Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

Tuesday, May 13, 2014

A Monstrous Quiz

While recently playing through the Ghost Tower of Inverness, the brave adventurers turned a corner in the long abandoned dungeon and encountered (rolls on the wandering monster chart)…a leucrotta! Yes, the feared leucrotta. Bane of adventurers and haunter of nightmares.  It’s description is…well, I actually don’t know. I am going to be honest for a moment, I’ve never heard of a leucrotta. In all of my many years of playing D&D I have somehow managed to not come across this creature of legend. And if I had it has left absolutely zero impression on me.  I had to look it up in the Monster Manual to learn that it is the strange cross breed of two otherwise very normal creatures.  It got me thinking about all of the bizarre monsters out there that are nothing other than the physical qualities of several others merged into one very awkward beast.  It strikes me as a very Gygaxian concept, just sort of fill up the pages of the Monster Manual by coming up with a weird name and mashing animals together.  What else is out there? Is the leucrotta the king of the haphazardly assembled jungle?

I should also note that some of these creatures may actually stem from mythology and I’m just not familiar to them, but as the author of the original Monster Manual I am attributing Gary Gygax with their existence. 

I decided to put together this quiz of strange monsters from the lore of D&D. Lets see how you do.

1) This chaotic evil creature has the head and antlers of a deer atop the body of a giant eagle. And for some reason it seems to cast the shadow of a human as opposed to that of an eagle mixed with a deer. It also requires the heart of another creature to reproduce, which must make sex very awkward. 

2) What do you get when you mix a monkey, camel, lion and eagle? Some sort of awkward desert dwelling, friendly creature that is known for it’s practical jokes and good natured teasing! And who could ever forget it’s gaze power, called sun sparkles.

Check out my boney ridges.
3) This creature combines the body of a stag, a lion’s tail and the fearsome head of a giant badger! Rather than teeth it has “jagged boney ridges”. (I’m no dentist, but I’m pretty sure that’s sort of what teeth are anyway.) They are also able to imitate the voice of a man with uncanny skill despite living a miserable solitary life far away from the world of man. 

4) Oh, those mad wizards! Always getting mixed up in secret magical experiments that create creatures like this mix of a snapping turtle and armadillo infused with demons’ ichor.  I wonder if the wizard’s intention was to create a constantly hungry, fearless creature that loves to eat Halflings, or if that was just something that sort of happened?
Demon Ichor makes me want to climb trees!


5) This aquatic animal possesses the head and torso of a horse and the lower half of a fish. All of it’s limbs end in fins and it’s body is covered in scales.  It is also super lame and speaks a language that no one cares to learn. 

So what are these great creatures that fit easily into any campaign?
1)    Peryton
2)    Opinicus
3)    Leucrotta
4)    Bulette
5)    Hippocampus



Monday, May 12, 2014

1st Edition, The Ghost Tower of Inverness and premade adventures

I was feeling a bit nostalgic lately and sort of really wanted to play some old school 1st edition Advanced Dungeons and Dragons.  There are so many retro style D&D clones out there these days, but I don’t think that they really interest me.  Most of them are just a stripped down easy to learn fantasy game, but lack the personality and daring that truly define the early versions of D&D. So I decided to go back to the source and run a one shot adventure using a module. I didn’t want to start up a new campaign (I have a Shadowrun game going on currently and I certainly don’t need two games a week in my life right now) and I didn’t want to spend a lot of time writing an adventure so this seemed like a great way to dip into the game and then jump right back out. After much searching through all of my old modules I settled on the classic C2, The Ghost Tower of Inverness.

I’ve written before about my general dislike of dungeoncrawls so I won’t go into the reasons why, but the Ghost Tower seemed workable.  For starters, the dungeons of the adventure are so absurd that it’s easy to throw plausibility out the window and just accept it for what it is.  I’ve seen it referred to as a “funhouse” adventure and that makes total sense.  The premise is that the PC’s are all the prisoners of some Duke and he frees them from his dungeons in order to have them retrieve the fabled Soul Gem and bring it to him in exchange for freedom.  The Gem was the possession of some wizard who constructed an insane tower filled with monsters and traps to protect the Gem. Eventually the wizard disappeared but the Gem remains! Alright, that’s not too bad.  I suppose one could ask some questions about why the Duke (who has tons of resources at his disposal) is choosing this motley crew of vagabonds to undertake this important quest, but whatever. If I start asking questions now I’ll be at a million words by the time I reach the underground chessboard that electrocutes people when they make a wrong step. Ghost Tower was originally a tournament module run at Wintercon VIII in 1979 and featured five characters, so I rounded up five players to fulfill the roles of Lembu, Discinque, Hodar, Li Hon and Zinethar the Wise.  And we’re off…

Monday, July 8, 2013

Survivor Style Dunegons and Dragons

The D&D campaign that we just finished up last week featured a significant amount of character death in the last several sessions. The entire campaign went for about 20 sessions or so, and in the last third of that there were four PC’s killed (in a party of five players). (That doesn’t include the final session in which four of the five characters were killed when they acted like cowards with a red dragon around.) I’m not a stranger to character death, but I’d be lying if I said it didn’t take it’s toll on the narrative arc of the campaign. Parties embark on certain paths that are determined by the characters involved and they put into motion story lines that have to do with those decisions and motives. Which is great. And then those characters die and are suddenly replaced by new ones that may not have the same agenda. It creates a problem. So what’s a DM to do in that situation?

There are a lot of options that I am not going to get into right now, though I would like to explore them in the future. But I did dream up with something the other day that sort of got me thinking about what to do in this situation. What’s even worse than having a character die? How about having your character die and then not being allowed to make a new character and join the game again! I know, it’s totally rotten, but I would like to play around with this idea of a knockout/survivor type of campaign. Essentially when you character dies you are out of the game. “Sorry buddy, we’ll call you in a couple of weeks.” Obviously everyone would need to know this ahead of time and be on board with it, but it could be a nice change of pace for everyone involved. And as a strange side effect it also allows a player to sort of “win” dungeons and dragons. Which, as far as I know, is otherwise impossible.

So how would this work? For starters, it would need to be setup to be a shorter term game since the number of players would be growing less and less with each session. And I don’t think it makes sense to play until everyone is dead, that has a certain Sisyphean quality to it that seems overly morbid. No, the goal here is to survive and that denotes that there can be an actual ending to it. Similarly, the game would need to start with a larger number of players than what one would typically run a game for. For me the sweet spot of players is usually four, but for this I think that starting with six or seven makes sense. And yes, I know that the primary rule of roleplaying is that the game is supposed to be fun for everyone involved over everything else, and this sort of flies in the face of that. Yeah, well, fuck that. This could be sort of fun for a little bit. I mean, we’re not talking about life and death here. Okay, we are. But it’s make believe life and death.

The first thing that came to mind when I thought of this is that characters would generally act like cowards for fear of getting killed. No one will want to be the first one through the door or to open up the trapped chest. But at the same time this is supposed to be a “heroic” group of people who have chosen adventuring, one of the most dangerous professions in all of the world. They can’t actually be cowards, it doesn’t make any sense. So I think the driving force behind this needs to be individual rewards. Experience points won’t be divided evenly among all survivors and treasure needs to be disbursed in a different manner. Bravery really needs to count for something since the result of character death is a little more severe than in other games. If your rogue just wants to hang out in the back and play it safe, they are not going to be as rewarded as well as the barbarian that charges into battle knowing fully well that the ogre with an enormous club could easily swat him down. Same thing with weapons and other treasure. If you charge into battle and strike down the enemy with a gutsy move, then maybe that sword of yours just became magical. I think this could work! The same would apply to roleplaying at the sake of one’s own survival. The first example that comes to mind is a cleric and their cure spells. Common sense says they should horde those spells for themselves, but if you actually spread the wealth and help some people out there should be a reward in it for you.

Normally I am very against this, but for this style of game I would also advocate that all dice rolling be done out in the open. It just seems more fair this way. A game like this would naturally lend itself to a competitive environment among the players and it does seem fair that everything should be on the up and up. I’m not saying that as a DM I’ve cheated, but I’ve certainly misread the dice a couple of times for the sake of the story or just because I thought it made sense at the time. I think it would actually be somewhat liberating in a game like this to be freed of the burden of secrecy when it comes to the dice.

I suppose that a game like this isn’t without precedence either. In a lot of ways it’s like a tournament style game in which players do receive points for surmounting obstacles and making it to the end. And in a short game, like a tournament, dying once usually means the end of your day anyway.

