the_gneech: Kero Asleep (Cardcaptor Sakura)
So while my body has been out doing stuff all week, my mind has been busy chewing on what I want out of gaming. And as interested as I was (and still am) in running some PF2E, I think what I really want is to try a more narrative approach, specifically using the "Powered by the Apocalypse" approach. The only problem there is, none of the ready-to-go, already-have-a-module-on-Roll20 PBtA games are really what I'm looking for. Generally speaking, they're either too grim or horror-themed (e.g., Monster of the Week), or too "rainbow sprinkles" to work with the group (e.g., Glitter Hearts or Thirsty Sword Lesbians). The closest one in tone to what I'm looking for seems to be Masks: A New Generation, but that is hard-locked into "teenage caped supers finding their identity".

Now I can and have run supers games; I had a CHAMPIONS campaign in Richmond that ran successfully for several years (and was heavy on the feels). But supers is not my native genre, and I suspect that only one or two of my players are really into it as its own thing. Everyone else will play it if that's what's going, but are likely to treat it more as a high octane urban fantasy rather than The Incredibles.

Contradictory as it may sound, what I'd really kinda like is a "generic" PBtA engine that I could easily customize, pulling a playbook from MotW here, a condition from TSL there, etc., but of course that's inherently not how any of it works. PBtA is a philosophy, not a mechanic, so the closest I could come to that is "translating." What would "The Beacon" look like in TSL? What would "The Beast" look like in MotW? How could Dungeon World's Bonds work with TSL's Strings?

Foundry has a "build your own PBtA" module, so, I mean, I could do that. But if I'm already skirting the edge of burnout, do I really want to put in that kind of work? XD I don't even know if my players would get into it, most of them seem to be fine with killing monsters and taking their stuff. It's no secret that what I really want is to play something like this more than actually run it, but that's literally true of everything I have ever run, ever. So. I dunno.

There's no urgency to the question; it'll be January or later before I come back around as the group GM, so I can let the issue simmer—assuming my hyperfocus will let go. I do have more urgent things to deal with, after all! In fact, I should be drawing instead of even making this post. But, y'know, the old brain problem.

-TG
the_gneech: Kero Asleep (Cardcaptor Sakura)
Our D&D group has had a recurring tension for a while now, of when to use or avoid lethal force—brought up, largely, by the fact that I keep playing neutral good monks. >.> But even Shade-Of-the-Candle follows the piratic tradition of giving defeated foes the option of signing up instead. If it was good enough for Sun Tzu, it's good enough for my angsty murdercat.

This tension has been in RPGs for as long as I've played them. When I was in high school, CHAMPIONS included whole sections on the Code vs. Killing disad, and the legal ramifications of superheroes just slaughtering henchmen. But a lot of gamers have as part of their fantasy "I get to kill people as part of my job." It's just a thing. For me, "I get to beat up bad guys" fills that slot nicely, with the desire to actually kill anyone usually not present. Maybe it's growing up on Saturday Morning Cartoons, who knows. But also, I love recurring villains! How can you have a meaningful rival/enemy/frenemy/enemies-to-lovers situation if you just KILL everybody who opposes you?

My first monk, Kihai, was extremely pacifistic in nature, making a point to do nonlethal damage to even the lowliest goblin. At one point they were attacked by some kind of big predator (I forget what it was, something like a giant crab maybe) and the rest of the party was like "YARR! KILL THE MONSTER!" while Kihai was like "Guys, we just walked into its house. It's not going around menacing the countryside, it was just hanging out here. How would you feel???" (Let's face it, Kihai was not suited to be a D&D character. But I still don't think he was wrong.)

My current monk Aurora doesn't have as much of a hang-up on the issue—she was trained by dragons, after all, and they're notably not pacifists—but she is still neutral good, with a strong Wisdom score. She prefers not to kill somebody she can subdue or drive off instead. So last night, when confronted by a gang of toughs on the Neverwinter docks, she spent most of the combat shoving them into the bay. The rest of the party pretty much did the debuff-and-gank routine on the gang's crimelord boss (with a local noble's blessing), but Aurora didn't kick up a fuss about it, and neither did I. The boss had giant "It's okay to kill this guy!" flags pasted all over him, and 1/3 of the party is archers, who generally aren't great at nonlethal damage. XD On top of that, the current scenario has all been a prologue to get us off into Spelljammer anyway, so the chances of said crimelord being important later are effectively zero.

