Friday, September 4, 2020

Kinder Surprise/Mix-and-Match Magic System(s).

I always wanted a magic system that was stuffed to the gills, but managed to be defined and unified. 

But essentially it boils down to I didn't see why a 1st level BECMI Magic User shouldn't also have a chance to cast summon byakhee.*

This isn't that system, but it is a rambling collection of resources, ideas and suggestions that might be of use. It's sort of system agnostic, scaled to 3-18 Ability Scores and d20 or % mechanics, and I've successfully used 3d6/4d6D1 homebrew mechanics with some of it. 

Source material includes Fighting Fantasy, Call of Cthulhu (2e/5e), Dragonwarriors, iterations of D&D, Tunnels & Trolls 5e, Dragonroar, a little bit of Runequest. 

Here's a summary of a great magic system hack for AD&D by Black Dragon Games/ Dweller of the Forbidden City (Twitter / blog) - it's a better general synopsis of some of the things I want than I can easily articulate:
  • Magic Users can cast a number of spells per day equal to their Level, whatever the level of the spell.
  • To learn a spell, they must successfully roll their % Chance to Know (Intelligence Table II: Ability for Magic Users, 1st ed. PHB p. 10) or they can never learn it.
  • They can learn/know a maximum of (Intelligence + Level) spells.
  • To cast a spell successfully, % roll vs. Chance to Know (as above) + 1% per Level (max. 99%).
  • The % chance of suffering harm from a failed casting is (Spell Level x5) - caster Level.
The original Twitter thread should be here.

You could boil it down to a d20 Intelligence check adjusted by (Spell Level - Magic User Level), used for learning, casting and possible harm, with natural 20 always failure/harm and natural 1 always a success. 

This is slightly less punitive than the system in 2e Masque of the Red Death, but that has Ravenloft Powers Checks as consequences for casting spells - not just failure. As Powers Checks are %, you can bolt them straight on to your home system if you want them as an addition/alternative.

Another % hack for D&D spell casters is to use the following from 1st ed. DMG, p. 128 (it's originally for scrolls, but you get the idea):


This was also suggested by BDG/DofFC in a Twitter exchange touching on crossing the magic systems of older edition D&D and CoC (seriously: BDG has been a real educator in AD&D, a system I thought I knew better).

Because BRP (more specifically, older edition RQ and CoC) uses %, it is easy/easier to bring spells across into a D&D adjacent using these mechanics. Working out the levels of spells that do not have them could be as simple a matter as saying 'the magic point cost equals the spell level', but you might prefer to convert them more carefully (any spell causing non-permanent characteristic loss could be 3rd level minimum; permanent loss, 5th or 6th).

And, because we're still talking %, you could port the chances of spell failure while wearing (metal) armour for Sorcerers from Dragonwarriors (10/20/30% for ring/chain/plate), either as absolutes or as additional penalty. If you prefer, the progression could be leather/chain/plate, and answers why can't/doesn't a Magic User wear full plate (but has no problem using a shield, it would appear).

DW Mystics risk spell failure on a similar scale if wearing magical armour (10% chance per bonus point), which might also suit some Magic User types (or Clerics, if you play an arcane vs. divine setting). This might also apply to protective magical items, too.


Using Spells From Other Systems.

There's enough points of similarity between D&D, CoC and DW, that you could use spells directly from one system in another without too much change. 

Range, duration, area and general effect are no problem. There should be ample crossover material in systems for fire, acid, poison and so on. The 5% increments on a d20 work in both conversion directions. And subsystems peculiar to an individual spell will sometimes work on their own, outside of their origin system.

As mentioned above, CoC and RQ spells are D&D spell level equal to their magic point cost and DW spells cap at 10. For D&D, anything that would convert to a level greater than 9 can be treated as 9, but I'd go with 10 instead - representing magic that is rare, raw, complex, unfamiliar, alien; these spells are from the equivalent of a different universe, by some metric. Level equals magic point cost if you're going the other way.

CoC spells that cost/damage characteristics (temp or perm) can also do the same to D&D and DW stats, because they're within the 3-18 scale.

POW maps to Charisma, Wisdom and Intelligence in D&D (decide or randomise), and to Psychic Talent in DW (which could mean a character loses their spell-casting ability if they drop below 9 - whether a DW Assassin would lose any or all of their abilities is a question raised).

Spell damage can be taken directly from the spell descriptions, but bear in mind that these will have been calibrated for the game/setting and those expected hp totals (5-18 in CoC and never changing; min. 7 in DW and only +1 per level). D&D spells taken to CoC will be cast at the lowest spell or caster level possible; in DW, you can do the same, or scale them with the caster's rank.

