Showing posts with label Character Creation. Show all posts
Showing posts with label Character Creation. Show all posts

Saturday, July 23, 2016

The marriage of rules and setting (Featuring V20: The Masquerade and Dark Ages)

I was recently seduced into looking at a lot of the new V20 material because I foolishly looked at (and backed) Beckett's Jyhad Diary, which looks 100% awesome. Vampire was one of the big turning points in RPGs in the 90s (and Vampire and Changeling finally got me to abandon D&D, so they're important for me personally) and Vampire still has a special place in my heart whenever I go back and look at it. But what really struck me looking through some of this stuff is how different versions do or do not actually let you make a character you want to play. 4e was all about reflavoring: I used a hybrid swordmage/artificer as an ersatz abjurer once to reasonable effect. But its a thing of beauty when the rules seem just right to express a character concept.

Now V20 isn't perfect; there are a few lingering legacy oddities. For example, all the elder disciplines (level 6+) are basically unattainable by player characters by the book, and the books just keep detailing them, pages and pages of these things players can't use. V20 Masquerade itself is largely a compilation and (relatively concise) redaction of much of the core material, while V20 Dark Ages aims to do that but also present a few new points of view, otherwise bother getting the new book at all (unless you're like me and sold all that old crap for a pittance and more shelf space a decade ago). So in between a few new merits or bloodlines we get some interesting new interpretations of things like a level 5 Serpentis power that isn't about removing hearts. It gives Setites a whole different angle on things, as its one of the 15 disciplines (i.e. magic powers) that the clan gets. Assamite Viziers in Dark Ages get their own version of Quietus which focuses on more, let's say, visierly matters rather than assassinish ones. This is exactly the type of thing I wish had happened earlier in the game.

Take another problem issue: Malkavians. Sure, they're a clan of madmen, but they were also said to be a clan of oracles and visionaries. Now, neither Masquerade nor Dark Ages quite fixes this: Dementation only has one oracular power—eyes of chaos—so neither of the two core books really provide much for being an oracle. There's an oracular ability merit that any clan can take, but its still a bit shit. I don't remember any of the old material that really made me want to play a Malkavian oracle, or worse, able to play one well (if there was a level 6 discipline that did, I don't know about it and don't count it). Finally V20 Lore of the Clans comes along with one good merit that might be worth stealing for other systems: cold read. This merit lets you risk willpower to ask questions about an NPC when you first meet them. I'm not quite sure if it'll play as well as I think it might, but its exactly the sort of reasonable mechanic that we need to play an oracle-type character. I might have to revise my Hakima. This merit isn't a perfect fix, but it can be combined with the slightly improved oracular ability merit and new prophetic dreams merit for some good play that is based on die rolls, not the whim of the storyteller or dungeon master.

Another issue: Baali. I freakin' love these guys, but they never supported the idea of the less-than-fully-evil Baali, despite teasing it in many places. The MET rules even go so far as to state that anyone with Daimonion are infernalists. Depending on which version of the rules you're using, Baali can't even actually make infernal pacts because that's a level 6 discipline. How are you supposed to make even an evil infernalist Baali by the rules for NPCs without ridiculous fiat involved? Well, along comes the new Black Hand book and Kraina of the Well. This is literally what I've been waiting for since I first learned of the Baali. Actual rules to let me do what the Baali do. Its still not perfect, as its never been clear how you learn out-of-clan disciplines (does it require a teacher or not?), but I can work with that.

Leaving Vampire for a moment, I had a similar feeling reading through Adventurer Conqueror King again. I like the simplicity of basic D&D with the complexity of some additional classes and options that give you some latitude in creating a character you want to play. But I liked the specialty mages and priests and kits such from second edition. Well, some of that is hidden in their feat system, like black lore of Zahar which is one proficiency (basically a feat) that gives your normal wizard a nice boost for necromantic powers. With a couple little alterations like that plus their nice rules for creating your own class, I might strongly consider that instead of 2nd edition if I run another old school game. Its kind of a shame because I had dismissed ACKs a bit because I wanted something like 2e specialty wizards and instead what they offer is something a little more like 5e wizard specialties.

