C is for Cid Viscous, Disgusting Slime

Name: Cid Viscous
Campaign: The Great Tower of Oldechi

Yes, it’s a pun. There are a lot of puns in my character list. Mostly from one guy.

I think Cid was the heaviest reskinning I’ve ever seen from a player. On paper he was a shardmind (psychic crystal person) druid with a staff that let him teleport. But during play he was a man made of slime. He wasn’t a telepathic crystal; he attached slime tethers to your head and spoke through vibrations. He wasn’t changing into a goat; he was switching between “slime form”, where his uncontrolled lashing devastated nearby enemies, and “slightly less slime form”, where he maintained enough control to look vaguely human and manipulate his body more delicately and at greater range. He didn’t teleport; he contorted his body, warping it in ways impossible to predict or stop. He left portions of himself around instead of summoning swarms, he became the floor and moved enemies instead of pushing them, and he forcibly supported your internal organs instead of healing you with primal magic. He had a disgusting, intolerable, phenomenally creative build.

His personality was similarly interesting, in that he had an actual, honest-to-goodness growth arc. He started as an insufferable lone wolf, willing and able to leave the party in the dust while he solved problems and accomplished things without the party’s knowledge or consent. Over time he grew to accept his role the group, right around the time he became a campaign villain (take a drink) and the party tried to kill him. From then on he was merely obnoxious. (Get it? Noxious? Slime? I’ll see myself out.)

Cid was the final nail in the coffin for the “I run off on my own and do things while the rest of the party watches” character concept. Players aren’t allowed to do that in my campaigns any more, and it’s a large part of why I loathe the vigilante class in Pathfinder. But at the same time, he’s the example I give players whenever I explain how powerful and fun reskinning is (along with everybody in the One Piece campaign). Cid got away with things I wouldn’t have let any other character do by virtue of his design, like using an Acrobatics check to get through a solid wall by extruding himself through a monomolecular hole. Initially I was worried about this, but I changed my mind when I saw how much everybody enjoyed it, even if he was explicitly working against the party at the time. When people applaud your efforts to thwart them, you’re doing something right.

At this point I don’t think it’s unreasonable to say I think less of a character with no reskinning at all. I don’t know if that’s necessarily good, but Cid’s definitely part of it.

Cid was part of the final party in the Great Tower, so he ascended to godhood and he’s now part of every campaign I run. He changed his name to Velius, for in-character reasons I’m sure have nothing to do with how I refused to have a character with a pun name in my pantheon.

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B is for Bjarn, Borris, and Baerd, Dwarven Dwarves

Name: Bjarn, Borris, and Baerd
Campaign: The Great Tower of Oldechi

We’re only at B and I’m already cheating, but I felt I really needed to discuss all of these characters together. All three of these characters were dwarves in the same campaign, run by the same player:

  • Bjarn, dwarven fighter. Those three words tell you most of what you need to known about the character. He didn’t last long enough to really leave his mark on the campaign.
  • Baerd, dwarven fighter/runepriest. Beard was amazing at getting into trouble willingly and surviving it, usually through steady and high but not massive damage. His character life has a defined beginning and end as he only existed during the gaiden, but considering how he complained about his build at every opportunity I don’t think he minded.
  • Borris, dwarven ???. Borris started off as a warlock, but changed powers and classes pretty much every level. This wasn’t a simple retraining as allowed by 4E. This was a completely new build, often with different reskinning, just about every time he could get away with it. When I asked his player about it, he said it was a test to see if the other players paid enough attention to the character to notice any changes. This went over as well as expected.

Obviously I had some trouble with the dwarves; I don’t subscribe to the same power-first style of play, I don’t like players keeping things hidden from the DM, and I don’t like dwarves at all really. But all three of them had backstory and personality in a way most of the characters in the beginning of the campaign didn’t, and they contributed to the group instead of trying to make the game all about them. Their worldviews were consistent, they solved problems for other characters instead of creating them, and they functioned correctly in a system the rest of the table was still figuring out.

Borris most affected my gaming style, in that he (along with Barl, who was also on the shortlist for this letter) finally convinced me that players keeping secrets from each other was a bad idea. Characters keeping secrets is fine depending on the purpose and the campaign tone, but now I ask that players be up front with each other. When a player tries to hide something from another player, there’s competition in an ostensibly cooperative game. When the players are both in on it, they can tell a much more interesting story around making sure it stays a secret.

None of the dwarves had satisfying conclusions to their arcs because Bjarn and Borris both left the party well before the campaign ended. I assume they died offscreen. Beard did complete his quest and survive, so I suppose he had one of those “and the adventure continues” endings and went on to have many exciting encounters, griping about how his healing powers didn’t contribute to his damage.

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A is for Azeld, Blackguard Princess

Name: Princess Azeld
Campaign: The Legend of Zelda: Shaman Gates

Things of course, start difficult. It turns out I’ve had more characters beginning with the letter A than any other. Possible contenders for this spot included:

  • Steampunk Iron Man/Wolverine hybrid
  • The world’s fastest mummy
  • A golem from the plane of elemental falsehood
  • A literal witch doctor
  • A magic gnome with delusions of grandeur
  • A fire-hurling nihilist bird
  • An old-timey circus strongman
  • Juju David Bowie

In the end I decided I couldn’t very well go all month without talking about Princess Zelda, murderhobo.