DW flat damage is roughly the average of a D&D dice/die roll, and most DW weapons use the same die for Armour Bypass as they do damage in D&D. Older edition CoC/RQ weapon damage is not far off D&D.

Spells from 2d6 Fighting Fantasy SKILL/STAMINA/LUCK systems can be ported, using their STAMINA cost as magic point cost/ spell level. Bonuses/penalties from spells can be used directly. In the gamebooks, you usually wielded a sword and scored 2 damage per hit, so calculate damage as d6 or d8 for every 2 STAMINA damage (or part of/potential 2).

SKILL maps approximately to rank, Level/HD, to Hit, ATTACK/DEFENCE/EVASION, Dexterity and Intelligence; STAMINA to Strength and Constitution, maybe SIZ, too; LUCK to Charisma, rank, Level/HD, POW.

Some spells have analogues across systems, but should be treated as different spells (representing more or less developed versions, other magical traditions, lost spells, newly invented spells and so on). For instance, the DW Sorcerer spell invisibility is a 9th level spell (9th rank caster) but only 2nd in D&D.

Access to spells from non-D&D systems will give D&D Magic Users significant healing magic, so consider dropping or modding the Cleric class if you go whole hog for this kind of thing.

Intelligence Instead - Doing Away with Spell Levels.

A minimum Intelligence of 9 is necessary to be a Magic User in AD&D (and a Sorcerer in DW; Mysticism doesn't, because it's not 'academically demanding'), and you need a minimum 10 Intelligence to be able to cast a 5th level AD&D spell.

Thus, a spell could be given an Intelligence rating of x2 its level (with the option for 1st to 4th level spells to all have an Intelligence of 9), and this could be used to rate how difficult it is to learn/cast. Percentages would be 100 minus the equivalent chance to know, or based on the difference between spell and caster Intelligence, using the scroll table above.

Another option, using d20 Intelligence checks, would be to generate a bonus/penalty using the AD&D magic jar subsystem, or each 4 or part of 4 points of difference generates a +/- 1 mod to the roll, or some other match modifier method.

This obviously makes higher Intelligence Magic Users significantly better at learning and casting spells, but I tend to think of Intelligence as your character's Magic User-ness, rather than the intellectual and academic capacity of the character - player skill is, within some limits, character skill.

Use the caster level to calculate spell effect; negotiate or rule on whether the minimums in the spell descriptions apply under this regime.

If you're doing away with levels altogether, spell level for effect can be:
  • 1st level
  • minimum level of the spell cast
  • caster level is equal to half INT (powerful)
  • caster level is 1 + Ability Score bonus (as appropriate)
  • 1 + how many STR you are willing to sacrifice (recovery rate to be determined; you can kill yourself doing this; other Ability Scores can substitute as appropriate)
  • burn 1 hp to get the spell going, then hp equal to the casting level you want
  • burn hp equal to the spell level, then +1 hp for every level you want to boost it by
Both hp burn and STR methods open up the possibility of others contributing, either by taking part in a ritual casting or as blood sacrifices.


Spells for Unlevelled Casters.

Whether you mean 0-level NPCs in a levelled game, or because you're not using character levels to measure experience, or because the caster is not a Magic User by class, they can cast daily spells equal to the relevant Ability Score bonus (or total, or average, of CHA/INT/WIS) - the amount will depend heavily on which edition of (say) D&D you use to calculate your bonuses.

In fact, you might want to extend these bonus spells to regular Magic Users, but I'd rule that these are front-loaded and not cumulative with those gained by level.

The Spellcasting Day.

If you follow spell memorisation RAW from AD&D (can't speak for the detail of later editions), you don't just wake up fresh and full of spells, or get up and leaf through your travelling spellbook over iron rations - you might not ever get to fill all your memorisation slots because you don't have enough time in the day. If you want to memorise a single 9th level spell, you need 12 hours rest/sleep and then 2 hours 15 minutes of meditation/study for that spell alone.

Dragonwarriors brings a more flavourful question of timing (dramatic and practical) to spell recovery. It's a magic points rather than spell slot system, and spell-casters know all spells of their level, but it works if you're not strictly Vancian. 

Sorcerers regain their spells/ magic points at midnight (precisely, apparently, so you can presumably set your clock by one). Mystics recover at dawn and Warlocks replenish their reserves at sunset - more nebulous and debatable. Are they connected to the sun, its light or absence? What about in the extreme north/south of Earth-like worlds?