The rules can also help constrain things. Back to vampire, the new larp rules do just that. Perhaps because of tons of bitching and complaining about blood magic and out of clan disciplines from the old rules (which gave out way too much XP too fast, particularly compared to the tabletop game) there were huge restrictions put on blood magic and they really emphasized the merits and flaws system. I think they went too far, honestly. Merits can be really powerful and you only get 7 points of them, maximum. Unusual or rare clans take up additional merits (2, 4, or 6 points) which is actually a nice way of saying that its a privilege to play a Samedi or Follower of Set. But some of the clan-specific merits are very powerful or stupidly required. I don't mind too much you need to pay more points to have Setite or koldunic sorcery, but Tremere and Giovanni need to buy a one point merit for each extra path they want to be able to master, which limits a dabbler Tremere who knows lots of paths but has mastered few. If you wanted to play a real loremaster, you need to play a Tzimisce because their clan-specific merit literally gives them access to the most potential lore in the game (+2 to max lore and an extra +3 to lore checks in your haven, plus its compatible with the 1 pt loremaster merit). You can never, by the book, play a Salubri healer with the 5pt golconda seeker merit though unless your DM makes Salubri healers a common clan in your game, just like the Tremere need to really plan ahead if they're focusing on their blood magic or not because there's also a limit to the number of rituals you can take based on your path mastery. Now, this feels too constraining to me, but I can see the desire to put out carrots to let each clan do what it was born to do and somewhat balance the clans against one another in a larp game. To be fair, I also found the nature of larp games to be quite constraining because they want stereotypical characters of each clan and the large shared nature of the game means you can't just come in with wacky concepts and your own factions or interpretation of the genre.

I think the point is, the rules can make a huge difference. I generally like a set of rules that's complex enough to let me do what I want to do (or, conversely, open enough to give me the freedom to do it). But I find it a bit unsettling when I look at the vampire larp rules and think of a cool character concept that I can't do. And alternately, when I look at the tabletop Vampire rules where I spot something that makes me think: yes! I can finally play the character that I've always wanted! Sometimes rules are flexible in a house game, and sometimes they're so complex its hard to say what one or two house rules might do. I even understand the need to constrain a game with some stricter rules, particularly for larps or player-vs-player type games. But I'm still struck how the rules can really open up come concepts as viable, or close off creativity.

Monday, June 20, 2016

RamaD&Dan: Curse of Strahd Character Creation

Just posting for posterity at the moment. I'm relatively happy with this, though a few things might change if I run this again. Specifically, variant Human is still real good, I might bump it up to the rare races and allow someone a reroll for stats if they don't roll better than the standard array/point buy (as one player did). Also, a random thought: I hadn't considered dividing classes into rare/common as well, and only letting (say, Barbarians or Battlerager Barbarians) if you keep your stat roll.

RamaD&Dan: Curse of Strahd
Wednesdays—June 8, 15, 22, 29 & July 6 2016

The aim is to plow through Curse of Strahd in the 5 weeks of Ramadan. That means playing something like 5-10 (maybe 4:30-10:30 if we can manage it), and we might see about arranging an additional day halfway through as needed/desired. There’s probably at least enough material in the book for twice as much play time, so we’ll need to be somewhat focused and on-task to get through things.

Party Creation

Before you’re wedded to a character, the group needs to discuss the party. Are you an adventuring family (this might limit races to things like humans, half-elves, half-orcs…), a mercenary group, a heroic group of do-gooders, or something else? Does the party have an alignment (and everyone agrees to pick an alignment at most one step removed?), an association, or some overarching goal? Do you elect a leader, or are you lead by some noble or honorable soul? Are you all from the same culture or religious group? What is home like? Remember in this edition that you don’t absolutely need any particular character class and even single-class parties can survive.

Character Creation

The info below should cover everything we’ll need for character creation. It’s not set in stone, but these are the options I think fit a heroic/good party in the setting/module well. I’m totally willing to consider other options, either as an individual or once a party concept is settled.

Level

Start at 4th level. Curse of Strahd is designed to do 3-9ish and if you get one level per session we’d hit 9 at the end.

