stages of the game.

I’ll close by just briefly noting that my encumbrance rules take a slot-based approach. It is heavily inspired by Skerples’ GLOG hack, The Black Hack, Knave, and Brendan’s OD&D house rules, but also Delta’s stone-based approach. The whole thing is also fully aligned with the classic D&D movement rates. This took a ridiculous amount of time to get right, and I am still not 100% satisfied, but it has withstood over 25 sessions of play and hits a sweet spot between ease of use and meaningful choice. I will certainly dig into it more in a future post.

That’s it for the overview of equipment in Hackbut. Next time I will dig into adventuring gear.

Categories
Rules

Hackbut – Classes – Thief

What it’s all about (David A. Trampier)

So after last post’s discussion of the magic-user we’ve come to the final entry in this series on the character classes in Hackbut: the thief.

Out of the four, I’ve probably tinkered with this class the most. As is often pointed out, the skills-based nature of the thief is at least a little at odds with the spirit of early D&D. On the other hand, the sneaky dungeon-delving specialist does add a nice bit of sword & sorcery genre flavor. There was no way I wasn’t going to include them in my game.

As always, I’ll just note that all of Hackbut’s classes are based on Hungarian retroclone Kamazaták és Kompániák. And again I’ll point out that the saves are replaced with the unified save in WB:FMAG. Below are the further changes I made to this class specifically.

  • Only simple and light weapons are allowed (hand axe, club, dagger, spear, staff, short sword, short bow, light crossbow and sling). This is mainly to protect the fighter’s niche and reinforce the fact that the thief is not a front-line fighter. It was inspired by Brendan’s OD&D “rogue” class.
  • I use the term “sneak attack” (rather than, say “backstab”) and some language from OD&D (“silent attacks from behind”). This to allow for some looseness in the interpretation of what counts as such an attack.
  • The OD&D percentile-based thief skills are collected under a single “thievery” ability and operate on a d20. This was inspired by Homebrew Homunculus’s deep dive into thief skills. For disarming traps I borrow some additional language from OED (three tries allowed, traps are only triggered on a fumble). I also make explicit that this skill is only applicable to small devices (aka “treasure traps”).
  • The hear noise skill is covered by a bonus to “perception checks” (+1 every four levels). Perception checks are handled by rolling 1d6, adding your WIS mod, with success on a 5+.
  • Climbing is similarly treated as a bonus. As well as allow for attempts at climbing unequipped that would be impossible for others. (This is based off of how Delta handles it in OED.)
  • Finally I allow thieves of any level to try and use magic-user scrolls, provided they succeed at a save vs. magic. If they fail, the spell backfires in some amusing and possibly deadly fashion. This is once again taken by a blog post by Brendan on the LBB thief.

So yeah, as you can tell, this is a mix-and-match of elements from various interpretations of the thief in the glorious OSR blogosphere. I should probably add that I would have not been able to assemble this version if (a) people had not taken the trouble to blog their OD&D house rules, and (b) those blogs were not made easily searchable through the OSR search engine created by Brendan (of Necropraxis).

And with that, we’ve come to the end of this series of class write-ups for Hackbut. I hope they will be of use to fellow homebrew enthusiasts out there.

Categories
Rules

Hackbut – Classes – Magic-User

Russ does the best wizards (Russ Nicholson)

Next up in this series on Hackbut’s character classes is the magic-user. (The previous instalment was on the fighter.) Once again, the Kazamaták és Kompániák class serves as the foundation. As always, it is worth noting I replaced the classic saving throws with the unified save found in WBFMAG.

In the weapons permitted, I removed the sling and added the club. Historically, slings are actually among the hardest missile weapons to master. It doesn’t make sense to me that a wizard would have time to learn how to use one in-between all the arcane studying. Clubs, by contrast, are possibly the simplest weapon to use (a stick, basically) and furthermore, on the Hackbut equipment list they are free and do 1d4 damage. I see no reason why a magic-user wouldn’t be allowed to use them.

The rest of the things to note are all related, unsurprisingly, to spell-casting.