DW Elementalists must perform rituals under specific conditions to regenerate their casting ability, opening a whole host of options/restrictions for casting traditions - sacrifices, lunar cycles, your horoscope, eclipses, astral conjunctions, lightning strikes, retreat to inner sanctums etc.

Duration.

Some alternatives to minutes/rounds/turns scaling to caster level:
  • one battle: presupposes a combat spell; no chance of expiry mid-combat may take some of the drama out of things
  • one encounter: not necessarily a combat spell, and can be very brief or an extended period, and depends very much on how you define an encounter
  • as long as it needs/takes: utility spells, applied to the task at hand; can include spells that require a trigger to discharge
  • concentration: at minimum, should be disrupted by casting another spell; injury is not necessarily going to spoil concentration (spell maintenance as serious discipline), but will likely be the first choice of opponents
  • instantaneous: the bang-and-done spells
A spell duration of 'a day' should be more like the spell-casting day than a 24 hour countdown. Or measured as until you go to sleep (including KOs and sleep spells) or until you wake up - variant healing spells that demand a good night's sleep as part of the deal, or extraplanar communication, or go to sleep, wake up somewhere else.

Permanent spells might not be literally permanent, but practically so for game purposes: 7 days, a lunar month, 40 days and 40 nights, a season, a year-and-a-day, 666 days, 100 years.

Duration to when a condition is met or broken is a feature of folklore and myth, and works for all types of spells (except maybe the instantaneous ones, but even then there might be some room for exploration).


Spell Expiry Roll.

Lifted straight from Dragonwarriors: roll 2d6 at the beginning of each (6 second) combat round, on a 12 (or 2, if you prefer low rolls bad) the spell ends.

According to this source, a per minute Spell Expiry Roll would be 25% expiration chance each time.

(There's also this thread on predetermining DW spell durations, but I'm inclined to think that if you're going to do this, you don't need the mechanic in the first place)

For DW Warlocks, the Spell Expiry Roll is made on d20, the spell ending on a 20 (or a 1, if you prefer); with a 40% expiration chance minute-to-minute.

Or it could be an Intelligence check each round (or other unit of duration), or Strength (nod to Tunnels & Trolls).

Or cumulative rolls -on whatever dice you like- until the total exceeds your Intelligence, or your Strength, or the average/total of your spell-casting characteristics, or any of these plus your Magic User level.


Fatigue from Casting.

As much as I like the Psychic Fatigue mechanic from Dragonwarriors (roll equal or less than 13 + caster level - spell level or you can't cast another spell until the next dawn; 20 is always a fail), I haven't found a simple way to make it compatible with an/the envisaged unified magic system - one of its purposes is to mark a clear line between the magical technique/ tradition of Mystics and Sorcerers. [edit: I did, later]

However, actual physical fatigue related to spell-casting is baked into multiple systems (and much of fantasy/magical media via IRL beliefs, traditions and examples): Dragonroar spells use up Endurance, FF uses STAMINA, older edition T&T uses STR, going to 0 magic points in CoC knocks you unconscious.

And this bit (AD&D 1st ed. DMG, p.40), giving one of the reasons 'why Vancian?':


Using the BDG/DotFC system (for example), a level of fatigue could be the harm from a failed casting.

A simple fatigue progression for spell-casters I use (and for Light/Serious/Critical Wounds) is Tired/ Exhausted/ Spent, with non-cumulative penalties to all Ability Scores of -1, -3, then -6. Once Spent, you would immediately be placed in the out-of-action-but-not-dead-yet condition for your game if you took another level. And why not let the one after that be fatal?

Full or partial recovery from fatigue and full recovery of spell-casting capability are not necessarily linked.


Casting Beyond Your Limits.

I've not playtested this, because it's not come up, but the Magic Users I'm thinking of can cast their daily complement of spells (1 per level, or 1+level) without penalty - they can then attempt to cast spells beyond this, with the risk of failure and harm.

Either use BDG/DotFC % (if you're already using it, you could apply a penalty), or an INT check for casting and a CON (or STR) check (whether or not the casting succeeds) to see if you are drained and take a level of fatigue (see above).

Armour penalties (1 for every AC/armour point better than Unarmoured) would apply to these rolls - even if armour has no effect on normal casting - giving a mechanical reason for the legacy inclusion of unarmoured Magic Users (and something like a legacy Cleric, who wears heavy armour but chooses not to risk failure/fatigue once their daily spells are cast).