Azeld may be the least inventively-named character I’ve ever had, and this is from a person whose roster includes Rock Hardslab, dwarven shouting enthusiast. She is, as is to be expected, an adventuring princess. However, she’s also a blackguard, dedicated to spreading her influence through power, rage, and control. She would have made a perfect villain for a Zelda campaign except that she’s the leader of the heroes and arguably the main character. I’ll say this repeatedly over the course of the month, but unlike many DMs I don’t feel the need to run an evil campaign, where the party is actually the villains. I find that happens enough organically.

Actually, you know what? Every time I talk about a PC becoming a villain, joining the villains, or being better suited to villainy, take a drink.

While Azeld on her face is exactly the wrong character for the campaign, in practice she’s exactly right. She approaches situations from the perfect angle for a video game (that is, approaching them from the front and hitting them until they aren’t situations any more), which gives us precisely the feel we want out of the game. She knows immediately which items are meant for her character and fits them into her build, which not only keeps them useful but makes me feel great; ask any DM who spent hours designing an item how it feels when the players put it in the “sell for cash” pile. And despite that, turn-by-turn she doesn’t feel beholden to the “hold forward, mash attack button” strategy video games and 4E often warrant. She keeps looking for opportunities to do something wacky, like using fallaway suplexes to hurl enemies off cliffs, keeping our fights lighthearted and creative. She just saves her cleverness for when she’s already ankle-deep in monster organs.

I like when players do interesting things in fights, especially when they use terrain or allies in ways for which they were not intended, so Azeld doesn’t change my DMing style as much as she reminds me what I like about it. However, once her player learned things like that were not only tolerated but encouraged, she started looking for it, and that gave me the idea for the boss of the eighth dungeon, who could only be killed by creative use of the environment. That boss would not have existed were it not for this character, and without that boss the dungeon would not have functioned the same way. I have several instances where a character’s backstory or personality informed or created an adversary, but never one where the character’s playstyle created a whole level.

This campaign hadn’t ended yet, so I don’t know what’s going to happen to Azeld. I assume she’ll reign victorious and not join the bad guys no matter how often I try to get her to. Perhaps she’ll learn something about herself and resolve to be a better, more compassionate ruler. But it’s more likely she’ll say “I don’t know, hitting things with swords has worked for me so far”, because that’s much funnier.

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Blogging from A to Z Challenge

I have a tendency to find about things right when it’s too late to do anything about them. I found out about NaNoWriMo in the beginning of the year, when it is a writing content in November. I found out about the Paizo playtest for the vigilante as the first round ended.

In early May last year I found out about the A-to-Z Blogging Challenge, which is of course a few weeks after it was relevant. But it did give me a solid year to think of a theme about which I could write twenty-six articles, and I did eventually have a good idea.

D&D is a game about characters. You can have a kick-in-the-door style campaign without a story, or a pickup game without a setting, or a nuanced narrative without a victory condition, but you can’t have a role-playing game without a role to play. Characters are the means by which players interact with the DM and, usually, vice versa. A player can go their whole career without seeing a summoner or using Combat Expertise or fighting an owlbear, but they can’t go a single session without a character.

A DM, usually, has to be something of an expert on characters. He or she has to know how to design, motivate, present, play, and often retire them. I’ve created easily hundreds of characters for my sessions at all levels, with all sorts of personalities, in all sorts of situations, and I’ve learned so much about DMing through them. But that’s not what I want to talk about.

Instead I want to talk about the characters for whom I’ve DMed. I’ve had dozens of characters in campaigns and dozens more in one-shots, and every one of them has taught me something about their player, or the setting, or myself and my own DMing style. Some have made me laugh, some have frustrated me, and some have died ignominiously, but all of them contributed to their stories and the game.

For each non-Sunday in April I’ve chosen a different character whose name begins with the appropriate letter. I’ll describe the character, what they brought to the table, and how they affected my gaming style. I’ve tried for a representative sampling of characters, intentionally drawing from (almost) every campaign I’ve run and looking for different archetypes and players. Even with these restrictions, picking only twenty-six characters to talk about was really, really hard, and this will quickly become apparent. There were some characters and some players I wanted to talk about but couldn’t due to the structure of the challenge. I know I shouldn’t be looking at a challenge designed to make me post more and complaining that it doesn’t let me post enough, but here we are.

I’ll be starting on 01 April with the letter A and ending 30 April with Z. If you’ve been in one of my campaigns and you want to know when I’ll talk about your character, let me know so I can disappoint you.

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Lucifer (the Show, Not the Devil [Well, Kind of the Devil])

I normally stay away from endorsing anything not in the gaming industry, but I’d really like it if everybody reading watched Lucifer.

Not because it’s the first show in a long time to meet or exceed my expectations in plotting and characterization. Not because it has a balance between episodic and long-term storytelling I just don’t see any more in a world of heavy-handed myth arcs. Not because the writing is snappy enough to keep me entertained but not so consistently acerbic that it strains credulity. Not because it almost entirely dispenses with the tired “behind the veil” trope where characters keep each other in the dark to manufacture drama. Not even because it has one of those affably evil characters I love so much. I think these are all good reasons, but it would be a stretch to discuss any of them in the context of a tabletop gaming blog.