Starting spells, and gaining spells at level up, are basically as described in the aforementioned KéK blog post. I do, however, prescribe that such spells are determined randomly.

The spell list and spell descriptions themselves are from Delta’s excellent OED Book of Spells. The spell selection is classic but flavorful, and the description are streamlined and rationalized. This one comes highly recommended.

Finally, I tweaked the rules for memorizing and casting spells as described in White Box to be a little bit more flexible and forgiving. Taking a page from 5e, magic-users can memorize level + INT modifier spells from their spellbook. They can cast memorized spells by “expending” a spell slot, but the spell itself remains memorized for further use. Essentially, memorized spells and spell slots are decoupled. So yes, this does mean a magic-user can cast the same spell more than once, which I know is frowned upon in old-school D&D circles. However, the number of spells a magic-user can cast per day remains as per the original game, so some looseness aside, the system is no more powerful than before.

And that’s all there is to say about magic-users, really. Next time I will tackle the last of the four classes, the thief.

Categories
Rules

Hackbut – Classes – Fighter

Fighting-men doing their thing (Dave Trampier)

Continuing the series on the four classes in Hackbut, having previously covered the cleric, next up is the fighter. This is the simplest class in the game (not that the others are particularly complicated, but still). I buy into the notion that the fighter should be kept as simple as possible so that there is a clear go-to for new players, or players who just don’t feel like something too involved.

As with all the classes in the game, I have used Kazamaták és Kompániák as the base. It is worth noting the multi-attack ability. This is an adaptation of the rule in OD&D and first edition AD&D where fighters may attack creatures of 1 HD or less a number of times equal to their level. KéK tweaks this. The rule reads as follows:

They may attack multiple opponents, provided their combined HD doesn’t exceed the fighting-man’s own (e.g. a level 4 fighting-man may attack four 1 HD goblins, two 2 HD wolves, or a 3 HD crystal statue and a 1 HD cultist).

So the power level of creatures that a fighter can perform multiple attacks against scales with their level, without getting out of hand. When I saw this I was immediately taken with it, because it solves this strange break point at the 1 HD mark without unbalancing the game unduly. (I should add it is also listed as an option in the Castle Xyntillan stat blocks.)

In play, I have found one slight drawback to this ability is that players are prone to ask about enemy HD, which is an unwelcome intrusion of rules concepts into the game’s fiction. I do not expose HD to players (nor do I AC, for that matter). So I handle this by telling a fighter their options with regards to performing multiple attacks in a round. This works fine. And in any case the ability leads to fighter characters wading into melee ahead of other characters.

One other ability that I added is a +1 to open door checks and other feats of strength for every three levels the fighter has. (So it improves to +2 at level four.) Such ability checks in Hackbut are always 5+ on a d6. Everyone gets to add their STR mod, and fighters get a little boost. In play this means that fighters are typically the designated door-opener, and the first one in harm’s way. (I believe a version of this ability is also in OD&D and Moldvay Basic D&D.)

Fighters are the only class who get to use all weapons and armour. In addition it is worth pointing out I restrict the use of magic swords to fighters only. I believe the Greyhawk thief was able to use such swords, but I have dialed back the weapons they are allowed. When I first came to classic D&D I did not realise this, but magic swords are a major way for fighters to acquire special powers. And I have really come to appreciate that aspect of the game. Character advancement for a large part happens through the junk they acquire along the way, rather than marking off stuff on their character sheets in return for XP.

That’s all I have to say about fighters. Like I said, pretty simple. Next time we will cover the magic-user.

Categories
Rules

Hackbut – Classes – Cleric

The cleric gets it (Stefan Poag)

Okay, here are some design notes on the cleric class in Hackbut. This is the first of the classic four classes that are in my game. I will cover them in alphabetical order.

As previously mentioned in “the basics”, the chassis for my classes is from Hungarian retroclone KéK.

