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.
Sunday, March 10, 2013
Monday, February 11, 2013
Top 5 Weirdest Charts in the DMG
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
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.
Labels:
base class,
Dungeons and Dragons,
Fighter,
Pathfinder
Friday, December 28, 2012
Dungeon Lords is the best game ever, or The Emperor Has No Clothes
| Doesn't this look fun? |
At what point is a game not worth playing due to the rules being so complex that the balance of time put into it is not worth the return of “fun” that I am getting out of it? I’ll let you in on a secret. I play board games because I like them and I find them to be really enjoyable. Enjoyable in the actual moment of gameplay, not because I want to blog about them or to endorse the most obscure game that I can find. So here’s the deal with Dungeon Lords. I just can’t make sense of it, the game is apparently over my head. The rule book is 24 pages with all sorts of pictures and snarky commentary from monsters! It comes with special boards that have the sole purpose of helping you learn how to play! (So clearly I’m not the only person who has struggled with this.) I’ve had Dungeon Lords for about two years and not once have we actually played a game through to completion. It’s just too obtuse and far removed from what I want in a game. I know that this is a personal thing, I’m not damning the entire thing, it’s just not for me. Actually, I think I might be damning the whole thing. Who wants to play this? Is it really fun?
I assume that the counter argument here is that once you
learn how to play it’s a really great game. It’s an acquired taste. But I have so many other games that I really like, so why
would I struggle with something in the hopes that one day it will maybe be as
fun Ticket to Ride or King of Tokyo? I suspect that Dungeon Lords is actually a
great idea more than a great board game.
The concept is awesome. You
take on the role of a monster that owns a dungeon. It is your responsibility to
stock the dungeon with traps and monsters, and then adventurers show up and try
to take your shit. And you try to
kill them. Clever and just the
sort of role reversal, meta gaming that I really dig. Except that that the execution of it actually sucks. There are so many counters and tokens
to keep track of, all sorts of different phases to the game that all have their
own rules, and the game just seems to move really slow. Of course, when you have no idea what
is really happening it tends to draw your interest away from the actual
game.
After two years I need to admit that Dungeon Lords is just a
sunk cost, I will never get anything even close to the $50 that I spent on it
back in enjoyment. I think I may
be writing this blog just so I can get some use out of it. Currently, there is a stack of games on
top of Dungeon Lords, it has literally been buried by just about every other game that I
have.
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.
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.
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.
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