I guess the big question about all of this is why. Why set up a game in this manner? In a way it’s sort of a strange, meta way of running a game. There is some inherent knowledge that we possess as players that our characters can never really know, essentially that they are just pawns in our elaborate game of tabletop fantasy. As characters, death should always be treated as something to be avoided at all costs. After all, it is death and that’s sort of the end of everything. But as players we know that’s not the case. We know that at the end of a bad roll or a tough break is a brand new set of dice and attributes waiting to find stats. But what if there wasn’t? What if the game ended and you lost? If you knew that the game went on and you weren’t going to be a part of it, would it change everything about how your character acted? How would you feel if you could actually win dungeons and dragons? Would you go for it?

Monday, June 10, 2013

We Hardly Knew Ye: Laughing Skull

(One in a series about adventurers who were better off staying at home.)  
Who was he? Laughing Skull was the last member of his barbarian tribe, the rest of his clan was wiped out by a gang of marauding slavers. Left with no connection to his homeland, Laughing Skull wandered off in search of adventure and excitement. And maybe some revenge. Alone in the woods, he came across a pissed off owlbear and prepared to battle it in the way of his people. It probably would have worked out pretty poorly for him if not for the group of adventurers who just so happened to be cutting through that section of the wilderness. Though strangers, they fought together and the mighty owlbear was slain! A trusty alliance was formed and Laughing Skull traveled with his new companions to the slaver stronghold city of Klausberg.

In a relatively short time Laughing Skull adopted to the ways of the city, changing his appearance and his name (to Dirge) and even his skill set (he took a level in Rogue). He was remaking himself as a new man with a new future. That future wound up being bleak and short.   
What happened? The Leap Attack/Power Attack combo is truly one of the most fearsome moves in the toolbox of the martial combatant. Unfortunately for Laughing Skull he was on the receiving end of it, rather than the deliverer. While attempting to forcibly board a ship with his party, Laughing Skull was sliced in half by the fiendish orc slaver warlord Shabazz Spine-Splitter. Shabazz was taken out by his friends, but it was far too late for poor Laughing Skull. Laughing Skull was a little banged up before getting into this combat, but even if he was at full hit points I’m not sure that it would have made a difference.

The bigger lesson here is that a decent battle plan is required before heading into a serious combat. Players can sort of coast through a lot of combat, but some fights require some advance planning from the PC’s to tilt the odds in their favor. This was one of those combats. Shabazz was painted as a pretty formidable warrior and they had been hearing about him for a couple of adventurers. (That’s DM code language for a tough battle.) The two sides in the combat were fairly closely matched, so it makes sense that there would be some casualties for each group.

Monday, May 13, 2013

DM Theory: Does Someone Really Have To Be a Cleric? Thoughts on party composition.

Does someone really always have to be a cleric?  Sometimes it’s a drag to always have a priest around.  What if everyone wants to be a wizard? Will they all just hide behind one another whenever danger appears? Or, God forbid, what if the entire party is a bunch of Fighters?  How will they ever win? D&D is not just a role playing game, but also a game of well defined roles among the party.  Each character meshes with those around him to form a perfect combination that is well suited to wreak havoc on their environment. Sort of like Voltron. But what if the players just make the characters that they want to make and some essential aspect of party cohesion gets over looked? Well, it’s certainly not the end of the world. And as a DM I actually really like when traditional class roles break down and the party is forced to be creative to circumvent a problem that is tailored for a class that they may not have.  Watching a group of Fighters try to deal with a locked door is generally a lot of fun.  Or some negotiating when no one has a Charisma above eight.

Since it’s inception, D&D has sort of had the iconic four character party as the ideal.  The brutish warrior, the sneaky and clever thief, the cleric that patches everything up and the aloof wizard that saves the day when everyone else is overmatched.  And that’s all well and good, but it gets old and can be boring.  And divvying up the treasure is always far too peaceful.  Whenever we are starting up a new game and it’s character creation day I do my best to encourage players to make the character that they want to play, not the one that they think that the party needs.  Realistically, these characters were born and raised totally independent of one another so it seems highly unlikely that a group of strangers will have perfectly complementary abilities and skills. It’s fine if two characters both have Knowledge (Nature), it’s a good skill.

I’m currently DMing for a group of five players that has a party composition that leaves plenty to be desired.  They consist of a ranger, fighter, barbarian, monk, and dragon shaman. You’ve probably noticed that they have no arcane magic, no divine magic, and really no thieving skills (the monk and ranger can sneak around, but they ain’t getting in places without the key). So what have I done to make sure that this party isn’t chewed up by a world that expects certain attributes from it’s adventurers? Nothing. I have done absolutely nothing differently to cater to them. Why would I? Just because none of them wanted to be a rogue, it doesn’t mean that everyone in town forgets to lock their doors.  Or that treasure hoards don’t have wands.  For me, it’s very enjoyable watching them try to figure out how to deal with a problem that could easily be solved if they had a different type of character with them.  A recent example of this is a locked metal box that the Ranger found in the cabin of a ship that they had stolen.  He had no way to open it and was afraid to bring it to a locksmith for fear that it would be recognized and he would be caught with stolen goods.  Instead, he held onto it for about seven adventures and waited until the Dragon Shaman could breathe acid and melt the lock.  Of course, he then had to split the treasure with the Dragon Shaman, but that’s the way it goes. Teamwork!

It’s also interesting to watch the party begin to evolve and understand what their strengths and weaknesses are, and then try to set up situations to take advantage of what they are good it and to also hide their deficiencies.  When they do it well (which, admittedly, doesn’t happen too often) it’s awesome to watch and rewarding for everyone involved. In a way it’s a very advanced form of gaming because they need to think slightly long term and not just about what is in front of them. In a traditional party the group can sort of walk into any scenario and feel confident that they have what is needed to handles things because they can do almost everything.  Not so with this group. 

The other upside here is that it seems to be more fun for the players since they get to be the character that they actually want to be.  I have noticed that there is a pretty noticeable lack of clerics in games that I run. That's sort of too bad.

Sunday, March 10, 2013

Why I Hate Dungeons; or You Can't Spell Dungeon Without Dung

I have a confession to make. I probably shouldn’t admit this, but the truth of the matter is that I hate dungeons. Endless poorly lit corridors with random encounters, challenges that get tougher the deeper underground that you go. I want no part of it. Can not stand them. Probably the last place I want to take a group of adventurers. Please don’t take my d20 away for this. I can deal with some caves, an underground passage that leads somewhere interesting, and maybe even some mines if something halfway decent is going on in them and they don’t follow some sort of monotonous layout for hours. But a real dungeon filled with T intersections, wall sconces, and bags of rotted things? No thanks. I don’t see the fun of placing player characters into an environment that is so one sided and thoughtless. There just doesn’t seem to be much to do other than walk from room to room and kill whatever you find. And take the treasure after wiping the blood off of it. Right? Even the classic dungeon crawls in the annals of D&D bore me. Tomb of Horrors? Really, what the fuck is that supposed to be? That’s fun? Queen of the Demonweb Pits? Come on, look at that map! Aside from being absolute nonsense (granted, I realize that it does exist on some sort of plane of chaos…) it is nothing but an exercise in rolling dice and hoping that the ones you roll come out better than the ones that your opponents roll. And we’ll ignore the fact that Lolth lives on a weird pirate ship, I suspect that some people think there is something cool about that. I am not one of those people.

Perhaps if I understood the general ecology of the dungeon better I would appreciate them more. But as it stands, they really make no sense to me in terms of how they actually exist. Some of these fantasy dungeons really are very impressive feats of engineering; traps all over the place, incredible architecture, secret passages cleverly hidden into the stones of some well carved walls, enchanted statues that animate and kill people unless the proper words are spoken. This is some serious shit going on. But that’s actually the part that really infuriates me. You mean to tell me that the same evil genius lich that had the chutzpah to put this entire operation together, is the same dude that sits in a tiny alcove all day hoarding some fantastic magic items (but not actually using them) and doing nothing proactively to stop the adventurers that are rampaging through his lair and killing all his minions one by one? It just seems inconsistent. And none of these monsters are smart enough to decide, “Hey, maybe we should all work together to kill these guys before we are all slaughtered one at a time.” That never occurred to them? They would rather play a card game behind a closed door and wait until it gets kicked down and a horde of murdering lunatics storm into the area and annihilate them? It just seems to me that all of these danger filled dungeons exist solely to be a foil to adventurers. What if the adventurers never arrive? Did the dungeon really even exist? I understand that a lot of them have some sort of flimsy backstory to explain their existence, but I’m not buying it. I like realism in my fantasy!