If you are trying to shoehorn Psychic Fatigue into a magic system that's already quite full (see above), a failed INT check/casting could indicate Psychic Fatigue - you cannot attempt to cast any more spells until your usual recovery condition/time, and you still take a CON/STR check for physical fatigue.


Option vs. Spamming.

If you try to cast a spell a second time in a spell-casting day, it is treated as if you were casting beyond your limits - you must roll to cast, and roll for fatigue; it also consumes a spell-slot.

Use this option to encourage variety and creative spell use/ to punish system mastery, depending on your point of view.

This option harks back to the little bit of Gygax earlier - you've used your Vancian privilege, and now you've got to pay a price. Imagine the spell as a brand on your spirit, repeat castings pressing it deeper into your sizzling ectoplasm.

A less punitive alternative would be to allow repeat casting (using spell slots as normal), but requiring a roll for Psychic Fatigue relating only to that specific spell - which is why it's worth knowing the D&D invisibility spell (for example) as well as the DW one.

IRL wild talents often claim to have faked phenomena (while still claiming the reality of previous events) because of the demand for reproducible, measurable effects. Whether you believe this or not, let's say that magic doesn't care about the scientific method. I think the same might be true in magically saturated settings, too.


What Was Left Out.

Lots of stuff: The Beholder Contracts (Great Wizards), Lankhmar (Black and White Wizards), Maelstrom (free-form magick), A Ghastly Affair (incantations, pacts, talismans, rituals etc.), A Mighty Fortress (the Scholarly Mage kit and bad weather with spell-casting), Grey Star the Wizard (magical disciplines, rather than spells), Runequest's division of magic into spirit, divine and sorcery.

Some of it might pop up later.



*I know LotFP effectively did this by making summon a 1st level spell, but as a kid in the 80s I couldn't be sure Gygax wouldn't come round and administer a punishment beating.








Friday, July 17, 2020

DRIDER: Monster Conversion - AD&D 1e to Call of Cthulhu 5e.

Closer to what I'm thinking of than a search for Drider brings up.
Thanks to Arachne, Dante, Dore and Wikicommons for this.

Unless you've already ported Lolth into your Call of Cthulhu campaign (in which case I'm interested in what it looks like now), Driders are 'just' spidertaurs - and the spider part isn't even a spider, really.

Driders aren't a species to themselves, and will be known by chosen/given names or possibly by a local/legendary name for spidertaurs (eg. Jorogumo).

In this conception, Driders have nothing to do with Lolth or the Drow; are no more common in Japan than anywhere else, and have no association with Atlach Nacha or Leng unless they themselves seek it - they can expect no particular favour for similarity of form.

No silk (this is 1st edition AD&D), no Drow spells. Unless you want to.

Drider,  Venom Bloated Composite Multipede.

You become a Drider because you find a way to bind yourself to a giant spider-like body in order to extend your lifespan to study the foul & forbidden, because the Mi-Go do elective/involuntary surgery on you, or because you are struck by a curse. 

You will live well beyond a human lifespan without loss of vigour, as long as you do not succumb to violence or the venom your monstrous body produces. This is ideal for continuing your awful studies, to carry out the will of the Mi-Go, or to prolong your suffering.

Blood is now the perfect food for you, although you can subsist on anything high in protein and/or iron, as long as it’s at least semi-liquid. If you like, you can continue to eat human food for appearance and pleasure, but it is not compatible with your radically altered internal organs and body chemistry - it won't sustain you long term, but it won't do you any harm.

You have fangs, retractable or otherwise, in your human mouth to deliver venom and drain blood. It seems reasonable that you may be able to open your jaw much wider than you used to.

While other configurations are possible, the Drider you are expecting is a spidertaur. The spider section only superficially resembles an arachnid, and could easily have four or a dozen legs as eight. They can be hairy, scaly, chitinous, slimy - anything you like.

The human portion looks as it did in its previous life, although swollen, puffy, discoloured with venom, eventually leaving a permanent mark despite frequent purges (see below). Venom accumulates in the humanoid part at 2 POT/ day, and is uncomfortable to excruciating, with accompanying emotional and mental distress. 

At 12 POT + the Drider will be violently irritable, even destroying allies and important research. 

At 16 POT + it takes a poison attack per day for d6 temporary STR, CON, INT & DEX damage. Once venom is below 16, characteristics recover 1 point per day.

At any time it can purge by biting, ‘milking’ its fangs, or directly tapping its sacs with a blade or syringe - some will have spigots permanently inserted to make this easier. There is bound to be a nefarious text somewhere claiming the venom is the source of the Drider's longevity.

A Drider is composed of conventional matter, albeit unconventionally and incompatibly. They are natives of mundane space/time.