Using the cleric as described there as a base, I added and changed the following things:

  • I explicitly disallow missile weapons. Some allow slings, for example, but I don’t like the visual image it conjures up. If a cleric wants to kill something from a distance, they will have to use flaming oil flasks or holy water.
  • I replaced the classic turn undead mechanic with a d20-based approach taken from Necropraxis. The only thing I changed was that players get to add their WIS mod in stead of CHA, because I interpret turning as an expression of true faith rather than leveraging your force of personality. The main reason I went looking for an alternative to the classic mechanic was that I wanted something that does not require use of a lookup table, because I am all about speed of play at the table. This alternate mechanic does skew the odds of successful turning and destroying significantly in favour of the players. But if handled as an encounter action, it does not upset game balance too much, in my experience. Also, in Castle Xyntillan, named undead can never be destroyed, only turned. (If you want something that is mathematically equivalent of the table-based OD&D mechanic, I recommend Delta’s take.)
  • With regards to divine spell casting, I have clerics not carry a spell book. They gain access to all spells of the levels they can cast automatically at level-up. They do need to memorize spells, just like magic-users do.
  • The spell descriptions in Hackbut are adapted from an unofficial OED-style list of cleric spells created by “baquies”. These are basically exactly the spells that clerics get in OD&D, but the descriptions themselves are streamlined and harmonized. They’ve been working great so far.

And that’s basically it. As I’ve mentioned in the previous post, clerics work great in a pseudo-historical early renaissance campaign setting if you lean into their faux catholic demon hunter characterization. They’ve gone from a class that I’d rather cut from D&D, to possibly my favorite class of the classic four.

Next up: the fighter.

Categories
Rules

Hackbut – Character Classes – The Basics

It’s been a while since I last posted about Hackbut. We’ve covered core mechanics, abilities, alignment and character creation. Now it’s time to dig into the character classes.

Hackbut has the four classic classes. I did not spend a lot of time debating this. OD&D has cleric, fighter and magic-user. Greyhawk added the thief, and after that, came the rest. But those four cover the spectrum one needs in a classic medieval fantasy game.

I have a conflicted relationship with the cleric. In my homebrew setting I lean towards sword and sorcery, and so demon-hunting clergy are a bit of an ill fit. But it was clear from the get-go that I needed clerics in there for compatibility with the assumed rule set for Castle Xyntillan. And upon reflection, now that we are (at the time of writing) over 15 sessions in, the classic D&D cleric can be a lot of fun if the setting leans into its pseudo-catholic nature. So yeah, the cleric stays. Four classes it is.

As I’ve previously mentioned, the chassis for the Hackbut classes are taken from the Hungarian retroclone Kazamaták és Kompániák (KéK). Ynes Midgard translated them into English on his blog. When I saw those I felt like I had the kernel in my hands for the D&D hack that I wished for. Really the main thing about them is that the progression goes up to level six. I like a low-powered game, so seeing an example of how it could be achieved in a classic D&D framework was inspiring.

I changed a few things about the classes of course, as a home brewer is prone to do. I previously talked about saving throws, how I swapped those out for the unified save from Swords & Wizardry. One more thing I changed since posting about that is to express that unified saving throw as a “base save bonus” that gets added to a d20 roll against a fixed target number of 15. Players continuously struggled with the original save mechanic. This appears to be more intuitive for them because it resembles the target 20 attack roll mechanic we use.

Then there were a few less significant changes. I massaged the XP values on the thief a tiny bit. It bothered me those did not start at 1.250 and progressed from there. An insignificant change, but I’m just particular like that.

Another tweak I made was to the weapons allowed for the thief and the magic-user. Again, mostly just small changes because of personal preference. The thief is allowed leather armor only (no shields); hand axe, club, dagger, spear, staff, short sword, short bow, light crossbow and sling. The magic-user is allowed no armor at all; and clubs, daggers and staves.

I made further changes to the specific abilities of each class, but I will save discussing those for future posts. I’ll just close by saying that those KéK classes have served me well as a base for my game, and I recommend checking them out.

Update (May 25, 2021): the four classes have now each been covered in their own post, read on for the cleric, fighter, magic-user and thief.

