Showing posts with label Skills. Show all posts
Showing posts with label Skills. Show all posts

Thursday, June 22, 2017

The lost perception skills of older D&D

Older D&D was weird. Though I don't think I ever used the rules in the 90s, dwarves and gnomes (and some other races) have these strange detection abilities. And they're subtly different between the races. I'm going to focus on dwarves, elves, and gnomes here because the others just cherry pick some of these detection powers.

In AD&D 2nd Ed, dwarves can spend one round to detect things if they're within 10 feet of that thing (except depth underground, since you're always within 10 feet of your depth I guess): sliding and shifting walls or rooms (4 in 6), grade or slope (5 in 6), stone traps/pits/deadfalls (3 in 6), new construction (3 in 6) as well as depth underground (3 in 6). Gnomes can detect depth better than dwarves (4 in 6), grade/slope (5 in 6), but also detect direction underground (3 in 6) as well as unsafe walls and ceilings (7 in 10).

That's right, while 2nd Ed raised a few of these detections so they were all using a d6 (dwarves went from grade/slope and new construction of 3 in 4—75%—to 5 in 6—83.3%) except the gnome's 70% chance to detect unsafe walls and ceilings couldn't be lowered to 4 in 6 or raised to 5 in 6 to make it standard. Stout halflings and half orcs likewise ended up using a d4 for their detect grade/slope abilities (3 in 4 and 1 in 4 respectively), and later races in Skills & Powers just get percentile scores assigned. So while the system mostly uses a d6, it doesn't use it consistently.

In the basic Rules Cyclopedia D&D (which only has dwarves), dwarves get all of these stone skills at a 2 in 6 chance, whereas Swords and Wizardry (my ersatz oldest-school D&D) says dwarves get this but the rolls are up to the DM.

This is fascinating in part because these skills were/are probably almost wholly ignored by most D&D players, but also how specific they were to dungeon crawling. Knowing how deep you were (approximate dungeon level) would be hugely helpful in figuring out how tough monsters might be, as well as if the 5% grade in the 100-foot corridor (nigh imperceptible) was taking you further down or not. New construction seems like an ersatz measure of things being walled off, but it also gives you a sense of history within the dungeon, while shifting walls, traps/pits, and unsafe walls/ceilings are obvious hazards (of apparently differing difficulty). Also interesting to note is that dwarves and gnomes got slightly different sets, meaning it was useful to have both types of characters in your party. It also conjures some strange image of dwarves keeping their eyes down and watching for pits and new construction at the base of walls while gnomes are eyes-in-the-sky noticing the ceilings of the dungeon plus a different sense of direction.

Elves get a different ability, which is passive secret/concealed door detection. They get this at a 1 in 6 chance, so just by walking through the dungeon elves will find one secret door in 6. Not great, but totally nice if the DM remembers it (I also just roll this for random noticing facts in my AD&D Al-Qadim Church game). Elves who are actively searching find 1 in 3 secret doors, and 1 in 2 concealed doors.

It's also interesting to note that there are no rules for how these interact with thief abilities (does a dwarf searching for a trap get his roll plus the thief roll? does it take extra time to get both rolls?) nor do these detection abilities ever increase with level: you have them or you don't, and they never improve.

In 5e, we get a little of these as ersatz fixes. Dwarves get their stonecunning and elves get free proficiency in perception, but I can't help but wonder if the sheet blinders work in reverse here. Often with skills, new players are wondering which one they can roll for a certain thing to get more info or move the story along, but there's nothing specific enough about those skills in 5e to warrant the utterly specific uses (or expectations?) that the old AD&D options provide.

I've been thinking about this more and more because, in my 2nd edition game, many of the rules are buried in paragraph form, when bullet points would bring them to light easier. The oft-maligned Skills & Powers book does a nice job of presenting each as a clear option since you needed to spend points to purchase each one, but it can also be used to nicely gather each option together so you can really see what powers you have. So in my vague dream to do some cut-and-paste work to compile and solidify some 2nd ed material and make it more accessible at the table, I'm wondering if these strange powers shouldn't be made broader (i.e. dwarves and gnomes might passively notice sloping corridors rather than needing to actively do it) or otherwise wrapped into a coherent system which includes general thief/rogue skills.