Humanoid Part (when operating on a human scale, eg. embroidery, throwing rocks, picking pockets)

STR 3d6 (10.5)     SIZ 3d6 (10.5)     DEX 3d6 (10.5)     Damage bonus nil

Arachnoid Part 

STR 3d6+6 (16.5)     CON 4d6+6 (20)     SIZ 4d6+12 (26)     INT 2d6+6 (13)     POW 2d6+6 (13)

DEX 3d6+6 (16.5)

Hit Points av. 28       Damage Bonus +2d6     Move 8 

Weapons:
  • Human weapons, base % + Humanoid DEX, no db. No particular reason a Drider wouldn't use a bow-and-arrow, and no reason it wouldn't use a revolver either. 
  • Grapple, base % + Humanoid STR & DEX. Against human scale targets only; if successful, will Bite on the next round. 
  • Bite, automatic if Grappled. 1d4 hits + venom (the Drider can use some or all of its accumulated venom) and/or blood drain (d4 STR per round until dead or set free).
  • Crush, 50%, damage = db. A Drider is big enough to crush multiple adult human-sized targets, one for every 12 whole SIZ points its spider body has. If able to jump or drop onto targets, it's 1 for every 10 SIZ.
Armour: 2 points on the humanoid part; 4 on the arachnoid. It can choose to wear armour, if available.

At 0 hp or lower, the Drider is dead (unless blown to pieces, disintegrated etc.), but will continue to fight on for three more rounds before finally coming to a stop, even if it’s on fire. It can only make crush attacks & is working on instinct only. The humanoid part flops and flails. 

The same applies if the humanoid part is decapitated, but not if major organs are destroyed. This is not common knowledge - the Drider may not know.

Skills: Dodge (DEXx2 + INT); Climb 90% (but can climb any surface & hang from ceilings); Jump (STR+DEX); Hide 60%; Sneak 75%; Sense Vibrations 40%; Cast Horrendous Shadow 75%.

Spells: Any average Drider will know 0-7 (d8-1). These are unlikely to be directly Mythos related, unless the Drider's state is due to Mythos intervention. 

If a Drider has POW 12+, it knows one spell per point over. 

Habitat: not too far from a plentiful supply of blood, with space for books and experimental equipment.

Sanity loss: 0/1 to see a Drider’s horrendous shadow; 1/1d6+1 to see a Drider; 1/d10 to realise that you have become one.

Thursday, July 9, 2020

MUCALYTIC: Monster Conversion - Fighting Fantasy to D&D adjacent and Call of Cthulhu 5e.

The Crown of Kings – Part 3 | Fighting Fantasy Project
It is a MUCALYTIC and you must fight it!
(John Blanche)

From Out of the Pit (p. 84): SKILL 8, STAMINA 9, 2 Attacks, Average Intelligence; stinks so bad you lose 2 STAMINA, and if it hits you three times in a row you get a lungful of its fatal breath.

In the Sorcery! series, you can encounter them in Khare and in Mampang, where they will try to pull the same trick on you - pretending not to be able to hear well or talk above a mutter, then give you a lungful when you lean in.

They left an impression on me.

Mucalytic for D&D adjacent.


Armour Class +2     Hit Dice 4/5    Move 75% Normal Human     Save Fighter 4/5     Morale 8

  • The stench of a Mucalytic is as foul as and has the same effect as that of a Troglodyte or a stinking cloud (your choice).
  • The breath of a Mucalytic is deadly poison (save or die, or save or 2d6/2d8 hits: your choice), but it has no ranged attack.
  • It attacks with 2 blows for d4 or d6 each; it can fight two opponents at once if it wants.
  • If both blows hit a single victim, they are grabbed and pulled close - the Mucalytic breathes on them at the start of the next round.
  • Anyone slain in a Mucalytic lair will be broken down into a repulsive slime within 3d6 turns if not retrieved. Only their bones remain.
  • Mucalytics have Average Intelligence, and can speak & understand other languages.
  • It seems reasonable for Mucalytics to share spaces with oozes, slimes and jellies, and to be found in BECMI Black Hag entourages.


Mucalytic, Trunk-Snouted Ascetics of Decay.

In some dismal and filthy wallow, the Mucalytic sits in darkness, murmuring and muttering who knows what to itself. Its indistinct croaking whispers tantalise with the enlightenment found in degradation and decay: "Come a little closer, step into the sacred mire, and receive the Blessing and the Secret."