Categories
Rules

Hackbut – Character Creation

Now that we’ve covered core mechanics, abilities, and alignment, it’s time to move on to character creation. My goal with this was to keep things as simple and quick as possible, while mitigating some of the most extreme aspects of classic D&D’s randomization. Here’s how it works:

  1. Roll 3d6 down the line for the six ability scores.
  2. Determine ability modifiers. If the sum is less than zero, you may start over.
  3. Pick a class: cleric, fighter, magic-user, or thief.
  4. Optionally swap two ability scores.
  5. Determine your age.
  6. Pick your alignment.
  7. For starting HP, roll your HD and apply your CON modifier. Reroll natural 1s and 2s.
  8. Starting GP is 3d6×10. Buy starting equipment using it. The remainder is cash on hand.
  9. Pick or roll a name.

You’ll notice there is no step for picking a race. That’s because fantasy demihuman races is the only D&D trope I just really can’t stand in my games. So Hackbut is written for a human-only campaign, which for a sword & sorcery style setting in the vein of Howard or Leiber works perfectly fine.

Step 2, where you get to start over if your character is particularly unfit for duty, may raise some eyebrows. I took this from Lamentations of the Flame Princess. I thought it would make the randomness a little more palatable to my players. They like it I think, but what troubles me is that it slows down character generation quite a bit. Calculating those modifiers each time is a little cumbersome. I also feel like it makes all the characters a little samey. It may be fun to have a wider spread of competence in the party. And it’s not like the modifiers make a huge amount of difference in most cases. So yeah, this is in there currently but might get cut.

The classes are the classic four, and will be written up in future posts. They are more or less the same as those in OD&D. I allow for swapping two abilities so that players have a little more control over which classes are viable, given that each relies on one ability in particular. Again, this is a bit of a modernism but I think it brings just the right amount of customization to what is otherwise an almost entirely random process.

Age determination is in there because Castle Xyntillan has several things in it that might unnaturally age characters. So I need to know how old characters are, and I have some rules for what happens when they do grow older (inspired by this post by Delta). For the starting ages I copied over the random rolls from 1e AD&D. For the most part they produce surprisingly youthful characters (the fighters and thieves in particular) which I find kind of amusing. If a player feels strongly about how old their character should be I let them just pick their age.

Alignment is an open pick, except for clerics, who must start the game aligned to Law. The remaining classes are neutral by default, and no player (so far) has picked Chaos.

Hit points is pretty straightforward. I added the rerolling of 1s and 2s to make first level characters a little more viable out of the gate (I took this from OED). Not that it makes a tremendous amount of difference (because, as I’ll blog about more at some point, we re-roll HD at the top of every session). It’s mostly to soften the psychological effect of rolling a 1 on your HP.

Starting gold and equipment is absolutely traditional. I’ll get around to writing about the equipment lists at some point, but for the most part their contents and prices are exactly as in OD&D.

Finally, you’ll notice I let players roll for a name. Character names that do not fit the setting are kind of a bugbear of mine. So I assembled a random table of names that are roughly from the time period the game is set in (late medieval, early Renaissance). On it, there are six male names and six female names for six modern-day European countries: The Netherlands, England, France, Germany, Spain and Italy. (They were sourced from lists published on The Academy of Saint Gabriel.) So not only does the table yield a name but also a gender, which explains the delightfully anachronistic gender balance in our game’s mercenary company.

Categories
Rules

Hackbut – Alignment

Alignment never really sat right with me. As typically presented, it tends to prescribe player character morality, and imply monolithic, unidimensional world views. Judging by its absence from many contemporary OSR games I’m not alone in that sentiment. But Castle Xyntillan features alignment in its stat blocks, Swords & Wizardry includes it (of course) and the goal of Hackbut was to have full compatibility with the classic editions, so I felt I had to include some statement of what alignment means.

I went trawling through my collection of retroclones and hit the OSR search engine again. This turned up more than a few useful sources of inspiration.