I want you to watch Lucifer because it has an overtly, unabashedly chaotic evil character in the party, and yet his presence doesn’t ruin the show’s storytelling or character dynamics. It makes them.

Evil characters don’t get a lot of play, mostly because DMs ban them outright. They’re unpredictable, they’re hard to motivate, they cause intra-party strife, they’re disruptive, they derail plots, and so on. Any DM can list a dozen reasons why a hypothetical evil character run by a hypothetical player would cause hypothetical problems in a hypothetical campaign.

That is, they do until you look at each of those worries and consider what they actually mean. The character isn’t actually unpredictable, or hard to motivate, etc. The character is something created, maintained, and guided by a player. Really, DMs aren’t worried about evil characters per se. They’re worried about a disruptive player using an evil character’s alignment as an excuse for intolerable behavior, and they’ve convinced themselves that’s the only reason to play one. An evil character is a sign of a bad player, thus evil characters are banned. Q.E.D.

They are, of course, wrong. An evil character managed by a decent player is no more problematic than a good character, and a good character managed by a disruptive player is significantly worse than any evil character. Evil characters are a storytelling tool that can be used to improved a campaign or abused to harm it like any other.

Consider the character Lucifer. We don’t doubt he’s evil; he says it to anybody who will listen. He’s self-serving, vindictive, capricious, narcissistic, lazy, spiteful and any number of colorful words we use to describe evil characters. In the episodes I’ve seen he’s started a public brawl among innocent people, traumatized or assaulted surrendering enemies, kidnapped suspects, and encouraged people to kill each other. He’s also broken into the house of a party member, refused to participate in the plot, and insulted his allies more times than I can count. He’s exactly the sort of character who’d be banned from a regular campaign on principle.

But the most important thing about him is that he obeys Law 4: he desperately wants to be in the party and solve problems with them. He may not go about solving crimes the same way the police might, and his methods work outside their comfort zone, but he’s still working toward the same goal. Lucifer is a character whose player has found a motivation for him (going on exciting adventures) that differs from the rest of the party’s (catching bad guys), but since he has the same end he’s as easy to motivate as anybody else. He’s unpredictable in a way that feeds into the story instead of derailing it, and he’s irritating to the other characters without necessarily being irritating to the players because he positions himself and acts as their ally, not their enemy.

Full disclosure: there is an episode where Lucifer sees a case, decides it’s boring, and wanders off. But I would argue this isn’t the character’s fault any more than it’s the DM’s. The murder was boring, and Lucifer is not motivated by boring things. The DM knew this and still had a plot around a boring murder. This is no different from a character motivated by justice refusing to raid a dungeon, or a character motivated by greed refusing to save children from the burning orphanage. It’s a jerk move, yes, but if everybody is clear at the onset about their goals and motivations, it’s the DM’s job to find plots that work with them. In this case, the murder occurred during the theft of Lucifer’s possessions, and once he found this out his motivations were met and he went at it as full-bore as in any other episode.

I’ve run games for several evil characters. I’ve often said I don’t need to run an evil-only campaign because my players tend to run evil characters no matter what their character sheets say. In fact, the Tower Campaign ended with three evil characters, a character who did as much evil as good, and a character who shrugged and let them all do whatever. The long-term ramifications of letting three-and-a-half evil characters ascend to godhood with no good characters to balance them out was not lost on me. The point is that my campaigns don’t fall apart. In fact, the least successful campaign I’ve had in a long time was the one where I required all the players be good. It’s as though character’s alignment doesn’t determine the health of the campaign or the story or the table, the players do.

But no amount of anecdotal evidence or impassioned logic will convince somebody who’s absolutely certain evil characters are untenable. That’s why I want everybody to watch Lucifer, to see an evil character work in a functioning party. And also because I really like the show and I’m terrified it’s too weird to exist for more than one or two seasons without a little more support.

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Cooperative Background Design

I guess technically this is part of a series.

This week we had a Session 0 for a new campaign, an idea we’ve had brewing for a few years, and the DM and I took no time to screw it up. Part of Session 0 is getting a feel for the campaign setting as much as players and characters are aware of it, including fitting player backgrounds into that setting. Usually we use it to build characters, though since we’d already discussed our builds and personalities most of us were coming into the session with a pretty decent idea of who we were and what we wanted. We just needed to iron out the details.