Ability Scores

Roll randomly 4d6 drop the lowest in order. Because stats are really important in 5e, you can ditch your rolls and use the standard book system as a human (normal or variant human). As a standard human you can instead rearrange your rolled scores.

Thursday, July 23, 2015

Old School Al-Qadim

Its no secret that I love Al-Qadim (evidence) and think Al-Qadim did a reasonable job of getting the Arabian Adventure for D&D right. I think I might try to run an actual game of it in the fall: possibly in-person or possibly on roll20. So I wanted to catalogue some of my thoughts on how to fix it up.

1) If I ran it 5e style, there's some changes that need to be made. I've posted quite a few thoughts on this before.

2) If I run it with AD&D 2nd, I still want to consider a few changes. This is what I'll focus on.

Why change things if I want to run original Al-Qadim? Simply put, I want a few more options and to really utilize some of more modern ideas to bring it up to speed. Plus, it's actually fairly easy to mod second edition because of that old Core Rules CD-Rom which included all the books in .rtf format. So a cut-and-paste player's handbook will actually be quite easy to compile.

Races. The original Al-Qadim book came out before Complete Book of Humanoids. City of Delights makes it clear that some of the monstrous races are totally appropriate for Al-Qadim, and I'd like to take them up on it. Its totally fitting that Ogres and Goblins are PC races as the racial enmities are eliminated in the setting. I think I'll focus on Goblins and Ogres just to shy away from the more "common" orcs and also keep things a bit more limited. I'm tempted to add in Githzerai because I've fallen in love with them, but they might not be needed. I also might use Skills & Powers to re-create Dwarves and Gnomes basically by giving them something to replace the racial enmity. That said, this all might be useless if I have some mechanism to encourage playing humans: i.e. everyone rolls ability scores in order, if you're human you can re-arrange the scores as you like. Nonetheless, I like the idea of having some options.

Classes. I finally found a forum post on Dragon's Foot which touches on people's experience with some less-standard classes. Basically confirming my intuition that the Spells & Magic classes (Crusader, Monk, Shaman) along with Vikings (Berserker, Runecaster) and Scarlet Brotherhood (Assassin, Monk) classes are reasonably balanced with the core classes. Meaning I'll consider adding in the Crusader and Shaman as options, and possibly a couple others if I can work out the details. Well, crusader might be a bit stronger than the cleric, so maybe a tiny bit of toning it down. I'm also considering the magic of Spells & Magic for Al-Qadim, which might let wizards use channeling (Elemental Mage, Sorcerer & Sha'ir). Channeling basically ends up giving a boost to low-level mages who recover spell points over the course of the day, while limiting higher level mages by exhausting them when they cast their highest level spells. I might ditch Channeling for Sha'irs because they already have their own crazy system of magic. Temple priests would use ritual prayer (Presumably crusaders & clerics and Shamans) and free priests (presumably de-martial-art-ed Monks and Hakimas) would use conditional magic. These two systems seem like they limit clerics by requiring more time to cast their highest level spells (ritual prayer) or enforcing a code of conduct on mystics, visionaries, and prophets (conditional magic), they're otherwise your standard vancian casters. This does mean I'm considering converting the Priest/Wizard kits to classes, which brings me to kits. I'd also consider adding in the Skills & Powers rogue skills to the rogue classes, because why not? Rogues are a bit weak as it is and more skills ain't going to really hurt them. Because I'm thinking of having the game be human centric, I'm also considering letting normal humans multiclass. Though perhaps only the only options are Fighter/Whatever or Thief/Whatever, and maybe they'd be more like 2/3 one class and 1/3 the other. Not sure how stupid/wacky that would end up being.

Kits. Because I think the wizard kits are really classes, I'd need to borrow a few kits for these classes to use. There are some fairly reasonable options, such as something for temple priests, religious judge, scholars, viziers, and secret hidden mages. Maybe throw in some sort of ascetic and its pretty much good to go. I'm basically tossing out all the Complete Sha'ir's Handbook kits at this point, but I might be willing to re-consider something like the Mystic of Nog, because I love the Ruined Kingdoms. Maybe it can basically take that Monk from Spells & Magic but give them one elemental province of wizard spells plus unarmed fighting...