The things that clicked the most for me were those that presented alignment as allegiance to a faction in an ongoing supernatural battle of cosmic proportions. Lamentations of the Flame Princess does this quite well, although the way it conflates arcane magic with chaos and divine magic with law makes it too far removed from classic D&D’s implied setting.

I also like Talysman’s take on alignment. Like him I prefer the simplicity of the chaos/law split. I too prefer alignment not to prescribe morality. In light of this, I likewise interpret spells that relate to “evil” as not targeting alignment but harmful intent.

Finally, I’ll point to the Wandering DMs episode on alignment. In particular, there is a moment when Dan boils alignment down to the following: “When Cthulhu rises, do you run, stay and fight it, or join its side?”

I guess the one thing that makes my take a little out of sync with the original game is that neutrality is not a faction or cosmic force. I realize that in AD&D in particular, this idea is that classes like druids adhere to a belief system that is about balance between chaos and law. I kind of dislike that interpretation, and although it features a little bit in Castle Xyntillan — for example there are intelligent swords that are of neutral alignment — I don’t consider it a huge problem and can easily work around it on the fly.

That’s about all I have to say about alignment at this point. It hasn’t come up much in our game so far. But I expect once we hit higher levels and players begin to acquire intelligent swords for example, it might become more of a thing. I’m pretty happy with where I ended up with this, and it makes me comfortable with having alignment in my game. Perhaps some of these ideas make you reconsider completely ignoring it yourself, too.

Categories
Rules

Hackbut – Abilities

This being a classic D&D hack, I went with the traditional six abilities of course. For their description, I mainly cribbed from Old-School Essentials. I also added a note to each about which things it modifies. I won’t enumerate those here because we’ll get to those individually when I discuss other parts of Hackbut. Suffice to say that I am largely sticking to B/X here.

Speaking of modifiers, I did choose to diverge from OD&D and B/X for their values. OD&D via S&W has a diversity of modifiers across abilities, which I find unwieldy. B/X has that +/-3 at the extremes which feels a bit much when used as a generic modifier with my previously discussed approach to ability checks. Instead I’ve gone with Delta’s rationalized range of modifiers: 18-16 +2; 15-13 +1; 12-9 0; 8-6 -1; 5-3 -2. Nice and clean and if necessary easily repeatable in both directions (increase by 1 for every three points).

I guess the final thing to remark upon is experience modifiers for prime abilities. Here I follow Ynas Midgard’s approach in KéK, which I found quite clever. In a response to a comment of mine he explains how prime abilities modify the experience required for the next level, in stead of XP received. This eliminates the need for repeat calculations each time XP is received. Smart. The XP modifiers follow the same segments as the ability modifiers: 90%, 95%, 100%, 110%, 120%.

That’s about all I have to say about abilities. Pretty straightforward, as can be expected from a thoroughly vanilla classic D&D hack.

Categories
Rules

Hackbut – Core Mechanics – Ability Checks

So far in this series on Hackbut core mechanics I’ve described attack rolls and saving throws. That leaves a way to resolve anything else that may come up in the game. Out of these three components, ability checks, general task resolution, or “situation rolls” as Talysman aptly calls them, were the hardest to pin down, and I don’t feel I’ve completely settled on an approach yet. But what follows is what I am going with for the time being. Strap in, this one is a bit longer than usual.

Probably the biggest reason it’s hard to settle on a general way to handle situations is that there wasn’t really any general mechanic as such in the early editions of the game. The closest candidates would be the n-in-6 die roll pattern that frequently occurs (with the 2d6 reaction roll a close second), then we have the bit in Moldvay about using roll under ability checks, and finally there are the various ways thief skills are handled. Let’s tackle each in turn.

We can quickly eliminate roll under ability because, like I mentioned before, I have over 30 sessions of The Black Hack under my belt. This uses roll under for everything (attacks, defense, saves, skills, you name it). The problem I have with this is that it makes abilities too important. I also find it encourages rolling for trivial stuff. Used in moderation I guess it can be fine, but since I have had my fill of this mechanic I decided to not use it at all in my hack.