BUT, and this is the part I'm pleased with, most of the gang actually ran away. It was a brawl rather than a murder spree, and that's totally my jam. And unlike some of our other outings, I didn't have to cajole or argue with the rest of the party about it, it was just a natural outcome of the scenario. By throwing them into the bay, Aurora rendered the thugs mostly a non-issue, so the rest of the party didn't have any reason to go after them. In her own way, Aurora considers those thugs "rescued," because without her there, they would have probably ended up taking an arrow, warhammer, or acid spray to the face.

Some D&D characters growl and fume when an enemy escapes. I may be weird in that I cheer about it. But I'm proud of how many got away.

-TG
the_gneech: (beachy)


I haven't watched much Discovery. Burned by Abramstrek, I was bearish on the idea of any new Star Trek being any good, and while I was intrigued by the presence of Michele Yeoh, the clips I saw didn't look promising. The Discovery itself is an ugly-ass ship with a goofy "go into warp" sequence, the klingons got changed again (and not for the better), and it had the unpleasant whiff of "darker, grittier" dankness.

BUUUUUUT I was intrigued by the trailers for Strange New Worlds, and I watched it, and that show was really good. The Enterprise is still too damn big and they need to turn on the lights, but the writing and performances were great, and the season finale "What If...?" story of Captain Pike going through the events of Balance of Terror was very cool.

Since SNW, while theoretically a prequel to the Original Series, is actually a spinoff of Discovery, I've been periodically going back and looking into the connective tissue between the two shows, most of which is in the second season. Anson Mount's Captain Pike is very likeable, completely unlike Jeffrey Hunter's stick-up-his-butt shoutyboy, but that can be chalked up to something mellowed him out on his five-year mission.

But not gonna lie, the first time I was actually engaged was when the show went to Talos IV. I mean, if you're gonna have Pike, you gotta have Talosians in there sooner or later, right? When I saw the "Previously on Star Trek" montage with footage from "The Cage," I actually grinned. The updated Talosians actually look more like the Vians from "The Empath," but it's still a very '60s-Outer-Limitsey look, so we'll give it a pass. The psychic visit from Vina was poignant, and makes Pike's final fate in "The Menagerie" even more of as happy an ending as Pike could get when you see the stronger emotional connection.

Discovery then gets shunted way off into the future (which, honestly, I'm fine with, I can happily ignore it there), but it does get at least one more giant shout-out to TOS, in the form of the Guardian of Forever—because of course that's still around 10,000 years in the future, and it's a great plot device that is woefully underused in canon appearances. Its two other appearances in TOS and TAS are the award-winning episodes from those respective shows, so I've always been a little surprised it didn't show up more often, compared to all the other wibbly-wobbly time-travel stuff in the franchise.

The Guardian has apparently had a few upgrades in the 10,000 years that passed: it disguises its appearance, it manifests a humanoid interface in the form of Carl, it makes bad jokes and is even more condescending than in its original appearance (if such a thing is possible), but it also clearly shows empathy and compassion. It has also moved from its original location, and all of this seems to stem from the Guardian's experiences during "the temporal wars," which I know are connected to the Enterprise series, but I haven't watched that one either. >.> Is this all radically different from "I was made this way, I cannot change"? Yes. But the Guardian is an eons-old transdimensional AI that was tampered with by Section 31 and who-knows-who-else for 10,000 years, so who's to say it can't evolve?

On a meta-level, I know that the whole disguise and coyness bit is just so the show can have the big reveal of "Surprise! It's ya boy!" But I ain't even mad. Paul Guilfoyle's "Carl" has a convincing Guardian of Forever voice, and it is actually a very cool moment. So I'm glad to see that Discovery is not about dumping on the past the way Abramstrek was. I still can't say that I'm actually interested in the show, overall it's still not my jam, but I am at least friendly to it, and it's nice to be able to like Star Trek again.

-TG
the_gneech: (Default)


It’s hardly a secret that I love martial arts action. I’ve practiced (on a dabbler level) Shaolin style, wing chun, tai chi, and judo at varying times in my life, and famously hold Big Trouble In Little China as my favorite movie. So, it should hardly be a surprise that I frequently want to play a monk in D&D.


(Which is weird, because historically D&D has hated monks, and I don’t understand why. But that’s for another post.*)


So when my buddy InkBlitz announced his much-hinted at Spelljammer** campaign, telling us to create a character at 5th level with a single common or uncommon magic item, after mucking around with a handful of different ideas, I finally settled on Aurora: an aasimar monk of the ascended dragon who, ain’t gonna lie to ya folks, is pretty much Yang from RWBY. Her fists are on fire and she punches stuff until it explodes—or shoots fire bolts at it if she can’t reach it to taunt it into coming close enough for her to punch it with fire until it explodes. Ascendant dragon monks can do a breath weapon a few times, but to get the real ranged boom I went with a wand of magic missiles reskinned as gauntlets. They do force instead of radiant or fire (which would be more thematically on point), but force is resisted by fewer things anyway so I’ll say its channelled ki bursts and call it a day.