There's also a strange element of DM determinism in these skills, which is the information these detection powers provide or the paths these open up need to be a bonus in the adventure. For traps, their detection is generally simple since the failure result is merely that the trap is set. For sliding walls/rooms though, a passageway could be blocked if not detected. Similarly, if a secret door is the only exit and it isn't found, the party is just stuck. Just because this stuff is on a character sheet, doesn't mean it will work when you need it. Also, while there's been a lot made about dungeons haveing interesting design (loops, multiple entrances, etc.) there seems to be little attention paid to some of these other issues here: sliding doors or cave-ins which trap a party and force them to continue onwards, subtle changes in elevation leading to distinct levels (or over and underpasses), the history of a dungeon's construction and determining which areas are original and which are recent editions, natural construction problems and hazards vs consciously-made traps. It's a small laundry list of good elements to put into a dungeon that I hope to keep in mind for the future.

It's easy to see how these old skills got consolidated in third edition into a version of notice and search (along with the rogue skills), what you're noticing or searching for has perhaps been lost a little. Also what's lost is the race-specific nature of these skills. Dwarves and gnomes have an uncanny ability to detect a grade or slope in a corridor, others could attempt it with weights or marbles or water, but these races just are that attuned to their world that they get these automatically and no one else will ever be as good as them. And I think that's one thing that's been a little lost in modern D&D: some races were just better at some things than others, which actually made the race/class choice matter a bit more.

Wednesday, August 5, 2015

Hidden in the depths of 2nd Edition...

After going through a bunch of second edition stuff (and even scouring forums and blogs and the like) I've discovered a few things I've never really realized 2nd edition had. Many of these come from the campaign settings, which were, in many ways, the laboratory of the game. Designers could craft crazy nonsense and at least if they were in one campaign setting they weren't "polluting" the entire game line. There's a tension between game designers wanting a stable core game with players wanting lots of crazy options and expansions, and the settings of 2nd Edition are where good ideas were tested out. I suspect we'll see this philosophy a bit in 5e now, such as Adventurer's League only allowing people options in the core books and the most current setting/player's guide. Heck, we did it once during our first Empire of Man game, where we let each player bring one book to the table. Anyway, three things of interest, though #2 and #3 are kinda related.

1) Racial proficiency groups. This might only be in the Domains of Dread book for Ravenloft, but it is such a superb idea. Just like your class gives you a list of proficiencies you get a discount on, your race could do the same thing. Maybe the groups aren't perfect and maybe races don't need more than 0-3 options to make this a thing, but its kinda nice that elven warriors might take astrology or elven wizards may take bowyer/fletcher.

2) Extra classes. Second edition was obviously full of a lot of nonsense, but they did craft a good number of additional classes, mostly restricted to the campaign settings. Monk and Assassin classes? Added in the Scarlett Brotherhood book (And the internet thinks they're decent too!). Berserker and Runecaster are added in Vikings (and again, the internet thinks they're on-par with the other classes, though runecaster is a bit weak and might could be augmented with the Giantcraft runecaster for Forgotten Realms). The later Forgotten Realms also gave use Harpers, Crusaders, Spelldancers, and Shadow Walkers hidden away in splat books. These last four were news to me just this past month, so I had to update the Wikipedia list of alternate D&D classes.

3) Unlimited slow/weaker spellcasting. Linked to extra classes, both the Al-Qadim Sha'ir and the Forgotten Realms Spelldancer (Wizards & Rogues of the Realms) are spellcasters with unlimited casting potential at the cost of speed. They're both odd options where you have a decent chance of getting just about any spell you want as long as you're willing to wait. Not too useful in combat, but you're a pretty grand utility caster. I'm not 100% sure I think this is fair and balanced or would work well in a low(er) magic setting that I'd prefer, but given that this has appeared a few times (and the interned hasn't shat all over the Sha'ir) it might be reasonable. Presumably in-play the characters also end up getting a number of wands or something for a few things to do in combat (though I might opt to multiclass rogue or something). It does sort of green-light some crazy ideas though like making all spells have a longer casting time (in rounds/turns) and just letting wizards/priests cast at will. Likewise, two versions of the runecaster show up (Vikings, Giantcraft) which has lower-powered but essentially unlimited spells as well. Someone felt this nonsense was balanced at least.