Mucalytics are composed of conventional matter, being creatures of the mundane space/time continuum. They can see in the dark, and don't like the sun or running water - nothing supernatural, they just dry out/ wash away their beloved slime.

Of course a Mucalytic will pretend to be Chaugnar Faugn or one of its avatars/representatives if that conclusion is drawn; wouldn't you?

STR 2d6+6 (13)     CON 4d6 (14)     SIZ 3d6+10 (20.5)     INT 3d6 (10.5)     POW 3d6 (10.5)

DEX 2d6+6 (13)

Hit Points 17-18    Damage Bonus +1d6     Move 6

Weapons: 
  • Sloppy Bash 45%, d4 + db
  • The Mucalytic can strike twice in a round, against either one or two opponents. If both attacks hit a single target, it will Grapple them (STR/SIZ vs. STR/SIZ).
  • The Blessing 100% if Grappled; poison breath equal to curare (POT 25, immediate onset, muscular paralysis & respiratory failure). The Mucalytic takes no other action.
  • Those killed or incapacitated in the Mucalytic's lair will receive the Secret, becoming one with the slime and ooze within 3d6x10 minutes. Only their bones remain, beautifully stripped and clean.
  • The stink of a Mucalytic and its surroundings is so rank, all appropriate roles are penalised by 10% unless proper precautions are taken.
Armour: 2 points of muck-plastered hide. 

Skills: Hide 75%; Fool You Twice 35%; Cthulhu Mythos min. INTx2; unaffected by penalties due to slippery, greasy or waterlogged conditions.

Spells: A Mucalytic can expend magic points one-for-one in an attempt to overcome those of a target; success means the victim will approach and bow their head in readiness for the Blessing.

Otherwise, if INT and POW are both 13 or greater, the Mucalytic knows d6 spells - usually Contact spells, and those dealing with extrasensory communication.

Habitat: sewers, storm drains, toxic waste dumps, slimy caves, silted ruins, blighted water meadows - you get the idea. 

Sanity Loss: 0/1d6 to see a Mucalytic; 1/1d6+1 to survive the Secret; 0/1d4 to smell a Mucalytic having encountered one before and failing to overcome it (esp. if you saw someone receive the Blessing).

Commentary.

In converting to D&D adjacent, I'm fortunate that the OotP entry describes them as being 'about the size of a bear'. A SKILL of 8 converts to a 4-5 HD monster according to a conversion document I've seen, so the BECMI Black and Grizzly Bear fit the bill quite nicely.







Sunday, July 5, 2020

2d6 Morale & Misery: A Work-in-Progress Subsystem.


Because I think adventures are miserable and scary, and that PCs don't come heroic to the table, amongst the things I wanted is/was some kind of subsystem for that.

Ideally, to satisfy my personal homebrew design conceits, it draws on a limited pool of old school source material, so it's not going to be elegant game design. That said, I also point to the excellent games Best Left Buried and Mothership, which already have dedicated mechanics for this, as well as owing a debt to this post (a good source for Relief and Suffering alternatives, too) by Spwack, which really helped bring it together for me.

This is not meant to be a mental health simulator, and Misery as a mechanic doesn't actually mean you're/your character is sad. 

I'm writing with dungeoneering horror fantasy in mind, but it could easily be tweaked to work for other play styles and settings. It should also bolt onto lots of other systems, as it doesn't have an absolute link to (say) levels or ability score bonuses.

Morale & Misery.

The implied Morale score of a BECMI or B/X PC is 12, because they are exempt from Morale checks. 

Eating away at your Morale of 12 is your Misery, which is the accumulation of fear, horror, grief, emotional damage, dread, shock, and suffering over your adventures. 

Adventurers can start with 0 Misery, if they're well-adjusted, keen to right wrongs, and eager to upend plots against the common weal. Or if they have no idea of what's waiting for them out there.

Otherwise, they start with 2 Misery - this can be the fruit of your tragic backstory, or from your Dark Secret, or because you must be in some dire straits if your best/only option is to go down into the dark, looking for treasure.

Tiers of Misery.

  • 0-1: no problem; go about your business as normal - seeking Relief might actually be counterproductive.
  • 2-5: it is up to you whether you seek Relief or take on Suffering. At this tier, Misery might drop back to 2/0 when you're between adventures.
  • 6-10: on any failed Misery Check, you must immediately (or as soon as practical) seek Relief or take on Suffering.
  • 11-12: you can/will do nothing except seek Relief or take on Suffering until your Misery is taken down to 5 or lower. If you fail a Misery Check at this tier, you are Enfeebled and Spent till you can be taken somewhere safe to start your recovery (magic or fantasy healing might help in situ, if that's a thing in your setting).