But of course me being me, I wanted her to have interesting RP opportunities out of combat, and as I’m one of the most natural faces in the player group*** I figured I’d make her a facey monk. Ascended dragon does have a free reroll of a Persuasion check built in, so of all the monk subclasses, it’s the only one that supports a face roll face role at all. Buuuuut monks got no ability scores to spare on Charisma: they need to pour everything they’ve got into Dexterity, Wisdom, and Constitution, in that order. I managed to eke out a 12 and give her proficiency in Persuasion and Intimidation at least, giving her +4 in both of those, which is competent, but she’s not gonna be going Full Clooney on anyone any time soon.


Also, monks punch a lot, but they don’t punch very hard, something I’m keenly aware of after DMing two campaigns back to back where the barbarian does All The Damage In the Universe each turn, and everybody else is like “Oh, and I attack too.” As an experiment I made a build that was a zealot path barbarian, with an eye towards reskinning a flametongue sword as her burning gauntlets, and that was some sweet damage but… flametongue is a rare weapon, she can’t have it. Oops. XD Since “her hands are on fire” is a central conceit of the character idea, it’s back to monk.


So once again I’m fighting the system. I swear I don’t do this on purpose!


But! Blitzy told us to use the character building variations from the new One D&D playtest, which means she gets a free “first level” feat! There’s only a tiny number of them actually in the playtest document, but in the accompanying vids Jeremy Crawford basically implied that the main thing that makes a feat “first level” is that it doesn’t have any stat bumps. I started with Tough, since monks are often on the squishy side for front-line (or even behind-the-lines) combatants, but I was still shopping around for something to boost her faceyness. Wait! Skill Expert gives you expertise with a single skill! She could take that for Persuasion! Except no! She can’t! That has a stat bump and so can’t be a 1st level feat! *facepalm*


Back to Tough? Fighting Initiate to get a d8 with Unarmed Fighting? I’m still waffling and the game is tomorrow night! Skip both and go with Mobile? She already has 40′ of movement and can fly for a minute three times per day. Ask Blitzy to let me homebrew a feat that would take two half-feat parts of Skill Expert and Athlete to give her the ability to kip-up? Haven’t I tortured Blitzy enough??? XD (And in case you’re reading this Blitzy, no, I don’t actually want to do that. XD )


It wouldn’t be so much of a conundrum if feats weren’t so rare. As a monk, Aurora absolutely needs to channel her ASIs into Dexterity and Wisdom in order to scale with the rest of the party (or at least as much as monks do), and so she can’t afford to spend them on feats. In the final analysis, I think I’m going to end up going back to Tough. There’s no feat she’s able to take to buff her faceyness, and starting next level she’ll be taking either fighter or ranger to boost her damage output, so I can wait for that.


FWIW, I attempted a version of this character in PF2E just for comparison, assuming 3rd level PF2E was roughly equivalent to 5th level 5E. I think I succeeded? With my limited system mastery, I’m not sure if an ifrit monk with the Rain of Embers and Stoked Flame stances is what I’m going for or not. >.> But at least her feat selection was more granular! XD


-TG


*Seriously, WotC? d4 base damage? d8 hit die? Step of the Wind costs ki? Rogues get it better for no cost and don’t have to trade their extra damage to do it.

**Homebrewed extensively, but still recognizable.

***Not exclusively so, but noticeably so.

the_gneech: (Default)

Brother Drang summons lightning against the cave leaper. It's SUPER EFFECTIVE.


Some follow-up to my last post on this topic, I’ve had a few things keep coming back to me from the things fans of PF2E have said. Specifically, “martials who don’t suck,” and “all levels matter.”


You’ve Been Bushwhacked, Martial!


Martials occupy a very weird space in 5E. In the grand tradition of “linear fighters and quadratic wizards,” martials are generally quite strong at low levels, but quickly become overshadowed by the casters at higher levels. This trend is not absolute and can be very muddy, as there is literally no completely non-magical class in 5E. (Sub-classes, yes. But every class has at least one and usually multiple magical variations.) And it has certain outliers that have to be accounted for. Every fight in my Tomb of Annihilation campaign has to be balanced around the barbarian, who does “every hit point in the Universe in damage” every round. A different barbarian in my upcoming Red Hand of Doom is literally resistant to every kind of damage, except psychic… effectively giving him a d24 hit die. Paladins go supernova. Monks stunlock boss monsters and turn apocalyptic encounters into trivial surround-and-pounds.


