I tried writing this post last night, but I couldn't...focus.
Ok, I guess could just end it there and be done. But, nah. Let's talk about character focus.
In my experience, a lot of players see all of the options available to characters in an RPG and they want to do all the things. And most RPGs are very accommodating of that. I've done it myself. It can be fun to have a character who is kind of jack-of-all-trades, or has combined the abilities of multiple classes. But, sometimes, that can be too much.
These days I prefer to focus my characters down a single path. I want them to be the best there is at what they do. And there are both advantages and disadvantages to doing this. The advantage is, when your character is in his or her element, they shine. Need to take that monster quickly, the barbarian with great weapon fighting is your man. Need to convince that merchant to help your party out, the stunning bard with the 19 Charisma is your woman.
The downside is that, when out of their element, these characters can feel useless. Imagine the two examples above reversed. That Bard isn't going to charm her way past that mindless monster, and the merchant isn't likely to be swayed by the brutish demeanor of the barbarian.
Fortunately, most games these days seem to be designed to keep this kind of focus in check. So, while you can still follow a pretty narrow path, the mechanics in 5e, for instance, allow anyone to attempt anything, with a reasonable margin of success. Which makes the game more fun, IMHO.
I have been gaming, off and on, since I was 12 years old. Now that I'm...well, MUCH older, I don't get to play quite as often as I'd like, but I still like to keep my hand in the game, as it were. This blog is now about the role-playing games I and my wife write, the games we play, and the games I wish I could play.
Tuesday, August 13, 2019
Monday, August 12, 2019
2019 RPGaDay 9: Critical
Everyone is talking about Critical Hits, and that's a no-brainer. I mean, the idea of a Critical Hit has been around since at least 1e AD&D, if not earlier. So, let's talk about that.
Note: This post refers mainly to D&D in all its editions. But the idea can be, and is used in many other games as well.
What is the purpose of a Critical Hit? Well, aside from doing double (or more) damage with standard hit that just happened to be well-placed, it's also a way to add a bit of extra lethality to an otherwise pretty lethal game.
The standard D&D Critical Hit is "A natural '20' on your to-hit roll does double damage." There are variations, such as the threshold for what constitutes a "natural" 20, the multiplier of the damage, whether other bonuses are also multiplied, etc. But that core mechanic forms the basis. In short, a "critical" hit could just be considered a "lucky" hit. You have a 1 in 20 chance of getting it.
However, in some schools of thought, a Critical Hit should be the result of a combination of luck and skill. This is kind of reflected in the idea of the "Improved Critical" which expands the threshold from just a 20 to 19-20, 18-20, or even more. In my mind, the Critical Hit should be a bit broader in scope, though.
Now, another idea that is often similar to the idea of the Critical Hit is the Hit Location. Meaning that, after you determine you hit, you will often roll again to determine where you hit the target, and this will usually effect the damage.
So, what if we combined those two ideas? What if your final To Hit total determined if and where you hit your target, and if you hit, how much damage is done? That way, the higher your total, the more lethal the hit.
Below is the result of my efforts to do this. This was written for 3rd edition, so there may be some tweaking to make it compatible for other editions or games. But, I think it would wrok well (I never got the chance to use it in a game).
Note: This post refers mainly to D&D in all its editions. But the idea can be, and is used in many other games as well.
What is the purpose of a Critical Hit? Well, aside from doing double (or more) damage with standard hit that just happened to be well-placed, it's also a way to add a bit of extra lethality to an otherwise pretty lethal game.
The standard D&D Critical Hit is "A natural '20' on your to-hit roll does double damage." There are variations, such as the threshold for what constitutes a "natural" 20, the multiplier of the damage, whether other bonuses are also multiplied, etc. But that core mechanic forms the basis. In short, a "critical" hit could just be considered a "lucky" hit. You have a 1 in 20 chance of getting it.
However, in some schools of thought, a Critical Hit should be the result of a combination of luck and skill. This is kind of reflected in the idea of the "Improved Critical" which expands the threshold from just a 20 to 19-20, 18-20, or even more. In my mind, the Critical Hit should be a bit broader in scope, though.
Now, another idea that is often similar to the idea of the Critical Hit is the Hit Location. Meaning that, after you determine you hit, you will often roll again to determine where you hit the target, and this will usually effect the damage.
So, what if we combined those two ideas? What if your final To Hit total determined if and where you hit your target, and if you hit, how much damage is done? That way, the higher your total, the more lethal the hit.