For me, one of those details was my family. I’m playing a member of a noble family in 1500s Venice, so the specifics of that family are somewhat important as they pertain to geopolitical maneuvering. I intentionally decided nothing about my family, including the name, because our position in the noble hierarchy really wasn’t up to me. I was waiting for information from the DM before I worked out specifics within the foundation he had built. He, however, was largely waiting for me to do the same thing. Our conversation went roughly like this:

Me: “What’s my family name?”
DM: “Basilio.” (which I immediately misspelled)
Me: “Where are we politically?”
DM: “You’re a lesser noble family who’s been in the city for several decades.”
Me: “So we’re pretty new.”
DM: “I thought I said you’d been there for several decades?”
Me: “Isn’t that pretty new? I mean, relatively?”
DM: “I guess?”
Me: “How did we come to power?”
DM: “I don’t know, how did you come to power?”
Me: “…”
DM: “…”
Me: “I’m going to roll a random profession. We can use that as a basis.”
DM: “I think that—”
Me: “Too late I’ve already rolled. Let me check the table…sheriff?”
DM: “As opposed to policeman, or…”
Me: “I see watchman, but not police.”
DM: “I mean, in some cultures the sheriff was the highest governing local body.”
Me: “Maybe. So we came to power via law or physical might or something?”
DM: “…”
Me: “Can our family motto be ‘mo money mo problems?’”
DM: “I’m going to say no.”
Me: “Well of course it would be in Italian.”

The moral of this story is that if a player and the DM each expect the other to come up with something and neither does, you get 90s hip hop in your Italian Renaissance. We were both waiting for information from the other to fill out the design space we had; I wanted him to figure out my family details so I could fit my character into the setting without forcing him to bend it around something I determined in my ignorance, and he wanted to leave that as open as possible so he didn’t step on my creative freedom.

Neither of these are, in and of themselves, bad. It’s good to not bungle into a campaign expecting the DM to instantly accept anything you way. It’s also good to give the players room to design whatever they want, within reason, and not limit them with sudden restrictions like “oh, there are no divine casters, you had no way of knowing this before just now, scrap all your exciting ideas”. It’s good that we were both willing and able to relax what we might have wanted so the other could have what he wanted. Where we failed was going too hard in those directions at the same time, leaving a big gap where neither of us was comfortable filling it.

At our table in particular this wasn’t as big a deal as it could have been. We’re pretty decent at building things extemporaneously and we can go from nothing to setting in about a half hour, especially with three and a half other creative minds at the table lending their inputs. It also helps that we immediately knew where we could find a table of random professions and did not feel so beholden to the dice that we wouldn’t reject a ridiculous result like “software venture capitalist” or “pope”. We ended up with something approaching worthwhile after a little back and forth and a lot of comedy. But in a perfect world we should have both come with with at least something we wanted so we had a starting point.

Our real problem, as is often the case, was communication. He told me “I want to know what your background is”, but not “I’m deliberately not going to determine anything about your family until I know it works with your character concept”. I told him “I’m waiting for setting information from you to come up with a character background”, but I didn’t say “I’m deliberately not going to design a single thing about my family because I think that would be better handled by a DM than by a player.” So while we said “we should share information”, we meant “neither of us is comfortable building this organization because we’re worried it will clash with something the other person wanted but didn’t enunciate.”

We did prepare some ideas, of course. We’re not completely hapless. I wanted to have my residence outside the city limits, and the DM was fine with that. He wanted me to have a relative with suspiciously bad magical power in a family of casters, and I was fine with that. But these are really low-impact points in the vast sea of what constitutes a setting.

What I ended up doing is building a loose family tree and history and sending it to the DM, giving him full veto power over anything and everything in it. It’s what I should have done a few years ago, and it gives us a baseline without investing too much time or emotion into a full, rich group of people we may never see or care about. It’s probably the plan that gives us the most balanced input: I sent him a rough picture, he refines some lifework, I refine it more, and we go back and forth until we have art. As long as we know who’s doing the first sketch.

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Themes: Noble

About 80% of the way into writing this theme, I realized I could basically replace every instance of “noble” with “Mafia” and it would make exactly as much sense. I don’t know what this says about what I think about nobles, so rather than dwell on it too much I’m just going to present this as a two-for-one.

This does only represent a member of an entrenched, wealthy family. I decided not to do the “born a noble, but doesn’t have access to any of that influence” thing here because some of the abilities would conflict too sharply. “Disenfranchised Noble” would be a different theme.


NOBLE
Your name commands attention wherever you go. Your family is famous, and when others hear it they act accordingly. They may hate you for the cruelty your kin show knowing the rich and influential are above the law, or love you for their role in building the foundations of the country, or regard you with the standoffish reverence afforded to their betters. You can flaunt your name and its reputation or hide it out of shame or a desire to make your own way, but you cannot avoid its power forever. Eventually you must either embrace your family’s history or create a new one that erases the memory of the old.

Theme Skills: Appraise, Diplomacy, Knowledge (nobility), Perform, Sense Motive
Theme Feats: Combat Expertise, Iron Will, Leadership, Mounted Combat, Skill Focus, Weapon Finesse
Theme Quests

Novice Quests: These quests are appropriate for advancing through 3rd tier.

  • Somebody is pretending to be a member of the noble’s family, using his or her name to gain favors and services. The family reputation is beginning to sink because of this person’s actions, and it falls to the noble to both apprehend the imposter and clean up the mess.
  • A fellow noble is cashing in a debt made by the noble’s family generations ago. Reneging on the debt is both illegal and social suicide, but the request puts noble in a dangerous situation, either politically or physically. The noble must fulfills the debt as best he or she can without causing a catastrophe for the family.

Expert Quests: These quests are appropriate for advancing through 6th tier.