Wednesday, February 11, 2015

Cleric, but not a priest

In the D&D 5e game I'm currently playing in (that may or may not be winding down as the DM may be leaving the country in the near future), I'm playing a gnome trickster cleric, but I'm not a priest. This has caused mostly consternation for the other players and DM.

The other folks in the group don't seem to understand the concept. Which I get, but it's not how 5e classes are set up anymore. I don't have the religion skill. I don't lead mass. I don't administrate for a temple. I don't read the oracles and omens. I don't even wander and spread the good news of Garl Glittergold. I just happen to have access to his powers.

So the DM thinks I'm just dicking around a bit, I think, and causing a bit of trouble. But really he didn't ask for much background info and I thought I had explained myself: I was a troubled youth who found solace in Garl and then was chosen by him to wield his powers for some inscrutable reason. Yeah, its a 4e Invoker or Pathfinder Oracle. I'd run him as a prophet if the DM had let me. Alas.

So, woe is me and all. But this is an issue. 5e has tried to divorce classes from background and skill and not entirely succeeded. How can you be a wizard (intelligence-based caster) and not have any Arcane knowledge? I'm not sure about that one. You can do a cleric as a prophet or oracle, chosen by the got but not part of the hierarchy of worship and avoid taking religion knowledge. You can't quite do a bard without music, as the bard is trained in 3 instruments. I see a lot of wandering monks who seem to know nothing about their temples/history/religion. A fighter really should have some background knowledge about fighting and military orders, but that leaves out the hometown hero who should mostly have local knowledge.

Regardless, this is why I really am liking the 13th Age style backgrounds-as-skills a bit more. I think they're a bit story-focused and gonzo for some games. Or can be, maybe giving people examples or example sentences to fill in would be good: "I was trained as a pewterer by my father, but abandoned the trade because of my wanderlust."

The old AD&D secondary skills are somewhat similar. Granted, the DM decides when they apply and there's probably little principled rolling, but you just assume people can do the relevant things and they run into problems the few times they wouldn't know something. I was looking at the old Proficiencies of AD&D 2nd as well, and I think one of the flaws with them (and 3.5/Pathfinder) is you're not required to take a proficiency/skill that would actually reflect your background. It might lead to a lot of wandering healers (trained by their parents), mapmakers, blacksmiths/armorers or the like, but a lot of the crazy system abuse comes when people ignore character backstory and pick all the good options. Its a simple thing to switch things so the backstory (or some element of it) is real and meaningful.

Which brings us back to the cleric who isn't a priest. Its an odd thing back in the era of AD&D. Becomes more plausible in 3.5 or 4e, where specific classes (favored soul, invoker, oracle) exist to handle the cleric-but-not-priest type of prophet or divine champion. Even roles like inquisitor-priests and the like end up being folded into their own classes (and increasingly the Paladin, it seems). But the plain old cleric is still shoehorned into the priest role. Which is a shame, then, in 5e because the only reasonable backgrounds are mostly Acolyte. Sure, you could be a convict or a sailor or a noble who joined the church, but then you're still a priest, no?

In my dreams of a AD&D 2nd game, I'm contemplating using the Spells and Magic rules to bust cleric into two sub-classes: hierarchy priests who use ritual prayer, and free priests who use conditional magic. Which would give the actual priests distinct magic from the prophets and mystics. But would anyone care about the distinction besides me?

Its hard to get through stereotypes, I suppose.

Monday, October 6, 2014

Skills, proficiencies, and secondary skills in D&D

I was going to try to run one-on-one D&D this past weekend, but my friend's napping stopped that. So instead I was looking through some old D&D stuff and thinking about the 5th edition game I've been trying to play. One thing I noticed: even with this new group, people are rolling a shit-ton of perception checks. I even heard someone tell one of the new people to take perception because that and stealth are among the most useful skills in the game.

My dislike of skills keeps growing. Or, at least how they've been implemented in D&D. When I ran some 2nd edition this past year, I was happy to skip proficiencies. I'da had the players roll for secondary skills, but it didn't seem relevant at the time. Secondary skills, in second edition, were just backgrounds basically. You were a blacksmith, so you should know blacksmith sorts of things. Simple as that.