Below is the result of my efforts to do this. This was written for 3rd edition, so there may be some tweaking to make it compatible for other editions or games. But, I think it would wrok well (I never got the chance to use it in a game).
Saturday, August 10, 2019
2019 RPGaDay 8: Obscure
In the mid to late-90's I was introduced to the World of Darkness games. It didn't take long until I really go into it (Werewolf was my jam), even writing a supplement adding Gargoyles from the 90's cartoon in.
Around the same time, thanks in large part to this newfound internet thing (AOL FTW!!!), I also became obsessed with Street Fighter. So, imagine my joy when the two crossed paths.
Yep, I'm talking about White Wolf's Street Fighter The Storyteller Game.
I remember finding the main rulebook and two of the supplements on a used game shelf at a FLGS. I snatched all three right up, naturally. And then I set about making characters, debating the game online, and even downloading fan-made variations of it. But, you know what I didn't do? Play it. Ever.
I had a couple of friends who were mildly interested in the novelty of it. But no one showed much interest in actually playing it. I was a little bummed, but it was ok. It was still fun to read through and make characters. I even wrote some fan-fiction about one of them.
I still have all three books (pictured above). They're in pristine condition, and ready to play. Anyone interested?
Friday, August 9, 2019
2019 RPGaDay 7: Familiar
Nowadays, RPGs come in all shapes, sizes, and genres. There are even games that blend multiple genres, and fill niches in the industry. But, the majority of RPG's have always been Fantasy, it seems to me. And why is that?
Well, D&D is the daddy of them all, and everything that came came after suffered by comparison. But, more importantly, Gary and Dave struck on something that seems to speak to just about everyone with a penchant for make-believe. D&D tapped into our traditions of heroic epics, magical myths, and fairy tales.
In short, fantasy is familiar. It strikes all the right notes that the majority of us have enjoyed since we first discovered what imagination is. Most players can probably recall the one element that piqued their interest in trying D&D. Perhaps is was a book, or a movie, or a cartoon.
As I stated before, prior to hearing about D&D I was pretty familiar (for a 10-year old who hadn't embraced reading yet) with the tropes of fantasy through the animated movies based on Tolkien's work. When I asked Richard what D&D was, he probably invoked one or both of those (I can't recall exactly whether he did or not) in describing it.
I know when I answer that question, that's what I do. Only now we have a lot more to reference. Especially Peter Jackson's movies. I'd be willing to wager that the current surge in D&D popularity is largely due to those movies. EVERYONE knows what The Lord of the Rings is. So, who wouldn't be interested in at least trying a game that lets you pretend to live in that world?
So, there you go. Fantasy is familiar. And therefore it's comfortable, and easy to get into. At least, that's how I see it.
Wednesday, August 7, 2019
2019 RPGaDay 6: Ancient
In most RPGs, especially fantasy, the idea of ancient things affecting the current time of play is pretty common. Ancient civilizations, cultures, myths, legends, artifacts...these all can create a central focus to any fantasy (sci-fi, horror, etc.) game. But there is one element about that that recently struck me as odd. And it's something I had never thought of before.
As a History major, I am well aware of two things. One, that history has a direct effect on today. There is a reason that the phrase "History repeats itself" is a common saying. The other thing I learned is that History is not always accurate. This is particularly true about ancient history.
In Ancient Greece for instance, historians performed a very different role than they do in the modern age. When we think of historians, we generally think of people who record and document facts, statistics, and biographies in order to preserve that knowledge for future generations. And for the most part, that's true. But, in ancient times, the people who documented events like wars and battles, and even political lives, were often motivated by more imperfect goals.
A good example of this is the Battle of Thermopylae. Most people today can give you the basic nuts and bolts of it: That 300 Spartans held a narrow pass against thousands of invading Persians for several days. That version is based mainly on the Spartan retelling of the events. But, as we have read by other, non-Spartan writers of the relative periods, there was MUCH more to it. The 300 Spartans were accompanied by a thousand or more helots (Spartan slaves) who most likely also took part in some degree. Plus there is evidence that there were Thespians (no, not the actors), Thebans, Arcadians, and members of several other Greek nations present as well.
So, why does the Spartan version concentrate so much on only the Spartans, to the point of baring falsehoods about the rest of 4000+ Greek army? Because they needed to. Sparta was a relatively small nation. They had good, fertile lands, and an enviable physical position. But they were surrounded by people who invaded them and raided their resources. So, the Spartans developed a very militaristic society in response. And part of that was fomenting their reputation as the ultimate warrior nation, to be feared and avoided.