The Misery Check.

  • You can call it a Morale Check if you like, and I sometimes do, because it's different for PCs than for monsters.
  • Roll 2d6; you want to roll over your current Misery to pass (so you can't on 12 Misery).
  • Rolling a 2 is always a fail, even if Misery is 0 or 1.
  • You make a Misery/Morale Check whenever circumstances would call for (for example) a SAN check or save vs. fear. You can also use for tests of courage and resisting temptation. 
  • If you fail, you suffer the situational consequences. If you pass, you can carry on.
  • Sometimes the consequence is to gain Misery, and a pass might decrease it.

Sources of Misery.

These things can give you +1 to +3 Misery, and you normally get to make a Misery Check as a save.

The following are meant as suggestions; nothing is adamantite, and how you rate and apply them will be dependent on the tone of the game, the setting, and the characters. You can get used to some of the Sources, so that they have no effect in future - this is not always a good thing.
  • night out in the cold & wet
  • being in a dungeon/wilderness
  • just being a 1st level adventurer
  • having a Dark Secret
  • lithotomy
  • surprised by a corpse, a mangled corpse, a monster
  • your life is threatened by another
  • the first time you have to kill
  • reduced to 0 hp (or equivalent state in your game/system)
  • the same circumstances as would trigger a Morale Check in monsters
  • hungry & thirsty
  • trapped/imprisoned
  • no chance of surrender/mercy
  • robbed
  • pinned down and unable to escape/retaliate
  • Tired, Exhausted or Spent
  • Encumbered or Overburdened
  • a really big monster, even just evidence of its presence
  • the undead, generally
  • supplies run out/spoiled/taken
  • difficult moral/emotional choice
  • sanity-blasting cosmic horror
  • cursed
  • lost
  • excommunicated
  • price on your head
  • plague, volcano, earthquake, tsunami, cave-in etc.
  • bad omens
  • buried alive/wake up in a morgue
  • signs of the apocalypse
  • alone
  • horrifying revelations
  • studying forbidden lore
  • failure
  • betrayal (both directions)
  • living under tyranny
  • bereavement
  • left for dead
  • poverty
  • addiction/withdrawal
  • guilt/shame
  • disappointment

Relief & Suffering.

These are the two ways of buying down Misery. Either can be taken immediately to reverse a failed check, but some are more appropriate for downtime activities.