(Sorry, fighters and rogues. Being dependable over the course of 6-8 encounters per day is not the selling point 5E’s design seems to think it is.)


PF2E‘s approach to this, as far as I’ve gathered from my research, is to balance around encounters rather than days (which as I mentioned in my last post, has its dangers), and to hit casters with a nerfbat.


I am fine with hitting casters with a nerfbat.


I am very, very fine with hitting casters with a nerfbat.


So if that’s actually true, well… it does sound appealing.


But then I hear about PF’s classes have things like the Gunfighter holding a sword in front of the barrel of their gun so the bullet splits in two and hits two different targets, and I’m just like… “Really?”


So. I dunno.


Dirty Secret: 5E Only Has 7 Levels


It is a truism (and not without reason) that 5E kinda goes off the rails somewhere around 10th level. It’s not impossible to play by any stretch, but everything has to be extensively customized to the crazy abilities of your specific party, and you have to design enough flexibility into every fight that the monsters will last more than a round and a half, but can’t one-punch half the party. This is why published materials tend to stop here, the work-to-reward ratio of building those adventures doesn’t outweigh the fact that fewer campaigns actually get there… which turns into a downward spiral, since there are fewer adventures, so fewer people play, which causes them to make still fewer adventures…


But this is just half of the picture. 5E is designed with the idea that levels 1-2 are “trainer” levels, with characters who are extremely simplistic to play, and are also extremely fragile. More experienced groups are low-key expected to just always start new campaigns at 3rd level, when classes really “come online.” (And a lot of multiclass characters don’t really reach their intended “build” until 6th, 7th, or higher.)


So effectively, D&D campaigns are only expected to be levels 3-10.


In our group, we lobbied InkBlitz to only award 1/2 experience for the campaign Shade-Of-the-Candle is in, because we want it to last! But at the same time, we do kinda feel like we’re languishing in the 5th-7th range (and I think Blitzy’s getting bored there). Imagine how much better it would be all around if we could keep leveling up without being afraid that this level will be the one that kills the campaign because it becomes unmanageable?


Now, this is mostly theoretical, and the only evidence that Pathfinder is any better is, well, PF fans saying so. I can tell from just looking at the math that low-level PF characters are sturdier (my PF Shady build had 20 hp at 1st level), but low level monsters hit harder, too (a 1st level hobgoblin does roughly 8 points of damage per hit and has a good chance of hitting twice per round). But creating a 1st level PF character is a fairly lengthy process that involves choosing options for your background, your class, your ancestry, a personal feat (which can be mostly flavor) and any archetypes (how PF handles multiclassing, “half-” races, and other mix-and-match abilities). So there’s already a lot of customizing going on right out the gate.


Whether this extra mental investment translates into more fun, probably depends a lot on what you want out of the game. I love to build “exactly the character I want,” so there’s a lot for me to chew on there. Some of the other players are much happier with a pushbutton game where they don’t need to think about the rules—which is an understandable side effect of having to do a lot of adulting all the time, and just wanting your D&D night to be fun with friends.


And, well… do I really care about getting to play 20 whole levels of a game? I’m feeling a certain amount of fatigue from my Tomb of Annihilation game, but that’s also because it’s one long single narrative that has taken a year and a half to get through. My Storm King’s Thunder campaign was much more rambly and episodic (at least until the end), and I’m looking forward to going back to that.


It’s 11th level… we’ll see how playable it actually is. >.> It would certainly be comforting to have confidence in the system underneath it.


-TG

the_gneech: (Default)

You couldn't do this at 1st level.


Wow, has it really been August since I last posted here? Crazy. >.>


Anyway! We’re nearing the end of Tomb of Annihilation, so victory or defeat, we’ll soon be heading back to the characters from Storm King’s Thunder, all waiting patiently at 11th level for the story to roll back around to them. And, NGL, I’ve got cold feet. High level D&D and I have not had a smooth relationship over the years, in that kind of “our star signs don’t match” way that isn’t anybody’s fault but still gums things up.