  • Some of the noble’s family lands are under threat. A government or military body is looking to seize the land for purposes that may or may not be legitimate. If they succeed, the noble’s family’s reputation will decrease significantly, to say nothing of what will happen to everything living off the land.
  • A high ranking member of the noble’s family is accused of a crime, but the specifics are being kept secret. Rumors are swirling about what the crime could be and how terrible is must be to warrant moving against such a powerful person, and other nobles are lining up to take advantage of the family’s moment of weakness. The noble must find out what the charges are and whether their kin really is responsible, and either clear the family’s name or distance it enough from the accused that there is no longer a problem.

Advanced Quests: These quests are appropriate for advancing through 9th tier.

  • The noble’s family has entered a feud with one or more similarly-powerful families. The gossip, mudslinging, and backstabbing it already in full swing, and due to mysterious connections the noble’s family is beginning to lose badly. The noble must either find a way to win the feud or end it in such a way that the family remains as prestigious as before, which will not be easy if the government or other powerful bodies are aligned against them.
  • Recent historical documents have connected the noble’s family to a reviled though long-dead criminal or traitor. This person died long enough ago that there are few if any living witnesses to their crimes, but their reputation lingers in stories and curses. Associating with such an infamous figure will only hurt the family and its members, so the noble must either clear the name of a villain entrenched in history or prove their innocence without a single living witness.

Legendary Quest: A powerful monster has demanded the death of the noble’s entire family for some slight generations ago. Its wrath extends to even family via adoption or marriage, and it will not rest until everybody who shares the family name or has a drop of the family’s blood is dead. While the monster can be defeated, the real threat is the promises of wealth and power it makes to any and all willing to assist it. The noble must protect their entire family, even those about whom he or she did not know, and defeat the monster before its allies grow too numerous.

Theme Abilities

Assess Resources (Ex): At a glance you can tell how wealthy someone is. As a standard action you can make an Appraise check to determine the most expensive item worn by a creature. The creature must be within 30 feet. The cost of the item does not include its magical properties unless you cast detect magic; this increases the time for this check to a full-round action. The DC is 15 for mundane items and 15 + the item’s caster level for magic items.
Deep Pockets (Ex): You always have some cash on hand. Each week you spend up to 5 gp per theme tier on services without affecting your actual wealth. This cannot be used to acquire permanent items, and anybody hired using this money will not perform any dangerous action for you, such as following you into a dungeon.
Dilettante (Ex): The idle rich have time to dabble in various pursuits. Choose one skill in which you have no ranks. You can make checks with that skill as though you were trained.
Do You Know Who I Am (Su): Your bluster can stop enemies in their tracks. Once per day when a creature charges you, you can make a Bluff or Intimidate check to prevent the attack. The DC for this check is equal to 10 + the creature’s Hit Dice + the creature’s Wisdom modifier. If you succeed, the creature ends its turn adjacent to you but does not attack. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. You must be at least 4th tier before selecting this ability.
Friends in High Places (Ex): You know somebody who knows somebody. Once per year you can gain an audience with the highest-ranking person or group within any military, government, religious, or mercantile group in the settlement nearest your noble house. The meeting happens within one week of you making this request. You must be at least 4th tier and possess the noble house ability before selecting this ability.
Honorable Duelist (Ex): You dedicate some of your free time to martial practice. You gain a +1 theme bonus to attack and damage rolls with melee attacks you make against an adjacent creature. You do not gain this benefit if there is any other creature adjacent to you or the target.
I’m Something of an Expert (Ex): You’ve dallied enough with something to spoof study. Choose one Knowledge skill in which you have no ranks. You gain a bonus to that skill equal to half your level and you can make checks with that skill as though you were trained. You lose this bonus if you take any ranks in the skill. You must be at least 4th tier and possess the dilettante ability before selecting this ability.
Noble House (Ex): You have a small personal residence on your family’s property. You gain a small house within one mile of a small city or larger settlement. The cost of the house cannot exceed 5,000 gp. You cannot sell the house, and you lose it if you ever lose your noble title.
Noble Manor (Ex): You are prestigious enough to warrant a grand residence. You gain a manor house within one mile of a small city or larger settlement. The cost of the house cannot exceed 50,000 gp. You cannot sell the house, and you lose it if you ever lose your noble title. This manor house counts as a base of operations for the purposes of determining your Leadership score. You must be at least 4th tier and possess the noble house ability before selecting this ability.

Advancement Abilities

Power in Names (Ex): People who recognize your heritage react to you accordingly, unless you treat the name shamefully. You gain a +4 theme bonus to Diplomacy and Intimidate checks against creatures who know your noble house. If you fail a Diplomacy or Intimidate check using this bonus, when interacting with the target you lose the bonus and take a -4 penalty on Charisma-based skill checks until you succeed against them using the same skill.
Event of the Season (Ex): Your gatherings are the thing of legends. Once per year you can host a well-attended party or other event. You must pay the costs for this event, including renting an appropriate location if you do not have access to one. You may determine the specifics of the party. You may invite up to two people per theme tier who will make every reasonable effort to attend regardless of the time, location, or type of party as long as they are members of society and physically able to attend without damaging their reputation. For example, you may invite the head of a local guild, but he will not abandon his trip abroad to return home for the party, nor will he cancel a guild event on the same night.
Command from on High (Sp): The weight behind your words makes them as good as law. Once per month you can cast lesser geas, and once per year you can cast geas/quest. You can only use this ability to give the target a quest that increases the reach, reputation, or assets of your noble family. If you try to give a target a quest that increases your family’s standing only tangentially by increasing your standing, the spell fails.