The point of all of this is that I have been thinking a lot about urban settings in fantasy worlds, and mainly about how much I like them. It’s true that they are much more challenging to run from the DM/GM/ZM/Keeper/Referee standpoint because of all the options that are available to the players, but that’s what makes them come to life and feel like you are actually having an open adventure as opposed to a semi-scripted jaunt through a dungeon. There are only so many decisions that you make at an intersection. And the worst part is that a slog through a dungeon generally reduces a character to nothing more than their stat sheet, they are usually only worth whatever they bring to combat and trapfinding. Come on, let’s be honest. Dungeons are lame and lazy on the part of the DM. I don’t think I have ever seen players get real excited about the prospect of trekking through the subterranean darkness in the way that they light up when learning some juicy information from a well placed NPC or in slaughtering the adversary that had been hanging around town and taunting them. Towns and cities have structure and laws, whereas a dungeon really has neither of those things. Having laws, customs, and structure forces players to think about their actions and to balance risk versus reward, as opposed to operating inside of the pseudo vacuum that is the Dungeon of Evil Wizard. Who cares what you do in there? I guess that I am just at the point in my roleplaying career in which I have seen every monster, given out every piece of treasure, and watched players die in every sort of horrid manner that there is. I want more than that and I don’t think I will be finding it inside of a dungeon. I like creating and designing cities for PC’s to run through. Coming up with an unusual shopkeeper or a tavern with a weird theme is fun for me, finding ways to work interesting combat situations into an urban environment is a rewarding challenge. Generally I homebrew all of this stuff, but there are lots of sources that I have drawn on over the years for both inspiration and examples of how this information should run and look. I’ve talked about my love for the City of Greyhawk boxed set before, but over the next couple of posts I am going to look at some of the other urban fantasy sourcebooks that I have used in the past.

Monday, February 11, 2013

Top 5 Weirdest Charts in the DMG

Gary Gygax was nothing if not thorough.  Recently I revisited the 1st Edition Dungeon Master’s Guide (Right up there with the Bill James Historical Baseball Abstract as the key books of my formative years) and I was blown away by the massive amount of charts and tables that occupy a substantial portion of the book’s 240 content crammed pages.  There seems to be a numerical representation of just about anything that one could imagine. Fortunately for us, Gygax thought of it first and saved us the headache about wondering on this stuff. Of course, the important stats like Attack Charts and Saving Throws are in there, but I am much more interested with some of the more odd content in there.  Has some of this stuff ever been used?  Was Gary trying to micromanage every game of D&D played around the world by having a hand in seemingly every event that occurred everywhere? Was he worried that some bizarre situation would arise and the DM would have no idea what to do? 

I went through the book and chose my favorites.  Here are the Top Five Weirdest Charts in the 1st Edition DMG:

5) Type of Harlot. There is a section in the back of the book that contains numerous charts for randomly determining NPC’s that the party may come across in an urban setting. Okay, I’m with you here, there is some purpose to that and it could be fun.  A nighttime roll of 44-50 means the party has come across a Harlot! Sounds exciting!  The odd thing is that the Harlot roll further yields a secondary roll that goes into more detail for the specific type of harlot. (Along with Drunk it’s the only NPC type that gets a roll for more info. That’s odd. And telling.) Among the Harlot subtypes available for perusal are the Slovenly Trull, Brazen Strumpet, Saucy Tart, and Aged Madam. That’s quite a list! And I am also slightly suspicious of Mr. Gygax’s vast knowledge of the world’s oldest profession.  I guess adventurers need to do something to blow off steam after all those lethal dungeons crawls. 

4) Maximum Height of Opponent that Can be Stunned by a Monk.  The poor Monk, as if it’s d4 Hit Die and bizarre set of abilities isn’t rough enough (not to mention that at high levels Monks are required to fight one another to the death in order to keep advancing), now there is a set in stone guideline for how tall someone can be if they are going to be stunned.  Considering the types of giants and heavyweight monsters out there, it’s not all that good.  A monk needs to be 10th level to stun someone that is 8 feet tall. Which pretty much includes any type of giant, troll, dragon, ogre, etc…

3)Spy Failure Table. I’m not sure I understand this section of the DMG at all.  There is a chart showing an Assassin’s chance to successfully spy on something based on level and difficulty.  But the better chart is the one that shows what happens to the spy if they fail.  If they are caught and a roll of 81-95 turns up the spy is caught with proof of their spying and then they are tortured.  This then leads to another chart that details the torturing of the worthless spy (1-2 dead, 3-4 reveals everything, 5-6 turncoat). Of course there is an additional note stating that if they spy was fanatical he will just kill himself instead.  I don’t know about any of this. Isn’t that an adventure? Shouldn’t all this stuff be roleplayed out? Where can I hire a fanatical spy?

2) Unexplained Sounds and Weird Noises.  This is located in the Dungeon Dressing section of the DMG, just some details to spice up an otherwise randomly built dungeon.  I do feel that this chart is a bit of an oxymoron.  I mean, the title says that they are Unexplained Sounds, but then it goes on to explain what they are.  Okay, let’s see how this works. 

DM: You are walking down the dimly lit stone passage and you hear a noise.

Player: (worried) What does the noise sound like?   

DM: (rolls dice) A gong. 

Player: What sort of gong?

At this point the DM would then consult the type of gong chart located on the next page.  I’m kidding about that, it’s actually located in the DMGII.

The entire Dungeon Dressing section is absolutely bizarre and remarkable in it’s thoroughness.  There is a chart that describes the Air Currents in the dungeons.  Yes, 15 different types of Air Currents are detailed including such diverse items as “Breeze, slight” and “Breeze, slight, damp”. 

1)Damage Taken by Lycanthropes During Transformation Due to Armor Worn.  Wow.  I don’t know what to say about this.  Does it matter? Does a DM really need to consult a chart for this? Is it important to know that a were-tiger will take 2-5 points of damage if they are wearing splint mail when they begin to transform? I really hope that somewhere in the long annals of D&D a character has died from this damage.  That would be the ultimate tribute to Gygax, for both his legendary lethality and his superhuman attention to detail.    

Monday, February 4, 2013

2nd Edition Fighter revisited

Having recently written about the Pathfinder changes to the3.5 version of the Fighter class, it got me thinking about how these character classes evolve over time.  RPG’s seem to be constantly changing in both theme and mechanics, to the point that there is even a semi recent trend of retro style games. Have the martial classes always been outclassed by the magic users? Has the Fighter ever been anything other than a guy in armor, or was he originally imagined to be more? So I decided to go back and check in on the 2nd edition version of the Fighter and see what the signature armed combatant of the D&D world looked like in the late 80’s/early 90’s, back when I started gaming. And what I found was a class that fills the melee role better than the later versions does. 

Like all 2nd edition characters, the Fighter has a lot less going on than it’s 3rd edition successors.  The entire entry in the PHB is barely a page, and the vast majority of it is a chart that shows the types of followers that they can attract when they become 9th level (a “Lord”). The main benefit of the class is the ability to use any weapon and armor and some additional weapon proficiencies.  I like that just because the Fighter is allowed to use all the weapons, that they don’t automatically know how to wield every instrument of death that there is.  This is a 1st level character, they probably haven’t had the opportunity to use military picks, all swords, as well as the guisarme-glaive and man-catcher.  The amount of weapon knowledge that characters have in 3.5 has always seemed a bit ridiculous.  A young rogue off the street is trained to use well over a dozen weapons effectively. That seems unlikely.

Reflective of their martial nature, all Warriors (which includes Fighters) have the most favorable THAC0 progression in the game and also have percentile Strength (with an 18 they get bonuses above what a non-warrior receives) and a better hit point bonus from a high Con.  I’m fine with all of this. Does it make sense that a Cleric can never be as strong as the strongest Fighters? Not really, but lots of things in fantasy roleplaying don’t make sense, like monks falling from ridiculous heights but not taking damage if they are sort of close to a wall.  I really don’t know what that is about.  I feel that hurting things through brute force is the domain of the warriors of the game and they should excel at it.