Relief buys down 1, 2 or (exceptionally) 3 Misery. As with Sources, you can get used to a form of Relief and it stops working for you (some have this attribute incorporated).
  • Drink and/or drugs. Take 3 times in a row or 5 in total to become Addicted (as the Suffering, but you don't reduce Misery for it). Costs money, could get you into other trouble.
  • Retreat. The more you buy down, the more reckless the retreat and vulnerable you are. The only attacks your allowed to make are against those in the way of your escape, friends and innocents included.
  • Hot meal, clean clothes and a good night's sleep in the warm and the dry.
  • Pampering. A bit of personal self-care, or a full spa day/weekend. Takes time and costs money.
  • Asceticism. Gets more effective the longer & more often you do it, until it peaks and effectiveness diminishes but time needed continue to increase.
  • Placebo. The first one works, whatever it is, but each one afterwards needs you to pass a Misery Check for it to work. Fail 3 times in a row or 5 in total to realise it was always useless (+2 Misery).
  • Faith. A source of comfort, but also mechanically/narratively similar to Drink/drugs, Asceticism and Placebo.
  • Rational Explanation/False Scare. If you are convinced that it wasn't what you thought it was, you can buy down the specific Misery you took.
  • Charity. Can also be part of Faith; buying down your Misery by actually buying it down. Includes other good works and acts of kindness.
  • Swoon. Covers staggered/shaken, involuntary jump back, dropping your weapons, dizzy spell, actual fainting.
  • Lash out. Against the Source of Misery, against the nearest thing, living or not. Probably includes going berserk.
  • Bloodletting. In a quasi-medieval grimdark fantasy setting, you can get this done professionally (possibly as a Placebo). Being cut in combat might work for you. Equally, it might be someone else's blood that you need to see flow.
  • Defend. Shorter term version of Pacified/Demoralised (see below). Boss fights might be exempt, but might not.
  • Not being in a dungeon/wilderness. Just go home for a bit.
  • As an option, some characters might be able to relieve some Misery - I'm thinking bards, priests (not necessarily the mace-and-plate cleric), druids (in vanilla form) and (why not?) Heroes and Superheroes and paladins; possibly based on Charisma, Wisdom or relative experience.
Suffering is a longer term consequence, but buys down 3 or 6 Misery. You can get Sufferings removed, but that takes time - during which they have a significant mechanic/narrative effect.
  • Change Path. You abandon your current class/profession/passion and take up another to pursue; your previous abilities and experience are blocked.
  • Doom Seeker. Dig out the AD&D Cavalier class (or better yet, Mockman's comic version) - their combat honour code, you act like that now. Some people think you're really amazing because of it; everyone else thinks you're a monster.
  • Addiction. No matter what else you do, feeding your addiction is your primary goal.
  • Nervous Collapse. If you do not take to your bed or a sanatorium for a long rest cure, you are Enfeebled.
  • Insomnia/Nightmares. Whichever you think is most appropriate - the effect is largely the same - Misery Checks every night or progressively Tired/Exhausted/Spent.
  • Crushing Self-doubt. Your confidence in your own abilities is broken, reroll every success unrelated to your recovery.
  • Swords into Ploughshares. You turn your back on the adventuring/investigating life. Maybe take up beekeeping, or retreat to the cloister. You can combine this with Asceticism, Faith and Pacified, if you like.
  • Ruled by Omens. You spend all the time and money you can on charms and oracles. When the signs are not auspicious, you Suffer Crushing Self-doubt.
  • Debauched. You might think you're okay and you're just enjoying a surfeit of Relief. 
  • Bad Luck. All your rolls are at -1; this eliminates any bonuses from Ability Scores or abilities, but does not affect existing penalties - they do not get worse.
  • Lost in a Fog. Reroll all successes related to Intelligence and Wisdom.
  • Wretched. Reduce Charisma by twice as many Misery you buy down (ban or modify this one if Charisma doesn't affect much or is a dump stat in your game). While Wretched, any Relief buys down Charisma 1-for-1. 
  • Pacified/Demoralised. The former appears to be a deliberate ethical/moral choice, but the effect is much the same - you will not make attack actions, only defensive. This might save your life.
  • Relapse. Take a Suffering you've previously had and recovered from. It probably buys down less than it did, or it's more severe than last time.
  • Sycophancy. You try to curry favour from the most important/powerful, available/immediate figure, whether friend or foe. You are effectively charmed whenever the situation presents itself.
  • You Monster! You are now able to buy down Misery by inflicting the equivalent on others, you horrible bastard.

Other Methods.

These are not so much things you can do as things that can happen to bring down your Misery.
  • Successfully completing an adventure (as defined by the game).
  • Gaining a level (or equivalent in unlevelled systems).
  • The feeling of security possessing a magical item brings.
  • The feeling of security being an expert in your field brings.
  • Having a certain amount of wealth.
  • Not dying.
  • Vicarious victory.
  • Becoming a Hero (4th) or Superhero (8th) should probably reset your Misery to 0 or 2 (though it might not get rid of Sufferings), as well as rendering some Sources superfluous.
  • Divine intervention.
  • Discovery and exploration.
  • Falling in love (you can't just declare it; otherwise it's just a specific Sycophancy, and is creepy).
  • Recovery from injury and disease (including by beloved others).
  • Going to see the Great Clown perform (doesn't work for the Great Clown).

Commentary.

This probably works as presented, but I don't think it's necessarily finished. And it certainly hasn't been play tested, so I'm not even sure that 12 points is enough for an extended game.

As well as the implied D&D PC Morale of 12, I looked to Fighting Fantasy, a 2d6 system.

In House of Hell, your FEAR is the maximum you can bear before you die of heart failure. However, it's tied up in the puzzle of the book and the ratings are all over the place (being threatened with a knife is as scary as witnessing a climactic demonic transformation, for example). You need an absolute minimum of 8 to survive to the end (so can be doomed from the start), and the only chances to recover from FEAR are right at the beginning (when you might have 0 FEAR anyway), and when you have a false scare (which only cancels out the point you just gained).

Beneath Nightmare Castle uses WILLPOWER as a SAN stand-in, and degrades by a point every time you have to Test it - you lose your mind and the game if you hit 6. It is stated that 'you are already tired' (you've been ambushed and imprisoned), which is why you lose your mind at 6 or lower, implying - I think - this would not be the case if you were in a better starting state.

Keep of the Lich-Lord uses RESOLVE, with a loss if you fail a Test, a gain if you succeed. I've not played this book, so I don't know how it feels as a mechanic.

Vault of the Vampire (and its sequel) has FAITH, but this works more like the ability of a paladin-like character than a universal mechanic.