But looking at proficiencies again now, I feel like some are misplaced. Blind-fighting is a key example. The only reason it's a non-weapon proficiency is because weapon proficiencies came first. If they were called combat proficiencies, blind-fighting would obviously be one of those. The Players' Option books have lots of different options (not surprising) for things to do with your weapon proficiency slots other than weapons, so a backwards compatible (i.e. OSR) revision of 2nd edition might distinguish between combat and non-combat proficiencies.

There's also a few which provide real good benefits, while others are more back story. Pottery or Agriculture, for example, are occupation-based backgrounds that could really just be a secondary skill. There's almost no reason to roll those. Tracking and healing, however, provide some really great benefits. Yet these are, to an extent, still background related.

Then we see the thief skills in 2nd edition. Acrobatics and read-lips are proficiencies, but the thief-skills aren't. I assume that's backwards compatibility too.

So. I might consider using proficiencies, but in a slightly revised way. Most characters would need an occupation-based proficiency or two. Or maybe just that one-word background that'd cover some of that stuff. Then maybe those other things could become more like thief skills. Reading lips, healing, tracking, setting snares, disguise, forgery... These are useful but... really. Why should a wizard be reading lips? And how could a wizard not have Spellcraft? Some need to be baked into the class a bit more, others less. Maybe I could just use the secondary skills and assume wizards would get the benefit of having spellcraft with just intelligence checks.

But then we come to Healing. Back when I thought I'd be playing, I was totally min-maxing the healing non-weapon proficiency to see how good it could be. There's a Halfling healer kit that is for priests and doesn't modify the proficiency. There's an Anatomist in the necromancer book who ends up getting a +2 to healing checks. There's a medician in the paladin book who gets to heal 1d4hp if they get to the wound within a round or three, rather than 1d3 if they get to the wound immediately. Both the necromancer and paladin books have a proficiency (anatomy and diagnostics respectively) that boosts healing, while herbalism does that too in the main book (but herbalism actually boosts the amount of healing too, not just the check). So it looks like the best you could do is that medician paladin who heals 1d4+1 hp if you tend a wound within a round or three. If you use skills and powers proficiency rules, you could heal 2 pts if you get to the wound within an hour. It only works once a day on any given character, but you can also ensure an extra hp or two for resting. Of course, if you were a paladin, you'd also have magic healing via lay on hands anyway. I thought it'd be cooler on the necromancer. Meh.

I also was a bit baffled about the rate of healing in older editions, but a friend of mine pointed out that it could be a feature, not a bug. If hit points represent some kind of ability to deflect wounds and such, then a fighter is legitimately taking a lot more damage than a wizard, and the wizard who was reduced to 1hp should heal up faster than a fighter in the same situation. Meh. Digression. Healing plus herbalism gives you 1d3+1 hp on a good healing check, once per character per day. Plus maybe an extra hp each day over night of travel/camping (or 3 if they're full-on resting).

This isn't impressive healing, but it is useful at lower levels. Even higher levels a little bit of healing can help, as a by-the-book 10th level fighter might only still have 50-60 hp, and you only get a fixed bonus after a while so a level 20 fighter might not pass 100hp without a hp boosting rule. And what does this digression mean? Some nonweapon proficiencies are actually useful. As in, might have a noticeable impact on the game. Of course, this seems to be a 2nd edition thing, my copy of Oriental Adventures doesn't have a healing proficiency at all. The healing proficiency could be overrated.

But, maybe skills aren't all that bad. 5e seems a little simplified for my taste, and includes that awful perception skill. If I run 5e, my house rule will probably just be that I roll most skill checks for the players. Perception is still overly useful compared to, say, preform, but at least it might stop people from constantly rolling perception checks (to be fair, it is the DM for this new group asking for all the perception checks).

It might be worth giving Lorefinder (gumshoe rules for pathfinder) a closer look, since I picked that up a little bit ago. Seems like an easy transplant, but its also designed for a game with good recurring attendance. I'm thinking I might be running a megadungeon with a slightly rotating cast, if I can get some people into it.