The thing that really sets the Fighter apart from just any old person with a bastard sword is Weapon Specialization, an ability that I feel makes the 2nd edition Fighter superior to the versions in the other incarnations of the game.  Weapon Specialization allows the Fighter to be a legit expert with a specific weapon type (it costs two proficiencies, so the Fighter can continue to add to this list as they gain proficiencies, there is no limit to their mastery). It’s also an ability that is only available to Fighters, not their brethren in the Warrior group (Rangers and Paladins).  Specialization with a weapon gives the Fighter +1 to attack, +2 to damage, and a significant increase in the number of attacks with the given weapon.  Additionally, specializing in a bow also grants the use of a Point Blank category that gives another +2 to hit on close ranged attacks.  For example, a 1st level Fighter with a 16 Strength specializing in the long sword is going to have a +1 to attack and a +3 to damage, and also attack three times every two rounds. Chances are that none of the non-warriors in the party are going to have any damage bonuses (in 2nd edition a 16 is needed in Str to get any sort of bonus), nor can they attack more than once a round. This long sword wielder is going to be doing significantly more damage in melee than anyone else.  It definitely serves to more clearly define the role of each character type. It you want to have a pretty consistent damage dealer in melee, the Fighter is going to be your man.

I think it would sadden the 2nd edition Fighter to see what became of him in the 3rd edition.  In an effort to streamline rules and make multiclassing and customization more accessible, the Fighter lost the edge that he had.  (Sure, there is still Weapon Specialization in 3rd but it sort of sucks.)  And I’m not even one of those people that feels that the Fighter in 3rd edition is horrible. But because of all the crazy spell options, the rogues sneak attack, classes like the Duskblade and even the Barbarian, the Fighter somehow lost his way as the master of combat and instead became a foot soldier better served to be cutdown by a PC, rather than a warrior of legend.  In 2nd edition you can still see the badass that he was meant to be. Or at least a warrior that isn't overshadowed by those around him.

Sunday, January 6, 2013

Pathfinder Fighter

The 3.5 Fighter has taken a lot of flack for essentially failing at the one thing that it is supposed to do.  Fight.  I agree with this in theory. Yes, it’s totally possible to build a better warrior with just about any other class, but it is also completely realistic that a fighter can be the best damage dealer in most non-uber powered games and a player can enjoy the class.  I’m not too concerned about it.  Fighter, you’ll always have a spot in my game.  However, I’ve recently had the chance to check out the Pathfinder Fighter and I must say that I really like the small changes that they’ve made to the class.  A couple minor tweaks have made the Fighter feel like more of a skilled warrior, which is what they should be. 

Most of the basics of the class remain the same.  Base Attack, saves, skill points, and hit die all remain unchanged.  The skill list has changed a bit.  They have Knowledge (Dungeoneering) and Knowledge (Engineering) as class skills! Who knew that the Fighter could actually know something? What a remarkable development.  Still no Perception (Spot/Listen) though, which is sort of silly.  All that time spent reading engineering books has left them with their head in the clouds, apparently.

The Achilles heel of the fighter (especially in theoretical matchups on internet message boards) has always been their low Will save.  Coupled with a (most likely) low wisdom, they are easy targets for spellcasters. Well, the Will save has not improved, but with the 2nd level ability Bravery they now get a Will bonus against fear effects! I guess that’s cool.  It’s better than not having it.  I feel like every other character class has a bonus of immunity to fear, so at least the Fighter won’t feel so left out.  Though with all of these immunities flying around, why would any casters bother using fear spells?

Armor Training is a nice ability, maybe my favorite of the new stuff.  It begins at 1 and gradually gets up to 4 (at 17th level). Each point of it reduces the armor check penalty and increases the max dex of worn armor by that amount.  I like it because it allows the fighter a little bit of diversity and the chance to take advantage of some skills.  Fighters always have high strength, but none of them are ever any good at climbing or jumping because the plate mail ruins it for them. This helps with that a little bit. I’d actually like to see the number get a little higher, but it’s something. In 3.5 if you want to make a lightly armed combatant you are most likely to be anything other than a fighter, maybe a two level dip for some feats.  Armor Training lets you put on the chain shirt and still be able to jump and climb a bit, but have all the combat resources of the fighter. If this ability also applies to shields it is even better (the rules are a bit vague on this).

Weapon Training is the new signature ability for the Fighter.  It allows the Fighter to select a weapon group (Bows, Heavy Blades, etc…) and gain a +1 to attack and damage with any weapon in that group.  It begins at 5th level and every fourth level they can add a new group and the previous bonuses increase by another +1.  Not bad.  It’s nice that the bonus applies to an entire grouping of weapons and not just a single one, that’s always been the problem with Weapon Specialization.  “I decided at 4th level that I was all about great axes, but then I found this really awesome magical flail. Oh well, I guess I just have to waste one of the few resources that I actually have.” My favorite grouping is definitely the Close group, it contains the sap, punching dagger, spiked shield, and several other awesome choices.  I assume it’s the most popular among players, easily outdistancing Heavy Blades and Axes.  The cool thing is that it shows that the Fighter, more so than any other class, really knows weapons. And they should! These are the mercenaries, soldiers, and gladiators of the world. They know how to excel with more than just a longsword.  I really like the idea that a medium level Fighter can pick up a bunch of different weapons and not just know how to use it, but to really kick ass with it. 

There are also two high level powers that the Fighter obtains at 19th and 20th level, they are Armor Mastery and Weapon Mastery.  Armor Mastery is simply damage reduction 5/- whenever the Fighter wears armor (which I assume is going to be all the time, everyone knows that adventurers sleep in their armor).  I do think it’s odd that this is not a gradual ability that starts lower in the Fighter’s progression, but something that just appears at a pretty high level.  Personally I’d like to see this power just rolled into the Armor Training ability, it’s all sort of the same subject matter of using armor well. Weapon Mastery is the final bit of expertise that the Fighter will get.  At 20th level they can choose a single weapon type (not group) and with that weapon they automatically confirm critical hits, the critical multiplier increases by one, and they can never be disarmed while wielding this weapon type.  The disarm stuff is mediocre, but the critical aspect is pretty badass.  Is it a reason to take 20 levels of Fighter rather than multiclassing? Probably not, but it’s nice to see that there is something waiting at the end of the long road of battle. 

The Pathfinder version of the Fighter is certainly a more fearsome opponent than the 3.5 version, though I suspect it still lags behind a bit in overall power level compared to other characters. (It seems like everyone got a bump up with Pathfinder). I do like what they’ve done with it.  Before this the Fighter literally did not get a single class feature other than bonus feats, and with the very small exception of some Fighter-only feats there was really nothing that these guys could claim as their own.  Now they’ve got Bravery! Joking aside, this seems like the framework of what could be a very component martial combatant with a large range of options and looks.  I dig it. 

Monday, September 3, 2012

Animal Lord prestige class

The relationship between D&D characters and animals is well established in many parts of the game; there are animal companions for druids and rangers, wild shape, handle animal skills, nature summoning spells, and lots more.  It all makes sense since there is a long history of this type of relationship existing in fantasy stories and lore.  But for some characters it’s not enough to merely be friends with animals and summon them to do their bidding. No, other characters really intend to take it too far and cross some sort of line and maybe become an animal. Kind of?  And it is for these characters that the Animal Lord was born! The Animal Lord is similar to other prestige classes in that a character gives up progressing in their previous class, however it differs because it also seems like you get nothing in return for it.  Seriously, unless your idea of a new power is a claw attack that does 1d4 damage or the ability to detect horses.  And if it is, then this is totally the class for you. 

The thing I like most about the Animal Lord is the great degree of variety that you can find in them.  There are eight different Animal Lords listed (each one connected to a specific animal type) and the requirements are pretty wide open, so all sorts of builds can get into them.  Generally, any sort of warrior type makes the most sense.  The majority of Lords will be rangers and barbarians.  So really any character can wind up as a Horselord as long as they take Run as a feat.  Fifth level is the earliest point of entry. 

As I understand it, Animal Lords are essentially animals in their soul but were unfortunately born into some sort of humanoid form.  The prestige class is a way for them to get closer to who they feel that they really are. In a way that’s really sad. I feel bad for them, they just want to be accepted by their animal brethren. I feel even worse for them when they begin to acquire the shitty abilities that go with their search for identity.  At first level they get the ability to Detect Animals at will, but limited to the type that they are connected to.  I guess this is how they make friends in the animal world, especially when coupled with the Animal Bond that they have with the animal type as well (giving them a bonus to handle animal).  A 4th level they can Speak with Animals, but only once a day so I don’t think they are going to form any lasting friendships. It just seems so desperate.  They need to use magic to make friends. Who would want to adventure with one of these weirdos?

The definitive trait of the class comes at third level and is called Wild Aspect, which is when the Lord actually begins to take on characteristics of their animal type.  Specific to each animal type, the abilities are an all around plethora of actual garbage.  Now, these are characters that are at a minimum eight level. You know what’s really useless for that character?  A claw attack that does 1d4 damage.  Its cool to fight like an animal, except that these characters can actually use weapons.  Do you think that a cat chooses to use his claws because they are awesome? No, it’s because they can’t hold a sword. If they could they would happily abandon their claws for it. (Maybe there is a Human Lord prestige class available to animals?) The sample character presented in the book is a barbarian/Apelord with the following attacks listed in it’s stat block: +14 melee (1d12+7/x3 with a greataxe) or +13 melee (1d4+5 with a claw).  Hmm...which should I attack with? 