Proficiencies. I'm leery about these, but I might use them. Basically as long as they're based on a character's background, they're probably reasonable. So maybe what should happen is both the player and I should select proficiencies for their character and then we could see how much we agree. Also, I could just eliminate the cheesy ones like blind-fighting or require weapon proficiencies be spent on those guys.

Spells. I'll probably cull a few options from the spell lists to keep them manageable, but secretly add in whatever sort of crazy I want from the Spell Compendium. As one should.

Plot. I've got a few ideas linking some of the published modules and adventures for the Ruined Kingdoms. I'll have to bill it as an exploration game, because it will be. I'd love to have it start out with seeking out ruins further afield in the Ruined Kingdoms while a noble PC or patron NPC plots to start a whole new city. Depending on whether the players want to be part of the Enlightened Faith or the Old Faith will steer them towards certain enemies, but I'd imagine that eventually the game would involved actually founding a colony and dealing with some of the affairs of ruling a city. Cue Birthright rules as needed. There's a few obvious factions to involve: Enlightened Faith, the Old Faiths of Shajar and Ragarra, four+ rulers of local city-states (Dehliz, Kadarasto, Rog'osto, Afyal), the Brotherhood of True Flame, one or more Holyslayer groups, one or more Mamluk orders, plus whatever independant NPCs I have in mind. Running a city would, potentially, necessitate a few different characters: 1) a noble to rule, 2) a wizard for the magics, 3) a priest to play pontiff, 4) possibly a guild-rogue for the underworld, 5) a merchant-rogue for trade, 6) a holy slayer for all the jazz, and 7) a sha'ir for genie dealings. Maybe we can ditch one for simplicity and have an NPC or two as needed.

Monday, November 24, 2014

Virtual Tabletop

I ran a 13th Age game online yesterday. It was pretty slick.

First off, playin' with the guys from long ago was nice. Only two of them, but I think the small group was just fine. There's something about the small group that makes it a bit more personal than a 5+ player group, and I don't think its just the speed at which you get to take each turn.

It is more exhausting as a GM though. You're almost always on, though not quite as bad as the 1-on-1 type game, as the players can chat a bit about things, but it wasn't enough time to let folk chat while you sneak away for a drink or bathroom break.

The virtual tabletop was a slight adventure in and of itself. I think it worked relatively well, though we did need to refresh the browser a few times to keep our audio connected, and that was after ditching the video feeds. I'm thinking I should try connecting with a cable next time to see if that helps a bit or not. But the software worked pretty well for a first try. I can see how if you keep playing it could be decent, though their 13th Age sheet is a little lacking, and it looks like you'd need to pay to adapt it. With only two characters, we might be able to calculate some things by hand (charisma modifiers) and write appropriate macros, or just type /r d20+3 instead of #melee...

Prep wise, doing a 13th Age module requires a bit more flexibility than I was ready for, which basically means I needed to write down a bit more of the info from the book into an easily accessible format. Of course, I didn't know which NPCs I'd want to use or Icons that would be involved until the game started, so when we finish this up next week that'll be much easier. For the tabletop, I need to pick out a few more maps and tokens beforehand to speed things up. I think 15-30 minutes putzing with tokens would have gotten me hitpoint bars and the like set up right away, plus possibly finding come decorations for the map layer, like the corpses. I'm not yet sure how much the actual map pictures helped versus just having tokens and the white background: we've done wonders with that wet-erase battle mat.

Rules-wise, I think it went pretty well. Despite my love of rules and love of enforcing them, I'm of the opinion that you use what you have at the table, make a ruling, and can go back and look up the specifics later unless they seem pretty important. So I think I made that work, though I still want to re-read the icons and combat sections. I even didn't really need to loosen the definition of Sneak Attack as I thought initially, as the rogue gets some powers that let them break their own rules for when they can apply sneak attack. But, eff it. I don't play a game where common sense won't let someone do something, I'd rather err on someone doing something nonsensical (garrote or prone an ooze) than not be able to use the powers their character is built around.