The thief skills are a different matter. Similar to save categories, I never got on with the granularity of the various skills. In the KéK classes, the separate skills are maintained but rationalized to n-in-6 probabilities. In WBFMAG, the thief has a generic “thievery” skill that is also an n-in-6 chance. I like the latter quite a bit because it affords some flexibility for determining what does and does not fall under the thief’s abilities. However, where these approaches fall short is in being generalizable across all classes for any kind of skill check (or situation roll) that may come up. This also applies in the other direction, so to speak, to those generic n-in-6 rolls you find in classic D&D, such as finding hidden things, forcing doors, etc.

Some searching (using Brendan’s invaluable OSR search engine) turned up an excellent post by Homebrew Homunculus, which outlines a general way of handling any skill check on a d20. The nice thing about this in particular for me is that it allows for applying an attribute modifier if desired, and it also allows for improvement with level if a class applies. The TLDR of it is: if a situation comes up for which a roll is warranted, roll a d20 and try to get a 15 or higher. If an attribute applies, add the modifier, if a class applies, add your level. Done.

Slick, right? I do like it quite a bit and have basically replaced all the typical n-in-6 rolls with this mechanic, as well as replaced the thief skills with this. It’s very easy to grok for players because it’s so similar to Target 20. And similar to roll under ability checks it’s easy to apply on the fly when a new situation comes up. However, abilities make less of a difference with this approach and if desired, improvement with level is baked in. Also, the target number is fixed, so trivial rolls are discouraged.

I wasn’t entirely happy with it, though, and the main reason for it is that I like the chunky feel of the d6, and I worried a bit this made rolling for various things feel too similar. In a way, I wanted to feel like I was refereeing the game more closely to the old ways, as for example described here by Delta:

If a “brand new” thing comes up (say: baking skill, something like that) then I revert back to a d6 roll — like OD&D uses for listening, opening doors, finding secret passages, traps opening, etc. I feel like on an improvisational basis I can estimate a reasonable chance for success out of 6 (but not 20) — as a default I give a 2-in-6 chance to succeed, like: roll d6, add some ability bonus, and a total roll of 5+ is success.

Delta’s D&D Hotspot

However, I wanted to stick to a fixed target number (5 on a d6) and I could not really figure out how to translate HH’s approach to a d6. The main issue being that levels and attribute modifiers quickly overwhelm the d6.

The final piece of the puzzle was the previously linked series of posts by Talysman on situation rolls, as well as a pamphlet on “general abilities”. First of all, John offers some neat guidelines for translating attribute modifiers across the various dice rolls (d6, 2d6, d20). Basically, if you have a +/-2 in an attribute, you get a +/-1 on a d6. (I use Delta’s attribute modifier sequence, so I don’t need to deal with +/-3.)

Second, in response to a comment of mine, John suggests a painfully elegant way of applying character level to a d6 roll: compare to dungeon level or monster HD. If lower, get a -1; if higher, get a +1.

The upshot of all of this is that I can now freely choose between resolving a situation on a d6 or a d20, depending on what I feel like in the moment. I might gravitate to one or the other at some point, it’s too soon to say. And for proper skills (like the thief skills) I expect I will stick to the d20 system. But for anything else, I now feel comfortable using the 2-in-6 roll as well.

Before I close, some of you may be wondering: isn’t a generic task resolution mechanic anathema to old-school D&D? You may be right. I don’t know. But what I do buy into is the insistence on reducing die rolls as much as possible. For this, Talysman also has some excellent guidelines which I’ve chosen to adopt. Because I feel it’s not just important to be able to explain to players when we will roll dice, but also when we won’t.

In closing, I think 15+ on a d20 and 5+ on a d6 are a sufficiently rich palette for adjudicating any situation that does not fall under an attack roll or a saving throw. With the tricks outlined above you can apply ability modifiers and class levels if you so wish, and if you pair this with a doctrine that prioritizes skipping die rolls all together, you are freed up as a referee to run a game at the blistering pace that classic D&D in my view requires.