And these crappy powers aren’t even active all the time! They start off at once a day for a minute a level.  I get it, having that claw attack all the time is way too powerful. The wizard would definitely get jealous. Other examples are the Sharklord’s 1d8 bite attack, the Horselord runs faster, and the Snakelord gets a weak poison bite. 

Fifth level’s Summon Animal is probably the only ability that is actually good.  The Lord can summon some animals to help him out, or maybe to just bullshit and have a conversation for a couple of minutes.  There are some decent options like a polar bear or a dire lion. 

There is also a bonus feat at sixth level and an attribute increase (+2!) at tenth level, but that’s about it.  The bonus feat is predetermined and features such stellar options as Trample for the Horselord.  The winner has got to be the Apelord’s Brachiation, one of the weirdest feats in the game. It’s actually pretty cool, but I’m not sure how good it is. 

I’ve only seen one actual Animal Lord in play, a strange Cat Lord (read more about his untimely demise here), but I think that’s enough.  There just isn’t really anything going on with them.  If you really like birds you can still dress up like one and act like one if thats what your character wants to do. The best of the bunch is the Wolflord, which is halfway decent though still subpar.  It gets scent and Improved Trip, but that’s not much for the level investment.  I think that any character is better off staying with their original class. 

Monday, March 5, 2012

Suel Arcanamach prestige class

The world of Dungeons and Dragons certainly has no shortage of character classes that blend magic and melee. The Abjurant Champion, Eldritch Knight, and Spellsword are just a few of the many masters of the martial and magical mixture. However, only one of this archetype is good at jumping, tumbling, and speaking some strange language that is the D&D equivalent of ancient Latin. That’s right, the somewhat odd, but actually really cool Suel Arcanamach. The prestige class has it’s roots in the World of Greyhawk campaign setting, where the Suel are some sort of something or other. Honestly, I’m not sure and I don’t think it’s all that relevant. Not because I don’t like the fluff of the character (I actually really like it) but because I usually just don’t really care about the history of fantasy worlds. I like to live in the present of made up worlds. All that being said, the Suel Arcanamach is an interesting class and a real good approach to the fighting spellcaster concept, but an even more interesting approach to prestige classes in general.

See, the unique thing about the class is that they are a spellcasting prestige class that does not need to know how to cast spells to get into the class. It’s probably a waste if your character can already sling spells, actually. The entry requirements for the Arcanamach (I’m making it campaign setting neutral and dropping the Suel) are a decent bunch, but more than anything they take an approach to prestige classes that I rarely see. One of the major problems that I have with a lot of classes is that you just fill some random requirements and then, suddenly, your character begins to develop an entirely new set of abilities. The same is also true of multiclassing into a new base class. Wait, how did my rogue learn to spontaneously cast Grease? But the Arcanamach actually resembles a character that is learning something, that is breaking away from just being a martial character and moving in the direction of acquiring some new skills.

They need a +6 Base Attack, proficiency with at least four martial weapons, four ranks in tumble and jump, and Iron Will. That seems like a somewhat standard, mobile combat build to me. However, they also need (and this is where is gets interesting) Combat Casting, five ranks in concentration and spellcraft, be able to speak Ancient Suloise, and must have read the Grimoire Arcanamacha or studied with someone who knows it really well. Remember, this is not a spellcaster to begin with. You’ve got to take Combat Casting without being able to cast spells! Awesome. Speaking some weird ancient language is sort of a throwaway for flavor, it’s not like it costs a feat, it’s just a language. And since most D&D characters seem to have ability to be tri-lingual or so, it’s not that big of a deal. The spellcraft ranks are a bit tough to swallow for a lot of martial characters, it’s just that very few of them have it as a class skill. And since it will probably be cross class it will also slow down the entry into the class by a level or two.

So what martial class makes the best Arcanamach? The natural assumption is that a character that already has some magic would be the best, something like the Hexblade or Duskblade. The catch is that the Arcanamach does not advance casting the way that most prestige classes do, but rather has it’s own spell list. Therefore, the mediocre casting of the Hex-and Dusk-blades will never get any better. The character that seems to make the most sense, to me, is the Swashbuckler. It has good fighting, doesn’t use heavy armor (which will interfere with the Arcanamach spellcasting), access to some Charisma skills, and also those physical skills that the class needs. The problem is that the Swashbuckler sucks after three levels, so what to fill those other levels before qualifying? This is where the Hexblade comes in.

Swashbuckler 3/Hexblade 3 makes a real good entry into the Arcanamach. For one it can easily meet all of the requirements by 6th level, allowing access to the class at 7th level. But more than that I see this combo making sense. A physical, swashbuckling character adventures for a little while and gets exposed to some of the more magical aspects of the world and begins to develop a taste for magic (i.e. he becomes a Hexblade). Some magical abilities begin to develop but it isn’t until he discovers an ancient tome that teaches him to blend magic and melee that he actually learns the skill himself. And if you wanted to take it one more level in Hexblade you could get a familiar and some first level spells. Not a bad option.

Okay, you’ve finally found a logical way to get your character to be an Arcanamach. After all this, was it worth it? D8 Hit die, medium base attack, two good saves, and 4+ skill points are a nice start. They also receive Charisma based spontaneous casting that advances slightly quicker than a normal progression, which is a good way to make up for the late entry. The spells they get come from the wizard list, but are restricted to Abjuration, Divination, Illusion, and Transmutation. It’s not everything, but there are plenty of awesome options contained within those schools. After a couple of levels your Arcanamach can be casting Shield, True Strike, Protection from Arrows, Blur, Haste, and many others.

They also get a handful of other abilities, none of which are great but all have their uses. Some extended spells, dispelling strikes, and the ability to reduce spell failure in armor.

At the end of the day the Arcanamach lags behind classes like the Abjurant Champion and the Duskblade in terms of power. But it is so much cooler than those, because it actually makes sense as an example of a character growing into a new type of power, which is what prestige classes should be. It’s not overpowered, it lets a character do something that a base class build can’t do, and the requirements mean that you actually need to commit to the build by making some not so great choices. I also really like classes that are self reliant and can actually do the things that they are supposed to do, as opposed to relying on magical items and the party cleric to buff them up. The backstory of the Arcanamach is that they originally started off as bodyguards and assassins, particularly ones that were experts at killing mages. This class seems capable of doing those duties.

Monday, November 14, 2011

The Sinister Secret of Saltmarsh

I haven’t had much time lately to concoct compelling fantasy role playing universes, so in order to get my role playing back on track I decided to dig into some published modules and source material (which I have oodles of around the house). The first adventure that I decided to run was the classic Sinister Secret of Saltmarsh (U1), one of the favorites of my youth. It tells the story of a spooky haunted house and what is really going on inside of the abandoned manor on the outskirts of the remote fishing village, Saltmarsh. Originally published for 1st edition, I decided to run it for 3.5 since that is the version that most of the players know the best. I saw that there were some 3.5 conversions of it out there but I figured I know enough about D&D to convert it on the fly. And besides, the whole point of a module was to save myself some time. Additionally the 3.5 Dungeons Masters Guide II has an example of a premade city, which just so happens to be Saltmarsh. So plenty of stuff for me to draw on.



The main reason that I am generally not into modules is that they require the players to follow a somewhat linear path, which is not really the way that I enjoy playing the most. Sure, I will lure the players in with hooks but I really like when they just sort of pursue the agenda that they are most into, which is usually killing things, rejecting authority, and then looting all the corpses that they have left behind. And yes, I actually play with adults. But it’s a lot of fun. So my hesitation in running a module is that they would break from it right away. But the Sinister Secret is a well thought out adventure and I though that they would be into it. And they were. At least the first half of it.

The Sinister Secret is actually the first in a series of three related modules (the U series of old D&D) but I planned from the beginning that I only wanted to run the first. The following two (Danger at Dunwater and The Final Enemy) are a little too heavy on dungeon crawling and require the party to act nobly in order to progress the story and I knew that was not going to happen. So I modified some of the background info and made the haunted house of Saltmarsh stand on it’s own as an adventure. For example; the smugglers are working closely with a merchant in town rather than selling weapons to lizardmen or sahaugins or whatever it is that they are doing in the published module. This way it can all wrap up neatly and the party can move on.