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The Wild West of D&D Content Publication

I used to visit the official D&D website every day or two, back when 3E was the hotness. In those days the site was nothing but content: new monsters, new spells, new items, new class features, all available for perusal or download. I have several folders of the art galleries from published books, and I think I have almost everything from the Map-a-Week archive. Even the ads for an upcoming book had previews of that book with playable examples of the things you’d find it it. Many of those pages still exist if you know where to look for them, and they’re an amazing resource for session material and inspiration.

In the move to 4E, the site changed. I think there were two big reasons for it. The first, and the only one I think people saw when it happened, was money. D&D Insider started, a monthly subscription service that gave players access to the aforementioned art galleries and new content. I think it was also the only place to find errata for a while, though that might have just been my inability to find it after the site redesign. I can’t fault the business aspect of it; it’s more profitable to sell some material than give away all of it. But with half of the content effectively locked behind a paywall, it became much less fruitful for a poor gamer to visit.

The other reason was quality control. The content on the website wasn’t tested the same way content in books was. There simply wasn’t time. We had to treat website material like we did material from the D&D magazines: either accept it carefully and allow it in your game on a trial basis in case it wasn’t as balanced as it purported to be, or save yourself the time and ban it out of hand. 4E was a very tight ship regarding balance. It couldn’t have anything that didn’t get a certain amount of testing and consideration because it couldn’t afford to let anything break the mold. The 3E style of website content couldn’t work with it.

There was another things that came from both of these points: the death of the SRD. The 3.5E System Reference Document was a downloadable list of files that gave you everything you needed to play the game without buying a single book. They were stripped of lore (meaning there were no gods, so good luck, clerics) and art and anything proprietary (beholders, mind flayers, the like) and in a few cases readable formatting, but they were there.

The 4E SRD exists, which I actually didn’t know until this week. In fact, this is probably news to every person I’ve spoken to about 4E over the last several years, especially the ones who’ve written their own content. It seemed its release was fairly quiet, and it’s not very useful besides. It’s just a list of the things in the books that can be used in licensed products. For example, it doesn’t say “the fighter does X at level 3”, it says “crushing blow” and trusts you to look it up. It’s not a document we can use to reference things in the system, so it’s not a System Reference Document at all. It’s just a list of things you can say about 4E without getting in legal trouble.

…Technically, if I’m reading this correctly, I can’t even legally tell you what I can legally tell you about the ostensible SRD. It’s probably safest to just link it.

I’ve gone off-topic. The point is that anything on the website takes a while to get to me, especially after things got even worse in the move to 5E. The site now has no content, just ads. As I write this the top five articles are for an adventure, a standalone dice game, shirts, an adventure, and a series of video games. If you’re interested in D&D the tabletop roleplaying game, like I am, and you create your own campaign settings, like I do, you can use none of this in your game. As I’ve said before, D&D as intended kind of isn’t for me any more.

But in bungling through archives I did find something that gives me a glimmer of hope. Wizards now has a real, honest-to-goodness SRD for 5E and provides an official, endorsed way for people to publish their own content. You can even charge money for it, and receive some of that money. It’s called the Dungeon Masters Guild and it’s actually pretty neat.

Yes, you can only use it to publish 5E material, even though they’re actively selling their own books from other systems on the same site. Yes, you can only publish material set in Forgotten Realms, because that’s what they want players to like (a sensation with which I, as a fan of professional wrestling, am very familiar, and there’s a whole other blog post about the similarities there). Yes, you’re probably still going to have to bribe your DM to allow any untested, unsupported content you find. But it’s a step in the right direction, and it’s the kind of thing that makes me more excited about 5E than I have been in a while, even if I don’t plan on putting anything up for download myself.

Heck, it might even give Wizards some ideas. The top title as I write this is the “Gunslinger Martial Archetype for Fighters”. Based on this I’d say there’s a market for guns in D&D, like there always has been. The only mention guns have gotten in any official Wizards material in the last fifteen years is a mention in the DMG that says “we suppose you could have alien guns that shoot lasers, perhaps”, so there’s an opportunity here. Though there’s probably equal odds between Wizards saying “huh, that’s clearly popular and we should do something with it” and saying “huh, that’s really popular, but we can’t top it so let’s do another Drizzt thing instead”.

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In Which We Attempt Mass Combat with Charisma

I think mass combat is one of those things everybody tries eventually. Large armies clashing, siege engines firing, monsters rampaging through ranks of soldiers, it all feels right in the context of medieval fantasy. But mass combat is also a huge pain. A hundred soldiers making a hundred attack rolls and forty damage rolls is a massive time sink, not to mention figuring out movement, damage, areas of effect, and the like. Plenty of attempts have come and gone trying to make armies viable, and none has been good enough to convince players it’s the best way to do it. Or, arguably, a good way to do it at all.