Now, there are whole volumes of debate about the veracity of these Spartan claims to military superiority. But that's not the point here. The point is that whether factual or not, the reputation of Sparta has lasted for centuries, and crossed continents to influence cultures that have never encountered any element of them directly. How many US high schools have the Spartan as their mascot, for example?
Ok, so how does this relate to your fantasy RPG? Well, maybe that ancient myth that is the center of your latest quest revolves around an event that didn't happen the way the scholars say it did. Or maybe that legendary warrior wasn't actually a real person, but an amalgamation of warriors who each performed the heroic deeds attributed to the legend. Imagine how such a revelation would effect the player characters. Or how it would effect the politics of the nation whose power rests on the shoulders of a lie.
That sounds like it would make for some interesting gaming, IMHO.
As a History major, I am well aware of two things. One, that history has a direct effect on today. There is a reason that the phrase "History repeats itself" is a common saying. The other thing I learned is that History is not always accurate. This is particularly true about ancient history.
In Ancient Greece for instance, historians performed a very different role than they do in the modern age. When we think of historians, we generally think of people who record and document facts, statistics, and biographies in order to preserve that knowledge for future generations. And for the most part, that's true. But, in ancient times, the people who documented events like wars and battles, and even political lives, were often motivated by more imperfect goals.
A good example of this is the Battle of Thermopylae. Most people today can give you the basic nuts and bolts of it: That 300 Spartans held a narrow pass against thousands of invading Persians for several days. That version is based mainly on the Spartan retelling of the events. But, as we have read by other, non-Spartan writers of the relative periods, there was MUCH more to it. The 300 Spartans were accompanied by a thousand or more helots (Spartan slaves) who most likely also took part in some degree. Plus there is evidence that there were Thespians (no, not the actors), Thebans, Arcadians, and members of several other Greek nations present as well.
So, why does the Spartan version concentrate so much on only the Spartans, to the point of baring falsehoods about the rest of 4000+ Greek army? Because they needed to. Sparta was a relatively small nation. They had good, fertile lands, and an enviable physical position. But they were surrounded by people who invaded them and raided their resources. So, the Spartans developed a very militaristic society in response. And part of that was fomenting their reputation as the ultimate warrior nation, to be feared and avoided.
Now, there are whole volumes of debate about the veracity of these Spartan claims to military superiority. But that's not the point here. The point is that whether factual or not, the reputation of Sparta has lasted for centuries, and crossed continents to influence cultures that have never encountered any element of them directly. How many US high schools have the Spartan as their mascot, for example?
Ok, so how does this relate to your fantasy RPG? Well, maybe that ancient myth that is the center of your latest quest revolves around an event that didn't happen the way the scholars say it did. Or maybe that legendary warrior wasn't actually a real person, but an amalgamation of warriors who each performed the heroic deeds attributed to the legend. Imagine how such a revelation would effect the player characters. Or how it would effect the politics of the nation whose power rests on the shoulders of a lie.
That sounds like it would make for some interesting gaming, IMHO.
Tuesday, August 6, 2019
2019 RPGaDay 5: Space
Like many have noted, geeks hear that word and they almost always want to say "...the final frontier" immediately afterwards. However, unlike those who noted that during this challenge, I'm not going avoid that topic. I'm going to go with it.
Space is not only the final frontier, it's also a cool place to play D&D. Now, when I say that, most people think of Spelljammer. And that is 100% legit. But, aside from a con game or two, and a couple of aborted attempts back in the day, I never really got into that setting. No, my preferred "D&D in space" game was Dragon*Star.
For those who may not know (or remember), Dragon*Star was a setting published by Fantasy Flight Games. You can read all about the setting itself on the Wiki page, so I won't detail that. Suffice it to say, this setting blended the standard pseudo-medieval, magic-infused fantasy of classic D&D with the expansive, high-tech, galaxy-hopping space opera.
I ran a campaign in the setting for my group back in San Diego, and it was a hoot. In fact, to this day, echoes of that campaign still linger in my mind, and sometimes find their way into my fiction-writing attempts.
What made Dragon*Star cool was that it was based on 3rd Edition D&D. This made it compatible with all sorts of official and third-party products. You could easily pull in races, classes, spells, and equipment from dozens of supplements and setting books in order to make it the science-fantasy game you want.
I would love to see Fantasy Flight do a 5e update for it. But, I don't think that will happen, as they are focused more on non-RPG products right now, if I recall. Still, I'm sure if I looked I could find plenty of fan material to run it using 5e. If only I could convince others to play it with me...