The module is broken up into two sections; the first is the investigation of the “haunted house” and subsequent uncovering of the smuggling ring; the second part is the taking of the smugglers boat with the help of some townsfolk, ultimately smashing the smuggling ring for good. The party that I played with had zero interest in the second half of the adventure. They knew that the boat was out there, but did not seem to care about it one way or the other. In fact, they never even told anyone in town that the house was actually filled with smugglers and not ghosts! Instead, they came back to town with some gold and confirmed that yes, the house was haunted and the townsfolk should continue to stay away from it. Hmm, I did not expect that. What it came down to was a desire to head off to a bigger city or a place with more opportunity. They came out of the house with some strange, and valuable, items like a skull made of solid gold and an apple that was also solid gold. They knew they couldn’t get good value for them in the small fishing village so they were on their way to greener pastures.

It has been a long time since I have run a 1st edition module and some things really jumped out at me as to how the game has evolved over the years. One of the most interesting involves the nefarious waghalter, Ned Shakeshaft. Ned is planted in the house to slow down the party, ideally he joins the party under the guise of being a thief that was waylaid when he came into the house and at some point attacks the party after earning their trust. Now, the way that the module is written makes it so that there is really no way for the party to prove that he is up to no good. Which I thought to be really odd and strange. First off, what sort of adventurers are not going to suspicious of this guy? His story sort of adds up, but come on? The text of the module says, “...it will not be possible for the party to unmask Ned simply.” He is well prepared to answer their questions and has a somewhat plausible story to tell them. Ultimately it comes down to what the party wants to believe and how they want to act towards him. It is sort of forcing the party into a metagaming role, I think. Basically, there is no mechanic to determine if he is lying or not, nor is there one to represent Ned’s obvious skill in weaving a tale to tell. Now, of course, 3.5 D&D has a mechanic for this. Sense Motive vs. Bluff is all about this. As it happens one of the party has a very high Sense Motive and used it in this situation (unfortunately for them Ned had a high Bluff and the party wound up buying his fishy story). I think I prefer this way. One of the other characters firmly believed that Ned was up to no good, but sort of fell in line when the investigator character said that Ned was on the up and up. This is a more accurate reflection of a character’s in game skills than just letting the player’s decide what is happening. I think it also encourages better roleplaying in the sense that the party will then have to play along with their perceived view of Ned, even if it is what they, as players, do not believe.

The adventure is designed for character levels 1-3, which is really nice. There seems to be a dearth of cool, low level modules that provide a decent challenge. However, it is also written for 5-10 players! Wow. That’s a lot of players. Again, it’s a reflection of the early days of D&D when a much larger group would gather for the game and probably play for an entire day. I’ve done the big group thing and I’m not much of a fan of it, but it was easy to alter it for a smaller group (four players). I do like the premade characters in the back of the book, especially Megaron the Bold and Gerald the Seeker. Who would name their character Gerald? Also strange is Caine the Despised, the Cleric/Magic User with a 17 strength and 10 intelligence. I see why he is despised.

One other aspect of the module that was top notch was the artwork. It wasn’t just generic fantasy work pulled from a neutral source, but actually detailed drawings of what was happening in the module. I thought that it was great and actually helped me understand the setting better since I could actually see what it was supposed to look like. An excellent inclusion.

The Sinister Secret of Saltmarsh is a really solid adventure. The plot is well thought out and makes a lot of sense. It is not just a group of bad guys hiding out and stocking up on magic items, waiting to be killed by adventurers and looted of their booty. It is through no fault of the module that the party did not follow it through to the end, they just had a different agenda. Which is really the beauty of D&D. The players can go anywhere and do whatever they want. And on that note, it’s on to Greyhawk! Which I am totally geeked about.

Thursday, May 5, 2011

We Hardly Knew Ye: Newport the Goblin

(One in a series about adventurers who were better off staying at home.)

Who was he? Newport was a third level goblin rogue. A sneaky little fellow with excellent lockpicking skills and some opportune sneak attacks, he endeared himself to his fellow party members with his brutal style of cold hearted murder, most exemplified by his savage killing of a town magistrate that wanted the party dead. Newport snuck into his house and waited outside of the nursery of the man’s child. When he exited the room Newport (along with his hobgoblin partner, Thatcher) ran him through with a sneak attack that quickly took out the adversary before he even had a chance to react. The party rejoiced. Previously, Newport had showed off his quick reflexes by grabbing a falling wine bottle in the cellar of the magistrate’s house, thus preserving the party’s under cover status as they snuck into the house.

Newport was a member of a society of somewhat civilized monstrous humanoids. One day while out hunting, they returned to find that their entire clan had been killed by adventurers! No good adventurers. Killed everyone they knew, took all of their possessions and then left the area. The party was on a revenge mission. Unfortunately for Newport, he will never get that satisfaction.

What happened? A bit overeager, Newport may have bitten off more than he could chew by foolishly charging into a fort occupied by some rangers. Generally it’s not a very good idea to have the rogue with eight hit points (he was wounded) be the first one into the melee, and this example just further supports that somewhat sound theory. Waiting for him was the Forest Warden, a burly fellow with a great axe who just so happened to have Goblin as his favored enemy. Newport may as well have been a pinata. He wound up killed with a single shot, a clean slice across his chest that left him chopped into two pieces. This spurned numerous Newport:Dead Without Pleasure comments from the players at the table.

It probably would have made more sense for the orc barbarian to charge in first, but no one ever said that these monsters were genuises. The orc happen to be outside lighting the fort on fire. The fort that Newport had just charged into. In defense of the orc he had just been introduced to the exciting world of burning down the homes of humans (it started with the Magistrate) and was clearly excited by the prospect of another arson.

Personally, I enjoyed Newport and was a bit sorry to see him go. It is somewhat ironic that the player had just told me the day before that he was really enjoying Newport and looking forward to seeing how he developed. Not going to happen now.

Monday, February 14, 2011

Street Fighter prestige class

In the exciting world of medieval fantasy role playing games, players can choose to be such heroic characters as dragon slaying cavaliers, wizards that bend the very fabric of the universe, priests who literally commune with their deities, and common street thugs. Hmmm…the thug does not sound so appealing in comparison to the others, which is the part that has always thrown me off about the Street Fighter prestige class. Not to be confused with Ryu or Zangief, the Street Fighter specializes in nothing in particular. But he is always spoiling for a good fight! Preferably in the street.

I like characters that are not really powerful, that’s not the issue. As long as the whole party is on board with it, it’s fun to be a group of rogues looking to run a criminal cartel. Not every party is striving to seal off extra-dimensional portals to prevent the hordes of the netherworld from overrunning a village of orphans and widows. Some people would rather extort money from those same orphans and widows. What I’m saying is that there is a place for the street fighter, I’m just not sure that they need to be a Street Fighter.

The Street Fighter is essentially a Fighter/Rogue hybrid, with the emphasis being on the martial aspect of the two. D8 hit die, 4 skill points a level, full base attack and a good fortitude save. And it goes for five levels. Nothing special, but not bad either. The requirements are also pretty straightforward and allow for several types of characters. To get into this prestigious class one must have a BAB of +5, Combat Expertise, Improved Feint and five ranks of Bluff, Intimidate, and Knowledge (Local). I think that the best approach to this is some sort of Rogue and Swashbuckler combo. The Swashbuckler has those loaded early levels which make it ideal to switch out of and this class screams out to be lightly armored. I just can’t picture the thug on the corner wearing platemail. It seems a bit out of place. Swashbuckler 3/Rogue 3? That seems to work pretty well.

If the class has a signature ability I suppose that it is Always Ready, because this guys is well, always ready. For mediocre combat I guess, but at least he is ready for it. Always Ready is an initiative bonus (starts at +1, goes up every other level) which certainly works well with any sneak attack, but it’s pretty weak for a key class feature. There aren’t many initiative boosting abilities so it has rarity on it’s side, and combined with a high Dex and Improved Initiative the Street Fighter can get the drop on opponents pretty regularly. At 2nd level they get Streetwise, which is nothing other than one of those feats that gives +2 to two skills. In this case Gather Information and Knowledge (Local). It is what it is.

Stand Tough is one of those class features that sounds real good when you first read it, but then you think about it a little and it gets worse and worse. It’s supposed to make the character a little more resilient and street tough, and it sort of does. But not really. For starters, the name is real lame. When the Street Fighter takes physical damage they can attempt to take half the amount of non-lethal damage by making a fort save against the total damage. So, let’s see. It is usable once a day (twice a day at fourth level) so it’s the sort of thing you want to save for when you really need it. Maybe. At 8th level (around when they first get it) it’s very feasible to be dealt 30 points of damage (actually, that’s on the low end). With a base fort save of, say, +11 that still means you need to roll a 19 or higher. That’s not too good. It’s probably better used for some low damage when it will actually have a better chance of succeeding.