Character creation took longer than expected, if we had only spend 1 hour on it we'da probably finished the module. But I think a good chunk of our character creation was also spent on chit-chat and the players reading their 10 pages of character info. I didn't want to insist on everyone coming with a character already made as I've talked a lot about group dynamics and making a party while you create a character, so it meant the players had each skimmed about 4 classes and then choose from them then and there. The nice thing about 13th Age is most classes are contained within about 10 pages (that's levels 1-10) and for any future game I'd definitely print those 10 pages from the PDF (or SRD if I don't have my fantabulous free color printing) for each player to keep along with their character sheet. I should make a similar rules summary to this 5e one. I also really loved when Z asked if it was ok to take Swashbuckling for his rogue, and I had to respond that I'd be disappointed if he didn't. Some of those class talents just add a lot of flavorful awesomness that is missing in the new sanitized D&D.

All in all, a few things that we could have done differently. There was only one point where we probably had to refresh for a second or third time where I was feeling like the virtual tabletop wasn't going to work out, but now I'd definitely like to try it again and finish the adventure next week. And, foolishly, I've been tricked into figuring out why the various icons in play thus far (and one or two that aren't) are all making the moves they have, such that I could easily run this from level 1 to 10 if schedules and interests aligned. Because I'm a fool, a foolish fool.

At least this time I was tricked by hicks into cleaning out a barn.

Monday, July 8, 2013

Ability Scores Matter?

One of the things touted by the D&D Next crew was that ability scores would matter in the new edition. Now, math-wise, I think they matter just a little too much and would prefer an 18 to just be a +3 bonus, but whatever. What I'm talking about here is how many classes are still just based on one stat and others are practically useless.

Let's take the fighter. He needs strength to attack, or maybe dexterity for a finesse weapon. Constitution does give the might HP bonus, so putting points into constitution is still pretty good. But intelligence only helps search and lore skills, wisdom is just spot and listen basically, and charisma is also just a skill or two that the fighter might take. What happened to the ideas from 4e where a fighter gets a Wisdom bonus to opportunity attacks? Or, given that the warlord seems to be being folded into the fighter, how about giving us a sweet sweet intelligence, wisdom, or charisma bonus with those expertise dice?

This isn't just the fighter's problem. The Wizard is almost solely intelligence-based (with a little con for HP and dexterity for AC). The Rogue is just dexterity plus maybe charisma or intelligence for skills, though he could attack with strength. The Cleric is wisdom plus maybe dexterity or strength for a weapon attack and constitution for HP.

I get not wanting classes to be overly reliant on multiple ability scores, but it feels like the game basically runs off of dexterity (AC, attacking with bows and finesse weapons) and constitution (Hit points). Strength gets a nod since it can be used for weapon attacks, intelligence gets a couple bonus languages which are just fluff, wisdom powers the pretty useful perception and anti-surprise skills, and only one party member needs charisma for the face-skills.

4e tried to make ability scores more useful with the non-AC defenses, but that ended up oddly pairing the stats so you could basically focus on only three instead of six. Third edition, oddly, made a lot of use for different ability scores. Charisma affected your leadership (if you took that feat), intelligence affected your skill points, and wisdom alone affected your will saves. Maybe not ideal, but it didn't feel like you were squandering points if you built a fighter with a high intelligence.

Now, I like the idea of the bounded-accuracy flatter math of D&D next, so I'm loathe to just start having characters throw a second ability modifier on rolls willy nilly. But there might be some class features that could be constructed, if not general everyone-features, which help make abilities more useful.

I'm not sure what, exactly, will help out here. But I suspect a few class features could be made more variable. Paladins, for example, could let wisdom fuel their divine grace as well as charisma, or some clerics might be charisma-based casters instead of wisdom. Some feats could go back to taking advantage of ability scores somehow (move 5' faster for a feat if you have a Dex of 14). Those sorts of feat requirements did impact 4e some, but they were often set at 12 or 13 and I think a 14 might be the thing to really restrict them (or reward a fighter for having intelligence). Finally, giving a bonus skill or two might from class might actually help encourage some other abilities. I liked how classes in previous packets got skills instead of advantage on skill checks that they might not have (i.e. wizard, cleric, druid).