Space is not only the final frontier, it's also a cool place to play D&D. Now, when I say that, most people think of Spelljammer. And that is 100% legit. But, aside from a con game or two, and a couple of aborted attempts back in the day, I never really got into that setting. No, my preferred "D&D in space" game was Dragon*Star.
For those who may not know (or remember), Dragon*Star was a setting published by Fantasy Flight Games. You can read all about the setting itself on the Wiki page, so I won't detail that. Suffice it to say, this setting blended the standard pseudo-medieval, magic-infused fantasy of classic D&D with the expansive, high-tech, galaxy-hopping space opera.
I ran a campaign in the setting for my group back in San Diego, and it was a hoot. In fact, to this day, echoes of that campaign still linger in my mind, and sometimes find their way into my fiction-writing attempts.
What made Dragon*Star cool was that it was based on 3rd Edition D&D. This made it compatible with all sorts of official and third-party products. You could easily pull in races, classes, spells, and equipment from dozens of supplements and setting books in order to make it the science-fantasy game you want.
I would love to see Fantasy Flight do a 5e update for it. But, I don't think that will happen, as they are focused more on non-RPG products right now, if I recall. Still, I'm sure if I looked I could find plenty of fan material to run it using 5e. If only I could convince others to play it with me...
2019 RPGaDay 4: Share
One of the few things I don't really like about 5e is the Find Familiar spell. I'm not a fan of it summoning a magical being that can be whatever you need it to be. For me, that takes the challenge out of having a familiar. I always liked the idea of having to figure out what your familiar should do based on what it can do.
But, since some players like it, I decided to make a simplified variation that can be inserted, and, in the spirit of older versions, brings in a real animal. I call it Animal Helper. As always, I'd be interested in your thoughts.
Animal Helper:
New Cantrip for 5e
By Tom Doolan
Quickview: Animal Helper is a cantrip that immediately attracts
a random small animal to your service until the next sunset. Casting this
cantrip using higher level spell slots will bind the helper for a longer period.
Animal
Helper
Cantrip
Casting
Time: 1 round
Range:
100 feet
Components:
V S
Duration:
Special
Classes:
Wizard, Sorcerer
The
cantrip Animal Helper was originally
developed to teach young wizards how to use their power in harmony with nature.
It has since gained popularity as a useful utility spell. When cast as a
cantrip, this spell sends out a magical call into the immediate area. The
following round, on your initiative, a Small or Tiny creature (cr 1/4 or less) will
answer that call and be magically bound to you for the duration of the spell.
To determine the type of animal that answers, roll on the table appropriate to
the environs in which you cast the spell (forest, desert, urban, etc.). The
animal will have the typical abilities found in the MM, with maximum hit points. Your helper is bound to you until the
following sunset. If you wish to retain the same helper for a longer period,
you can either recast the cantrip before sunset, which will extend the time
until the next sunset, or you can cast the cantrip using a higher-level spell
slot (see below). You can dismiss your helper at any time as an action. A
dismissed helper will revert to its instincts and react accordingly (most often
running away).
Your
helper acts independently of you, but it always obeys your commands. In combat it
acts on your turn. A helper can attack, using whatever natural weapons it has.
Due to their size, helpers do negligible damage to a target. However, if they
successfully hit, the target will have Disadvantage on any d20 roll for the
next full round (attacks, saves, etc.).
While
your helper is within 100 feet of you, you can communicate with it
telepathically. Additionally, as an action, you can use any or all of your
helper’s senses until the start of your next turn, gaining the benefits of any
special senses that the helper has. During this time, your own senses are
“blinded.”
When
you cast a spell with a range of touch, your helper can deliver the spell as if
it had cast the spell. Your helper must be within 100 feet of you, and it must
use its reaction to deliver the spell when you cast it. If the spell requires
an attack roll, you use your attack modifier for the roll.
Casting
this cantrip using a higher-level spell slot will bind the animal to you for a
longer period of time, as follows:
1st
level: 10 Days, ending at sunset on the tenth day;
2nd
Level: One month (or moon cycle), ending at sunset on the last day of the
current cycle;
3rd
Level: One year, ending at sunset on the same date of the following year;
4th
Level: Permanent. The helper is bound to you until it dies, you die, you
dismiss it, or you cast the spell (at any level) again. Casting the spell again
will immediately dismiss the helper who will flee from you, making way for a
new helper who arrives per the standard rules.
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