The best thing that this class gets may actually be the +1d6 sneak attack at 4th level. Sneak attack is a great ability, but once in five levels is pretty weak. It does mesh nicely with the required Improved Feint. Uncanny Dodge at 5th level is a nice little reward for sticking it out until the end of the class.

An ability that would work really well for this class is the improvised weapons skills possessed by the Drunken Master prestige class.  It's more cool that powerful, so it is certainly not game breaking by any means.  And what says street fighter more than swinging a bench as a club or gutting an adversary with a mead bottle?  Of course, I never really understood what kind of adventurer doesn't have a weapon, but maybe they ran into one of those awful sunder based builds.

The Street Fighter is not altogether useless, but it falls into the category of something that is easily replicated by a base class. Want to be a tough, street level character? Rogue with a little Fighter works great for that. The full base attack is nice for this character, it certainly makes him a little more lethal than his rogue brethren, but this guy is going to live and die by getting the drop on his adversaries not by out slugging them. I could see some uses as opponents to a party. If they can successfully Stand Tough against a PC they could at least scare them for a moment, unless the non lethal damage knocks them out anyway. Which would be very funny.

Thursday, October 14, 2010

Sage Advice: An Archive of Bizarre Questions and Answers

In my formative role playing years I was a big fan of Dragon magazine. What I liked best about it were the insights into the games of other players. I really enjoyed the letters column and Sage Advice, where gamers would write in and ask questions of the gurus at TSR. Most of the time they could easily be answered by anyone who actually owned any of the books for D&D, but other times they were totally off the wall and represented, what I felt was, the real way that people play the game. Fortunately for all of us someone has taken it upon themselves to post years worth of Sage Advice and put it out there for all to read. Thank god for the internet.

This glorious page can be found here:
http://jgrimbert.free.fr/add2/advice/?order=id&debut=0

I’ve spent some time reading through it and I am happy to say that it is as entertaining as I remember. Some of my favorites include the following questions: “We are having an argument over an issue that has us divided. My friends say that with a ring of telekinesis they can make an arrow spin at the speed of light and then release it, having it do between 100 and 600 points of damage to their target. I say this is impossible! What do you think?” The Sage answer sides with the questioner, in case you were wondering it is not possible to do such a thing. Apparently the arrow would disintegrate if it was to spin that fast. Hmm.

Another: “What is the difference between chain mail and plate mail armor?” What kind of a question is that? There are dozens of books that describe both of them in detail. No one at this gaming table was able to answer this question? They had to write to a magazine? I love it.

Some more: “Will a monster join a character party if invited?” There are a lot of these subjective questions going on as well. Some of the others include “Is my character dead”, “What is behind the secret door” and “Is the sword I found magical”. The Sage Advice guy was a lot kinder with these questions than I would have been.

This also got me thinking about some of the questions that my game of 13 year olds would have asked back in the early 90’s. One of them would definitely have been, “Is a wish spell capable of giving the character an army of water breathing minotaurs? And, if so, what needs to be done to insure their loyalty? Is the promise of pillaging enough?” That was big in our game. Very important. I’ve also always wondered about “How many ballistas can fit onto the deck of the boat that my party stole at the end of the Sinister Secret of Saltmarsh?” If you are a player of a certain age the answer to just about any question should be yes. It just makes sense to try to do everything. And, in a way, it’s easy for the DM because they all lead to murder and treasure.

There is something inherently strange about asking questions about D&D, since there are specific rules for the game and the DM’s word is law for anything not covered under those rules. But at the same time I am so glad that people ask these questions.

Sunday, June 13, 2010

Mindbender prestige class

Similar in ability and methods to the Cobra villain of the same name, the Mindbender prestige class puts an emphasis on manipulation of all sorts. It is certainly not the most powerful class out there, but damned if it is not one of the coolest.

Gaining to access and unlocking the secrets of the Mindbender is not all that difficult, especially for a character that has an interest in what they have to offer. Non good alignment is a must, as are four ranks in Bluff, Diplomacy, Intimidate and Sense Motive. It is also required that the prospective Mindbender be able to cast Charm Person and have a caster level of 5th. The obvious choice here appears to be the Beguiler since they actually have the skill points to get what is required, however they actually make pretty poor Mindbenders. Truthfully all full casters do, which we will discuss below in a moment.

I really like this class a lot, but it would require a Mindbender to convince me that the vitals of this class are not among the worst in the game. Ready for this? Poor base attack, two good saves, 2+ skill points, d4 hit points, and spell casting advanced at every other level. That’s a tough pill to swallow, especially the spell casting. (This is the best class that there is, trust me.) Powerful class features can certainly make up for this, the problem is that everything that the Mindbender gets is not as good as the Enchantment spells they are missing out on by losing the spell levels. (High levels spells are a waste of your time.)

At 1st level the Mindbender gets telepathy, usable as much as they want. Awesome. Telepathy is a powerful ability (though not over the top) and in the hands of the right player/character can be a lot of fun and really enhance some role playing. Unfortunately the lure of this at 1st level seems to make this class a one level dip for that ability. Which is too bad because there are some good opportunities for the right character at higher levels. The Mindbender has two signature abilities, the first of which comes at 2nd level and is called Push the Weak Mind. It is essentially Suggestion which a longer range and duration that can be communicated telepathically.  Now we are getting into some serious Jedi type stuff. (Like I said, it’s a phenomenal class.) That is actually pretty powerful since it has long range and can be sent right into their head it allows the Mindbender to stay hidden and work their manipulations from afar, free from danger. Or from a crowd. Or from right next to the person. 2nd level also brings a skill boost of ½ the Mindbender level to Buff, Intimidate, Diplomacy, and Sense Motive. It’s good to see that they are not relying solely on their magic as their power grows. I know that the bonus is not huge, but Bluff and Diplomacy are two of the very best skills in the game, so who wouldn’t want some free points in them?

The other signature ability is Eternal Charm at 4th level, which is Charm Person with no duration. In a heavy role playing game, or one in which the PC’s return to areas and deal with NPC’s repeatedly this is a cool ability. Knowing that someone in town is always on your side is nice. Especially if it’s a shopkeeper or an informant, someone who can help out. As the levels increase the Mindbender can have more and more people under his influence. (Like you.) The bottom line is that Charm Person is not all that strong though. I sort of think that at this level a good Diplomacy check can probably accomplish the same thing. I do really like the somewhat arrogant and aggressive name of the ability though.

Other abilities come as well. Mindread, some Dominate, increased caster level for enchantments. (What a plethora of incredible powers. I’m impressed.) But ultimately the lost caster levels rule this out for anyone wanting a real powerful character. So, is the Mindbender doomed to be a one level dip or an NPC, or can it fit into the role of a PC? In the game I am currently playing I am a Hexblade, serving as the secondary melee combatant for the group, as well as the primary “face.” I still have a couple of levels to go before I qualify (caster level 5th is a drag) but I am considering (will be) taking a couple of levels of it. The way that I look at it is that the lost caster levels aren’t going to kill me since the Hexblade casting is so crummy to begin with, and by the time I reach 10th I will have pretty respectable combat skills and can afford to lose a little base attack. I really like the telepathy, the skill boost, and all the charms should work well for me once I use the Hexblade curse on unsuspecting villagers. If I was the main melee character or a full caster I’m not sure I would consider it, but it works with the role that my character seems to be taking on in the party.

In conclusion I think that the Mindbender is a tricky class but also (the best prestige class available to anyone. Why would someone play something else? I have no idea.) one that seems like a ton of fun to play. Much like the Green Star Adept and Duskblade synergizing so well, I think that the same can be true of Hexblade and Mindbender. They just sort of blend well together.

Monday, May 17, 2010

Green Star Adept review

I’ve thought for a while about how to say something positive about the Green Star Adept, the much maligned and very bizarre prestige class that slowly transforms the character into some sort of weird green robot like monster. It has awful requirements, an odd assortment of abilities, and really does not do anything all that well. It’s not a full caster, has virtually no skill points, and does not particularly excel at combat. As far as I can tell it’s pretty good defensively, so at least it has that going for it. And it gets to turn green by eating metal.