Monday, February 11, 2013

Return to D&D Next

I've looked at the D&D Next playtest packets on and off over the past couple months since I returned to the US. Unfortunately, I haven't managed to play it yet. I was going to play some some friends, but moving and illness prevented it.

Overall, I like what I see, but I'm still a little unsatisfied with some aspects. There's magic and martial dice, but the big thing is the pathfinderization of class abilities.

First, magic. Its a hard line to walk between having awesome magic-using classes and lame ones. In older editions of D&D, the wizard (when unfettered) could outclass a fighter sometime shortly after fireball became available. Some mechanics like spell concentration still made wizards vulnerable, but with time and preparation they could appear and conquer their enemies with an astounding array of magical spells. At the highest levels, they could do this multiple times, completely outclassing fighters and thieves.

Thursday, October 4, 2012

Where's the writing on the wall?

So, I just got back from a tiny excursion to Rome. My head is bursting with ideas. But one of the big things I'm taking back from visiting those monuments is the use of writing in a D&D game. So often we ignore that list of languages and some skills like history or religion on a character sheet, when they could be constantly used for hints.

VENUSTUS
First off, if literacy is common in a game, there will be graffiti. Whoever made it to a fancy overlook or a cave mouth or a ruined monument is likely to at least write their name on the walls or door. Its really no different from how things work today. Most of it will be useless stuff (think: Thomas was here) but some of it could be warnings etched in stone or scribbled on scraps of parchment or broken pottery. A lack of graffiti is also a key sign that you're not in terra incognita. But being able to distinguish between graffiti written by the original inhabitants of a dwarven city and the orcish invaders might be a key hint as to what's up ahead, where treasure may or may not lie, etc.

Tuesday, September 18, 2012

Rule of Law: Regional Focus

One of my favorite RPG settings is Fading Suns. I routinely forget about it for a year or so here and there, but I keep coming back to it. One of the things I admire about it is the way the just about every story you can think of can be told with the setting. High fantasy world-saving stories, alien prophecies, zombie apocalypses, mythic quests, gritty and dirty politics... It's got it all.

But what does having that much room buy us? And alternately, what is the risk in breadth? And can we avoid some of those risks?

A game with a narrow focus is likely to be able to have better key mechanics. I slightly yearn to play Trail of Cthulhu for a good investigation game (with rules designed for investigation games!).  This type of game, however, is probably no good for anything other than they're designed for though, whereas Fading Suns can handle a lot.

With the Rule of Law, one of the things that I envision is the Chinese Rome notion, where all roads lead to the Empire. The Empire is a melting pot of cultures, but is still threatened by barbaric hoards and the diabolical (maybe even literally devil-bound) Elven Kingdom. I like the freedom to tell and retell the great myths and stories of human history. I worry that the game/setting might lack focus, however. In a game with everything, what's to stop the players from rolling up a paladin, infernal warlock, shaman, and inquisitor? How do you fit characters from the Arabian, Chinese, Incan, and Iroquois cultures in the game together?

That's why I'm interested in building a small number of possible regions for a focus, and using alignment for the party.

Wednesday, September 12, 2012

Creating Characters: Lifepaths, Carrots, and Flaws

I've been speaking with some friends about creating characters lately, and my thoughts on the matter are changing a little.

I've definitely been in games where people portray rather flat characters. And I've seen a variety of mechanics in different games (Vampire and the other WoD games, Fading Suns, D&D, etc); none of them completely eliminates PCs who are bankrupt of all personality.

What would help this though? Well, some players are probably beyond help. Or, they're at least more than a simple trick or two away from a character with goals and motivation and personality. I've also seen people improve after playing for a while with different groups. It can happen.

Let's assume there are some remedies for flatcharacteritis. What are they? We can see some in character creation. Some games, like Fading Suns and Burning Wheel, have life paths. So you actually grow a character from cradle to the first adventure. Were you poor or wealthy? A city boy or a country kid? The priest who ministers to a flock will have different abilities than the monk in the abbey. Reign does this with a random roll system, so you have important events but you have to structure them into a story. But its all the same sort of approach: building a background and giving mechanics for it. This approach is nice because you get it all done right away