Showing posts with label Goblins. Show all posts
Showing posts with label Goblins. Show all posts

Sunday, July 17, 2011

Delusions of Shakespeare

So why am I "The Bard?"

Contrary to the title above, I'm not trying to horn in on Will's racket. I've always been very musically inclined, and am an accomplished vocalist. I've been operatically trained, have been appearing in plays and musical theater productions since Elementary School with an actor's resume some 5 pages long. I've played trombone, piano, and guitar, but my primary instrument is my voice. As a young child, brought to events by my parents, my goal in the SCA was to join the musician's guild (and go fight in full armor, but what kid doesn't want to do that?). I am a Master Harper in one such SCA guild, modeled after Harper Hall in the Dragonriders of Pern series (and sanctioned by Anne McCaffrey).

I even bring my guitar, a Martin Backpacker, to gaming sessions. When I was a regular attendee at the Tuesday Games(tm), I would have it out nearly every session. Because of its small frame, it didn't interfere with most dice rolling, and it's easy to put to the side when the action gets heavy.

One particular Tuesday night, playing 3rd Ed. D&D, the party was trying to make their way down a corridor that was bottlenecked by a horde of goblins. As the rest of the group began discussing options, I started plucking out a tune I'd picked up at the St. Louis Renaissance Faire a year or two prior, modified for the current events:

"They're standing in line.
They're standing in line.
They want to get killed so
They're standing in line.
They're standing in line
For a very long time.
They want to get killed so
They're standing in line."

"Everybody sing!"

And everyone did. I led half a dozen people on an impromptu sing-along reprise, most of which had never even heard the tune before. There was no hesitation on anyone's part. No one missed a beat, and no one missed a word.

To make a group of full-grown men break into song without prior training or expectation of performance? That's a powerful feeling. If I'd needed any more convincing of real-world bardic magic by that point in my life, that event would have satisfied me.

So that's why I'm the Bard.

Sunday, April 10, 2011

Death and Dying

I found some RPG discussion forums today, and through them came across someone else's house rules for death and dying here. Essentially, it increases the amount below zero a character's hit points can go to before the character is dead, allows normal healing spells to work on a character that has died within 24 hours of death, and removes the ability to bring the dead back to life beyond that timespan completely.

While I understand not liking the revolving door of death, I'm not sure I'm ready to remove those spells just yet, and I don't know that I like normal curing spells bringing someone back from the dead, even at less than 24 hours, without the formerly-deceased also needing something to restore their mental faculties after their brain has been without oxygenated blood for so long. I dunno, I guess that might fall under the same healing spell.

I do like the idea of changing the amount below zero, though, for much the same reason as the person expresses: it reduces the lethality of a higher-level battle, where any hit sufficient to drop your character to negatives is also likely to kill outright. It also makes characters or NPCs with less than 10 hp a bit more realistic. That goblin with 4 hp and your 20 Con, 3rd level Fighter both need to hit -10 to die?

That said, I think making the "death threshold" equal to the inverse of the maximum hp is a bit much. I'm thinking more like half would be reasonable, and allow a bit more wiggle room without making it nigh-impossible to kill anyone at higher levels.

So, a third level fighter with a max of 30 hp gets dropped to -3 from a nasty critical hit. They make a save to resist falling unconscious. If successful, they are awake but still disabled, so they can't move as quick and anything more strenuous than talking causes them to take a point of damage. Unless they get their wound bound or stabilize on their own, they also take a point of damage each round, and if they do get bound it will reopen and need to be bound/stabilized again if they take any strenuous action. On top of that, any time they take damage, they have to resist passing out again. A couple of rounds resisting oblivion and still trying to fend off the enemy puts the fighter at -15. Unless help arrives swiftly, next round they'll die from blood loss.

This is extremely theatrical, allowing scenes similar to Boromir's last stand. I'll probably end up using it.

Wednesday, September 8, 2010

Cunning is Confusing

In reconsidering a skill system, I'd come across the fact that I don't have a lot tied to the Cunning stat, and so was considering whether it should be kept. It plays a part in Psionics, and I had previously set it to determine how many fighting skills a Fighter would get per level. After some review, and re-reading the dictionary definition, I'm not sure the latter use is appropriate.

Cunning is this strange conglomeration, made up of aspects of the other mental attributes: Intelligence, Wisdom, and Charisma. Bluffing or conning someone, or feinting in combat are good examples of using Cunning. Seducing someone could be Cunning mixed with Charisma, as would (potentially) disguising yourself or acting out a role. A master tactician would be intelligent (having learned about tactics and studied them in history), wise (know your enemy, know yourself), and also cunning (applying strategies in unpredictable ways, developing new techniques). Cunning seems to be concerned with the application of these other abilities (Int, Wis, Cha) in base, predatory ways, while preventing others from knowing what you're up to.