My biggest issue with the Green Star Adept is that I just think it is really lame. Who would want to be this character? I suppose that if you have played every other type of character it would be an interesting role to get into, but other than that? I just don’t know. Eating metal? I think that it just falls very far from the realm that I view as medieval type fantasy. Then again I also do not understand why anyone would want to be a Warforged either.

The requirements at first seem like standard fare for a caster/melee gish; +4 base attack, Combat Casting, and Arcane caster 1st. Just like the Abjurant Champion! Unfortunately the similarities end there. It also requires 2 ranks of Decipher Script, Knowledge (Architecture and Engineering), Knowledge (Geography), and Knowledge (History). Plus, 8 ranks of Knowledge (Arcana). Seriously, this is one knowledgeable character. But to what end I have no idea since the class has nothing to do with any of those skills. Especially Decipher Script. You would think that such a wordly individual would know to not each metal. The tough thing here is finding a class that can get into at a reasonable level. A wizard seems like the best choice, except taking this class as a caster is a horrible waste of time. It’s not as bad as a melee class, but which one? Since it requires arcane casting the options are really Hexblade and Duskblade. Dipping into another class to meet the requirements really seems like going down the wrong path. Duskblade has all those skills as class skills so it probably makes the most sense (we will just pretend that taking this class makes some sense), unless your human Hexblade has a high intelligence. Our earliest entry is looking like Duskblade 5.

The other strange requirement is consuming several ounces worth of Starmetal, a magical metal infused with power and the source of the Green Star Adept’s myriad of mystical abilities. I would hope that any DM running a game with a Green Star Adept would make sure that the metal is obtainable, especially since the character needs to continue to consume Starmetal in order to level up. Though it would be really funny if a character got all the requirements for the class only to find that they existed in a world devoid of Starmetal. Sounds like the basis of a great campaign.

Now that we’ve navigated the treacherous waters of class entry, what happens now that we’re there? In general not too much, but paired with the right class it is much better than I had initially given it credit for. As a class the Duskblade is a front loaded powerhouse with fragility problems. The Green Star Adept matches up pretty well with it, really the only good match that it has. Our green friend has a medium Base Attack, d8 hit die, a good Will Save, increased casting at every other level, and 2+ skill points. It’s like a lot of other classes, nothing special there. It also receives a slew of other abilities that continue to scale upwards as the character grows in power.

The best of them is probably Damage Reduction/Adamantine equal to the class level. That’s pretty solid, no pun intended. For a “glass cannon” style class like the duskblade it becomes even more valuable. At 1st level it also adds it’s entire GSA level to it’s caster level, which is very nice for some of the variable effects that go along with spells. It sort of softens the blow of losing five caster levels in order to turn into a statue.

Star Metal Rigor has the character trading some agility as they slowly transform into a construct. Basically dexterity goes down while both strength and natural armor go up. It caps at 10th level with a total gain of 6 strength and natural armor, and dexterity decreased by 3. Unless you are a ranged character or a rogue that’s a pretty fair trade. It also makes up for the loss of a couple points of base attack.

The other really nice class skill is the fortification which gives immunity to sneak attacks and criticals. It starts at 25% and moves up over the levels. Both sneak attack and criticals can mess a character up in a hurry so it’s a bonus to not have to worry about those all that much, especially since I think that the awkward green man is not going to be hiding from many rogues. They also get something called Unnatural Metabolism which gives a +2 saving throw bonus to a variety of effects. Among these poison and death effects are the best. The bonus increases to a maximum of +6.

Additionally there are also some other perks that they get along the way; a natural slam attack, darkvision, immunity to sleep and drowning, and no longer needing to sleep, eat and breathe. The slam attack is totally worthless but the others have some use in game. But mostly they just add to the whole living statue gimmick that the class has going on.

At 10th level the Green Star Adept receives it’s capstone ability Emerald Perfection. This ability is not just useless, but it has a negative effect on the character. Really, this class should be looked at as a 9 level prestige class. At 10th level the transformation has been complete and the character is now fully a construct. It gets immunity to all of the same effects that tie into Unnatural Metabolism (which is like taking a retroactive dump on that class feature), fortification becomes 100%, immunity to any Fort saves, and no longer ages. That’s an allright set of class features. However an equal amount of horrible things happen as well. They lose their constitution score (and all associated hit points), die immediately if reduced to 0 hit points and can’t be healed by cure spells. No thanks.

The Green Star Adept is not as bad as I initially thought it was, but it is still completely uncool. I could see it as an NPC, maybe some sort of guardian keeping an engineering ancient artifact safe in exchange for a steady diet of Starmetal. Or an obsessed artist looking to create the ultimate artwork…himself! But as a PC? I don’t think I could do it.

Monday, April 26, 2010

Heritage Feats

It’s fun to come up with an intriguing backstory for a PC. Give them some previous glory, a bit of an agenda, perhaps some skeletons in their closet that they wish to keep hidden from the rest of the party. Personally I’ve always felt that a character’s motivations are more important that their past, but it all comes together to make a complete character. Often though a lot of this is forgotten as a character gets involved in new quests and gets acclimated to the life as a member of a party. One way to keep a background as a vital part of a character’s present is through Heritage feats, a hint to perhaps some ancient ancestry that still shapes family lineage in the present. Scattered over a couple of D&D books, Heritage feats are a bit of a mixed bag. But are they any good? Are they worth a heavy investment for some pretty specialized abilities and resistances?

All of the Heritage feats require an initial feat to establish the lineage in a character, usually this has to be taken at 1st level and none of them are that good. The series of feats build on one another, making the previous one’s more powerful as the total number grows and the ancestry of the character begins to unlock. Honestly, I really like the flavor of it.

The Infernal and Celestial lines are open only to sorcerers and generally allow them to expend a spell slot for some other ability for a brief time. I like the flavor of an inborn spell caster having some extraplanar blood coursing through their veins, and since metamagic isn’t always the best option for a sorcerer these seem like they could be good. They are not. Let’s take a look at Celestial Sorcerer Heritage, the initial feat required for the Celestial line. It provides a bonus to saves versus electricity and pertification equal to the number of Celestial feats you have, and adds Protection from Evil to the list of known spells. Wow. That seems like garbage unless you plan on battling a horde of electrified medusa. The feats are all dependent on one another so once you take one you are sort of committed to taking others, otherwise they are entirely weak. The Celestial line does have one strong option, Celestial Sorcerer Lore. The problem is that is requires three Celestial feats to qualify for it. It does add three spells to the sorcerer’s spells known list (including Teleport). Knowing more spells is always a bonus for the spell starved caster, but a four feat investment does seem like a lot. The other problem with these feats is that they are generally fueled by expending spell slots for abilities that are usually equivalent to the spell they are sacrificing. Infernal Sorcerer Howl allows the sorcerer to create a sonic cone that does 2d6 damage for each level of the spell sacrificed. Sacrifice a third level spell? That’s 6d6 sonic damage. Not so good, especially when a Fireball or Lightning Bolt would have done more damage if the caster was higher than 6th level. The adventurer saddled with either of these awful lines of feats has no reason to thank their adulteress aunt for her liaison with a devil.

The winners of the bunch are Fiendish and Fey Heritage. Continuing the trend common in most D&D material, the later a book was published the more powerful the contents seem to be. Found in Complete Mage, the Fiendish and Fey lines offer some powerful abilities which can greatly expand the repertoire of a character. The initial feat required to advance the line are mediocre; those of Fey heritage receive a +3 bonus to Will saves versus enchantments, while their fiendish brethren get a similar bonus against poison. Again, not great but not altogether useless. Especially the enchantment bonus since some of those effects can be devastating. However, by taking these feats a character becomes eligible at 9th level for the Legacy feats, Fey Legacy and Fiendish Legacy. This is where the fun is. Fey Legacy allows a character to cast Confusion, Dimension Door, and Summon Nature’s Ally V as a caster level equal to their character level, each once a day. Fiendish Legacy provides Teleport (self only), Summon Monster V, and Unholy Blight. Those are both pretty solid packages. In the case of Fey that’s two 4th level and a 5th level spell for the cost of two feats. That is hard to beat. The best part is that it is open to non casters, so a rogue or a fighter can suddenly have a couple of really useful spells thanks to an amorous meeting of their great uncle and a pixie. Way to go. Adding additional feats can provide some damage reduction, some other lesser level spells, resistances, and some increased DC’s for spells.

The class that can most benefit from these is the fighter. With a ton of extra combat feats the fighter can afford to load up on these with the normal feats that all characters receive. Having some spell like abilities can make a huge difference to a martial type, especially mobility related ones like Teleport and Dimension Door. And the Summons are great to provide a flanking partner and some additional muscle on the front line.