I’ve mostly avoided mass combat in my campaigns, treating pitched battles as a backdrop to a small-scale encounter where the party individually matters. But my DMs over the years have offered a few solutions. One designed his own system, full of math. Units had hit points that represented their soldiers, and they did proportionally less damage as soldiers died. Attack rolls compared to defense on a sliding scale, because when two armies meet it’s incredibly unlikely that nobody dies, and movement was strongly limited by facing and turning speeds. Unsurprisingly, we did this all via gaming software that ran the numbers for us; if you’ve ever had a player who can’t seem to add thirteen to eighteen quickly, you can imagine asking the same player to roll damage, cut it by a third because they missed AC but hit AC minus 4, and multiply that by 43% because the unit is heavily injured. It was pretty heavy.

I had another DM who wanted to run mass combats with an honest-to-goodness game of Warhammer. That never made it off the ground, not least because the players had no interest in learning a whole other system.

Regardless of these tales of caution, I’ve wanted to run a mass combat since I first learned Dynasty Warriors was a thing. The Hyrule campaign made it to a point where such a battle was appropriate, and Hyrule Warriors had brought the setting and style together, so I bit the bullet and set to work on my own mass combat system. From the beginning I had a few principles in mind:

  • It had to be simple. This was one battle, one session, in a two-year campaign. The less cognitive load it required, the better.
  • It had to be fast. An hour-long turn was unacceptable.
  • It had to let players matter. One character had to be as strong as an entire unit of enemies, not just because that’s awesome but because that’s how Hyrule Warriors works.
  • It had to give us room to describe things in the hilarious manner we were going to use anyway. The rules themselves couldn’t be more important than our narration.

I ended up with this:

Each group of units was represented by one mini with one set of stats. Hit points and damage were kept low; the highest damage was 3 and the highest hit point total was 14. Defenses ranged from 26 to 32, attack bonuses from +17 to +21. Everything was tightly constrained to keep it out of a situation where one unit rolls over another, mostly because the players couldn’t know if they were losing a rock-paper-scissors battle until they engaged an enemy, and losing two units at the beginning of an engagement is a pretty negative play experience.

Speaking of which, each player got to control themselves (a single unit with especially high hit points) and various friendly units. The intention was that players would always have something to do; they acted on their turn, and the spearguard’s turn, and the skirmisher’s turn, etc. We intentionally staggered friendly and enemy initiatives so nobody would take several turns in a row. Players could not use their normal powers but I tried to build some of their moves into their personal units.

Each unit got one action per turn, because I thought double-moving would make the map feel trivially small and I especially did not want to say “don’t forget, you still have another action” eleven times every round like I do in normal combat. There were no attacks of opportunity or off-turn actions of any kind. The only way to do two things at once was to charge, which still got the attack bonus because it made sense to me and we’d already internalized that rule.

That’s it for the core system. There were other interesting bits, like navigating terrain, searching for allies, and performing minor quests, but the fundamentals of the session fit on an index card. It was rules-light and abstract so we could fill in the gaps with narration. I thought I had hit all of the points I wanted, and once I explained the rules to the players I’d finally be able to run a set piece I’d been wanted to do for years.

It was kinda meh.

My players really, really didn’t like only taking one action per turn, and several rounds after they expressed this opinion they found a justification: charging was the only action worth doing. It allowed you to move and attack, it gave you a +1 to the attack, it increased the damage for certain units, and it never provoked attacks of opportunity so it made sense even in pitched melee. Since units had no action options besides moving and attacking (intentionally, to keep things simple), maximizing attack efficiency became the point, and charging was objectively the most efficient thing. If I let them take two actions, and thus double-move, they might have seen any advantage to leaving enemies and exploring the map instead of headbutting them for several rounds in a row. As it was, we only got to half of the map and a third of the side quests I had planned, so limiting their actions took a lot of the fun out of my end.

I also put too many units on the board. I expected the player to fan out and try doing several things at once because they had the manpower to do it, but they lumped in tight groups and largely steamrolled the enemies they outnumbered two to one. So I added reinforcements to shore up parts of the map and press the attack, and that’s when the party split up, which suddenly put them at the two-to-one disadvantage. I should have given the players fewer units but more opportunities to rescue or gain allies, letting them shed units to defend as they progressed and keeping the same active headcount, and had my units hang back on defense instead of swarming to stage an attack in the smallest place physically possible.

One player said the game needed more randomness, because with static damage certain actions become mathematically weaker than others. I’m not fully sold on it. Rolling for damage means more time per turn in an already long game, but I can understand the argument.

But besides those points the session wasn’t actually all that bad. Turns were fast; we just had a lot of them. The scary enemies were scary, the players got to do what they do, and the mundane units had both moments of great heroism and moment of hilarious failure. The terrain in the half of the map we did use was relevant. We didn’t have to go over the rules several times over the course of the night. The system hit every point I wanted and the session did what it needed to do in the context of the story. It just didn’t do either as well as I would have liked.

My players have since assured me that they were not as miserable as I thought they were. I’m not sure how much of that is my tendency to read the table as less happy than it actually is, or their tendency to remember good things better than bad, or something else. I’ll have to look at it a while longer and decide if this is something worth salvaging.