Despite the closely-tied nature of these stats, though, it's obvious that a highly developed Cunning can exist even without Intelligence, Wisdom, or Charisma. Goblins and Bugbears are frequently considered cunning, despite not being the brightest or most beautiful. Captain Jack Sparrow showed a great deal of cunning, and had some Charisma to back it up, but was not portrayed as the most wise or intelligent individual.

As a character stat, it's difficult to pin down what exactly Cunning should (or should not) affect. I considered the option of having Cunning directly affect the amount of extra damage dealt by a Sneak Attack, but one of my players expressed the opinion that the ability to strike vulnerable areas is a learned skill and should therefore be improvable. I could make another Combat Proficiency which would allow for that.

My wife mentioned the possibility of Cunning as a skill, rather than a stat, making the argument that one's shrewdness and guile could be practiced and improved. The question there would be, though, what would Cunning, as a skill, do? Most of what we came up with would cause it to affect other skills, rather than do something on its own like the other skills.

Still exploring possibilities with this.

Saturday, July 17, 2010

Intelligence, Classes, and Experience

Multiclassing has faced as well as posed a number of difficulties in D&D. Back in AD&D, the Player's Handbook gave very specific multiclassing options, based upon race. 3rd Edition removed both racial level caps as well as race-based multiclassing, but limited multiclassing through Alignment requirements, as well as arbitrary limitations (Monk and Paladin, I'm looking at you).

After reading through my previous postings, I'm certain most can figure out my thoughts regarding Alignment restrictions on classes. And trying to convince me that you can never gain another level in a certain class because you took one level of something else? No thanks.

The system I grew up on, which had been based out of AD&D, had no multiclassing or alignment restrictions. This worked out just fine for many years, until we ended up with players who started taking four or more classes in order to gain various 1st level benefits and abilities.



Yeah, like that. Only not 1/11th of a class each level, but 11 first level classes all at once.

Our DM decided this was just silly, and so it was ruled that the total number of classes you could have was limited by your character's intelligence. This made sense. Certain classes were considered to be "worth more" than others, like Paladin (because it combined both Fighter and Cleric) and Ranger (Fighter, Druid, and Mage - AD&D, remember). Overall, the system seemed logical and also helped prevent any more Multiclassing Minmaxing. The biggest problem I had with it was the feeling of obligation to "fill up" with the maximum number of classes that the character's Intelligence could support, so as not to waste it.

So over the past few days, I've put together a ruleset on multiclassing for my own system. In this system, your total number of "effective classes" is what determines your experience needed per level. No more taking a class just for one level.

Taking more classes than your Intelligence would allow can be done. Doing so, however, increases the experience needed for each level based upon how many beyond the "maximum" you took, even above what would normally be required just by having the additional classes. As any college student knows, it's much harder to remember everything when you're taking too many classes.

On the other side of the coin, if you take fewer classes than your Intelligence can support, you gain a discount on the experience needed each level, based upon the difference between the number you were allowed and how many you took. You can learn faster, because you're capable of learning more than what is being presented.

On a previous topic, I asked my wife how she viewed magic users in D&D - whether the power was coming from within, being channeled, or simply using ambient energy, or even something completely different. She reminded me of how Steven Brust has things set up in his Jhereg series: Dragaeran sorcery is more or less grabbing available energy and tossing it, while Eastern witchcraft is mentally and physically taxing on the practitioner. And then there's Pre-Empire sorcery. Let's not get into that.

Taking that into consideration, I see a correlation between Brust's witchcraft and Druids, so I would most likely leave Constitution as the power source for them. Equating Dragaeran sorcerers with Mages, however, still doesn't give me a well-defined source of power. The Dragaerans pull energy through their link with an artifact-level magic item, which basically gives them an inexhaustible supply of mana. I can't really have that.

I've tinkered with a number of options: Base mana off of Cunning, to represent craftiness through the handling and redistribution of ambient mana. Base it off of Perception, to represent the ability to see or notice the surrounding power in order to use it. Base it off of Luck, to represent the idea that ambient power levels can vary from location to location. I've even considered the option of reworking Shadowrun's system of magic, where spells don't take mana, but instead have a chance of draining you when you cast one. Fail too many "Drain" checks, and you're unconscious. Trying to balance that in a d20 system, though, would take a great deal more work than I'm willing to expend on just this one aspect right now, and still leaves Mages with a potentially inexhaustible supply of power.

I briefly considered making each Mage subclass (Illusionist, Transmuter, Evoker, etc.) have a different stat that it uses for power, but I think that would just make things far too complicated and confusing. And it still wouldn't answer what stat to have Mages use. At this point, I'm tempted to either stick with Constitution, or assign it to Perception, the latter mainly because I don't have a lot tied to that stat yet.

Suggestions?