I'm not sure how you can fix more backgroundy skills (carpentry, blacksmithing, pottery) with useful skills (stealth, tracking, survival, healing) but there must be some better system than these games are currently using. I think 13th Age has it good with their backgrounds-as-skills, but it doesn't give you mechanically effectual healing. Though 13th Age is one game where that doesn't seem needed based on all the recoveries (i.e. 4th edition healing surges) PCs get. For an old school game though, a few of these skills might really benefit a group, if only they could be worked in to the system a bit better. Maybe that just means pairing down the proficiency list and putting some skills (back?) where they belong (i.e blind-fighting as a combat proficiency, read lips as a thief skill) and giving fewer proficiencies for PCs to choose? It might work. As long as one of them ain't perception. That still grinds my gears.

[Update: I was looking at Combat & Tactics over lunch. It lets you buy some proficiencies which are normally listed as non-weapon with your weapon slots (awareness). So, backwards compatibility, but they recognized some problems with the weapon/non-weapon distinction.]

Sunday, August 17, 2014

Al-Qadim 5th Edition Patch: Proficiencies

The proficiency system of 5th edition is one that I only half like. I think I might prefer 13th age better, just because everyone won't see perception on their list and ask to constantly roll it. However, the system isn't bad. Its a little grainy, but it should work for Al-Qadim. We have a nice list of skills. This is pretty listy, so its after the jump:

Saturday, July 12, 2014

Filling Party Roles

As I've been thinking about filling party roles (here and here), I've been also wondering about how I might "fix" an old school D&D game up a bit. But now my requirement is minimal tinkering with the rules. I'd love to somehow turn thief skills into the feats or skills of older D&D, but that's a lot of work.

You know what isn't a lot of work though? Handing out a couple additional "thief" skills.

I'm now of the opinion that classes like Paladin, Ranger, and Druid are successes not only because they do seem to have a nice, narrow, and (by now) traditional archetype. They also can ape their "base" classes quite well, though they're no longer really subclasses in more recent editions. Illusionist and Assassin failed as subclasses because they could never quite do what their base class did: Assassins were down two levels on thief skills, and Illusionists just didn't have access to the same slate of skills as Magic Users.

So while one solution is to ditch the big four classes in favor of slightly specialized classes (e.g. fighter is out and soldier, weaponmaster, and berserker are in; wizard/magic-user is out and enchanter, necromancer, conjurer, and elementalist are in, etc.) another simple solution is to augment the list of thief skills a bit and pass them around. I really heart the idea of the first suggestion though, particularly for mages where the generalist is removed in favor of a couple thematic specialists. But the latter option is quite implementable in an old school game.

If we look at 2nd Edition, we can take the Bard's Legend Lore ability, plus additional Thief skills from Skills and Powers: Bribe, Detect Magic, Detect Illusion, Escape Bonds, Tunneling). We might even be able to nab a few Druid and Ranger powers (ID plants/animals, Tracking) or the Assassin's disguise ability. Then we can give a few additional powers out so that the lame classes can still participate.

Now the illusionist can have a few powers that legitimately might be in their domain (Detect Illusion, Move Silently, Hide in Shadows, Pick Pockets) and they can fill in as needed. Wizards might get Detect Magic and the bard's History ability so they can actually function as someone who has studies magic extensively. Assassins might only have a subset of the Thief skills (i.e. no pick pockets) but actually be able to use some of their abilities.

It could go beyond class too. Race might allow some characters to help fill in some missing roles. Dwarves and/or Gnomes might have find/remove trap and open lock skills, Halflings might have scouting skills, while Elves might have scouting, nature, or magic detection skills.

It would mean that, since trapfinding and opening locks is such a vital role in a party, a smaller party (or really any party) could get by without a thief character (because assassin just doesn't cut it). Likewise a couple characters might be able to take the scouting role a thief has. Clerics of a knowledge or magic deity might be able to legitimately provide the Encyclopedia support that a wizard could.

And whither the thief? Well, if we just added the 2nd Edition bonus thief skills (Yes, they're in Skills and Powers but some of them are also seen in Dark Sun) that should up the power of the thief class slightly (already a weak class to begin with). Additionally, I think the 2nd Edition system where thieves assign points per level is rather nice compared to the older editions where each thief has the same chances (modulo dex and racial modifiers).