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Strategic Healing and the Vigilante Campaign

In the hubbub around themes, I nearly forgot that I promised to update my opinion on the vigilante once our all-vigilante campaign ended. It turns out I was only 80% correct on the class, in that every problem was about 25% worse than I thought it would be.* The unified background for all members of the class was a huge issue in making characters feel distinct. The lack of class options meant everybody shared several abilities, even within their role subsets. The party didn’t all gather in the same room until the fourth session and didn’t consider themselves a group until the end of the campaign, if they did at all (which took a surprising amount of arm-twisting, because the “my character wouldn’t trust these people” built into the class trumped our “I signed up for a campaign where I knew full well this exact thing would happen”). My players were mostly acceptable, but the vigilante class was a mess exacerbated by the single-class concept. So, no, I’m not a fan.

It didn’t help that our party healer couldn’t make the first session, then couldn’t make the second, and eventually dropped out altogether. By that point nobody was willing to rewrite their character, so an NPC cleric got upgraded to party minion status, and then often wasn’t there because vigilantes are lone wolves and such. We ended up running the whole campaign on a few potions and heavy wand abuse.

Imagine my surprise upon learning that this is the exact way Pathfinder should work. As I understand it, the general consensus among the Pathfinder faithful is that healing, as a party role, is pretty much a joke. Healing capacity lags behind monster damage to the point where it’s more worthwhile to build a cleric who deals rogue damage and smack the dragon than it is to spend that action fixing the dying fighter. Instead the point of combat is to win fast so you can use several minutes and a few wands of cure light wounds to get back into fighting shape. My Pathfinder campaigns have only gone up to L11 and I haven’t seen anything like this, but the opinion is ubiquitous enough I imagine it must have some at least anecdotal merit.

I have strong opinions on this, and they may be better discussed in another post. But as it pertains to the vigilante campaign, we did find ourselves in a situation where we had to at least pretend healing was a joke and run the campaign accordingly. Luckily, four people in the party had the AC of a tank so there wasn’t all too much damage flying around, but I did beat on them hard enough for some post-combat hand wringing. About halfway through the campaign we figured this was unsustainable and we had to get creative.

One of my players has traditionally divided healing into two categories: tactical and strategic. Tactical healing occurs during fights or any other time your actions are measured in…well, actions. Strategic healing occurs between fights, or whenever your actions are measured in time. This designation can apply to any resource, and some straddle the line; “If I cast expeditious retreat now, I can get behind the altar in two rounds” is a tactical choice, and “My expeditious retreat will run out in six minutes, so we should hurry to the next battle so I can use it there too” is strategic. (My mnemonic device is to think about Final Fantasy Tactics, which was much more about round-by-round resource allocation than fight-by-fight, even if you could spend most of your time looking at menus deciding which chocobo is your monk’s best friend.)

In Pathfinder, the assumption is that the higher your level, the less tactical healing is a thing at all. The weight of party repair falls on strategic healing, where wands of cure light wounds maintain their worth even into epic play. This is the world in which we found ourselves for the vigilante campaign: assume healing during fights can only happen in the most dire situations and find a way to survive the day. As long as a member of the party could cast cure light wounds from a wand, we were golden.

Except nobody in the party could. And we only had one person with Use Magic Device, and he needed to roll fairly high to use it. If he rolled a 1, his wand was done for the day. Our post-fight healing was him rolling a dozen or more times for each ally, fishing for good rolls and hoping against hope for no failures.

We eventually found a solution in, of all places, 5th Edition. In 5E you gain Hit Dice equal to your Hit Dice (yes, the terminology is exactly that ridiculous). During a short rest (five minutes, or the space between fights) you can spend a Hit Dice to heal that many hit points. For example, an L6 fighter has 6d10 Hit Dice. She can spend one of them and heal 1d10 hit points, plus her Constitution modifier and anything that applies on a per-Hit-Dice basis. She regains half her Hit Dice during a long rest (eight hours, or the space between days). If she multiclasses, her Hit Dice get goofy but otherwise function exactly the same; she can spend her d10 from fighter or her d8 from rogue.

This works in Pathfinder without any change. We just lifted part of the 5E rulebook and dropped it into Pathfinder. Immediately it changed from a tense “let’s hope Rogue #1 is lucky today, or the campaign is over” to a much more reasonable “let’s roll for our wands, and if that fails use a resource we know will function”. But it also put strict caps on party healing, rather than the “heal to full between fights” we at some point considered and which wands provide, and didn’t make party survival based on the money they could scrounge from all the wolves and zombies they were fighting. The players took to it immediately, the campaign went on, and nobody died (not even, one could argue, the campaign villains. But that’s a story for another day.)

I don’t know if I want to keep this as a rule. I definitely understand it in campaigns within limited healing, as the Eight Arms and the Contract of Barl may be. And I like it a lot more than the “we’re injured, spend 400 gp, we’re not injured any more” mindset in Pathfinder now. But it’s definitely a case-by-case solution for a case-by-case problem.

* — See, since I was 80% correct, that means I was 20% incorrect, and 20% is 25% of 80%. Fractions!

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