To some extent, this is actually what we see after 2nd Edition: any class can take cross-class skill ranks in third edition to (crappily) ape most rogue skill and 4th edition explicitly links the "Thievery" skill with other classes (warlock and artificer come to mind). This does make me enjoy 5th Edition a bit more now since it seems like its going to follow these advancements.

Sunday, July 28, 2013

More fixes for the fighter: Backgrounds

I've posted before about giving the fighter fighting stances or styles, but one of the problems with the fighter is that he just fights. And he fights in a vacuum.

We see this in 3.5 and 4e where fighters get fewer skills than other classes. I can accept that rogues get more skills since skills are a rogue thing. Clerics are basically all priests (or monks, mendicants, friars, and very very rarely prophets or mystics or others not associated with the priesthood). Wizards, given how magic works in the game, are all intelligence-based and scholarly spellcasters. Both clerics and wizards end up with class features supporting their role as trained priests or scholars. There are alternate classes (sorcerer and warlock; invoker/favored soul) who are similar to clerics and wizards but their spellcasting and the origins of their powers are different and thus the classes are quite different in terns of ability scores used, skills, and class features. But where does a fighter's weapon training come from?

Wednesday, July 17, 2013

D&D Next: Disappointing Skills and Saving Throws

 One of the things I thought was odd about D&D Next is the ability score-based saving throws. I couldn't quite formulate how I was dissatisfied with it till now though. Ability-based saves feel like they overlap with skills.

Now, this should be a problem in 3.5 and 4e too, right? Somehow it didn't feel like it. And I think it was because things like the 3.5 grease spell called for a balance check rather than a dexterity saving throw. In 4e, someone attacked your reflex defense, so it also didn't seem like much of an overlap.

Conceptually it might not seem like much of an overlap. If you were trying to balance on a wall, you'd roll a dexterity check plus your balance skill. If an evil wizard cast a fireball spell, you'd make a dexterity save. But your tumble skill, useful for things like rolling down a steep incline or running between the giant's legs doesn't help you dodge that fireball.

Friday, July 12, 2013

Roles for exploration and interaction

Last night's game got me really thinking about exploration and interaction roles. I'm running Against the Cult of the Reptile God as my summer D&D fling game, and the party began infiltrating the church.

Now, I'm sure the player of the fighter was just tired, but the party didn't get to much fighting in general last night. So the fighter seemed bored as well as tired. The party's good planning reduced the need for combat dramatically, so people probably only took a swing or two each at enemies before they went down.

But the problem is that with the skill system, the fighter really doesn't have much that he can do outside of combat.

Wednesday, May 9, 2012

Healing in D&D

While each edition has brought changes to hit points and healing, Fourth edition's changes have been the most radical. Theses primarily involve: off-action healing, non-clerical healing, healing surges, and self-healing.

From the beginning through 3.5, healing has consumed the cleric's turn (ok, except for the book of 9 swords Crusader, but that's a direct precursor to 4e). You made a conscious choice to spend your turn casting a healing spell instead of doing something else (like attacking or casting another spell).

While paladins have had the ability to lay on hands, and bards gained access to healing spells in third edition, the cleric (and druid or specialty priests as sub-types of cleric or divine casters) have held a monopoly on healing. This is less true in third edition where anyone could take the use magical device to use a wand of cure light wounds (its like 50 healing potions for a pretty low price!). So some other classes had access to healing, everyone knew that a bard, druid, dragon shaman, or whatever just wasn't as great at it. So there is a reason that someone always had to play a cleric, and this is is. 4e finally made it explicitly clear with roles: warlords, bards, shamen, ardents, artificers, runepriests, warpriests, sentinel druids could all fill this role.

Monday, May 7, 2012

Class features for interaction and exploration?

Mike Mearls has recently discussed the three pillars of the game: combat, exploration, and interaction. I've been thinking about what distinct classes bring to these different areas. Classes clearly come with built-in combat powers, no question.  Since its difficult to build a class that might have a clear role in each area of the game, I'm not sure its worth it to balance everything out. Its also probably not possible to divide each of these areas up, such that classes represent one (i.e. combat) while backgrounds, themes, races, kits, or whathaveyou represent another. But it wouldn't be a bad idea to call out what classes might bring to each situation.

Let's look at the traditional cleric and ranger.