Leaving out my philosophical/aesthetic problems wrapping my head around high level play, there’s also the fact that 5E’s rules just plain break. This was evidenced most dramatically at the end of Storm King’s Thunder when, after hearing about what a damp squib the fight against the campaign bigbad was, I buffed it like crazy and they still curbstomped her. This was an 11th level party going against a CR 23 monster, mind you, with big buffs on either side, yes, but at the end of the fight most of the support characters on either side were a wash.


It’s not so much the outcome of the fight that bugged me about it… I would have liked the baddie to last one more round, maybe? But she did get to do a few things. What bugged me was that this was a fight that, on paper, should have reduced the PCs to a thin yellow spray, and they knocked it out of the park. Good on them for knocking it out of the park, but that clearly means that I can’t trust the encounter building guidelines, period. This is a huge problem because, with so little high level content available, I’m gonna have to homebrew 85-90% of it, and I don’t have any tools to work with other than eyeballing everything and hoping for the best.


Just, ugh. :P I can do it, but the whole point of using The Popular Game™ is that I shouldn’t have to be building everything from scratch.


So earlier this week, I decided to give Pathfinder 2E a look. I keep hearing about how it has so much more robust math and so very many character options that we wouldn’t have to homebrew a new race for InkBlitz and SirFox every campaign, the rules would just cover it. When 5E came out I literally gave away almost all my Pathfinder 1E books because I was so burned out on the 3.x engine I knew I would never willingly run it again; when PF2E came out, I didn’t even give it a look, because I was quite comfy running my (at the time low-level) 5E game. By a weird quirk of synchronicity, I found a bunch of recent YouTube videos with titles like “Why Are So Many 5E DMs Switching to Pathfinder Lately?” which gave me a lot to chew on. By an even weirder quirk, Paizo just announced earlier this week that they are releasing a 5E conversion of one of their most popular PF2E adventure paths, which amused me.


So I dove into vids from prominent PF2E creators and I picked up a copy of the Pathfinder Beginner Box on Roll20 to give it a look. I built a PF2E adaptation of Shade-Of-the-Candle, and generally gave it as thorough a poke around as I could without starting a whole new trial campaign. These are the thoughts I had on the topic:


Running the Treadmill


5E and PF2E have fundamentally different philosophical underpinnings. Thanks to bounded accuracy, 5E is “static,” with the 10-30 DC range being pretty dependable across all levels. Even the advantage/disadvantage mechanic doesn’t change the range of numbers you can hit, just the probability that you’ll roll high. A completely cheesed-out high level character in 5E might make a check or attack roll with as much as +6 proficiency, +5 stat bonus, and a dizzying +3 gear/circumstance bonus, turning their average roll into a 25. But a skilled low-level character could also conceivably hit a 25 in something they’re good at! Since most creatures’ AC tops out around 20, the effect of this is that high level characters hit their target more often, but low level characters aren’t necessarily locked out of being effective at all.


PF2E, on the other hand, adds your level to every check with which you’re proficient—and to balance that, DCs and monster AC goes up by the same amount. As long as you only fight on-level stuff, this is a wash, but it means you will ROFLstomp anything just a few levels below you, or get ROFLstomped in return by anything just a few levels above you. This effect is magnified by the way PF2E handles critical successes and failures, and PF2E leans into that by having crits explode in effectiveness. High level creatures aren’t just hitting low level creatures more often, they’re pouring crit after crit into them. As a result, you get the MMO-style world that either quietly levels up around you based on your stats, or the challenges around you rapidly get trivialized as you level past them.


That’s something that used to bug me in 3.x/PF1, where it was less pronounced. In PF2E, you have to be all in on that design, or you won’t have a good time. Bring on the Level 15 stirges, baby!


Oh, and since it only effects things you’re proficient with, by the time you’re 5+ levels deep, the chances of succeeding a skill check you aren’t proficient with rapidly fades, leading characters to hyper-specialization in short order.


Razor’s-Edge Encounter Balance Cuts Both Ways


From all reports I could find, the encounter creation rules in PF2E have their rough spots but are mostly as accurate as described. And like D&D 4E, PF2E is balanced mostly around the encounter rather than the adventuring day. This makes story-based adventures (where there may only be one fight per day) work much better, as you don’t have a big imbalance between the casters/paladins/monks who can go nova, and the lowly “dependable martials” who can’t. On the other hand, it means that the only three encounter difficulties are “Trivial,” “Challenging,” and “OMG.” The best description I heard of it was “Every encounter in PF2E feels like a boss fight.”


As the DM, this can be super-freeing, because all you have to do is grab monsters that match the math and you can be confident you’ll get what you want out of the encounter. On the other hand, it can be super-limiting, because you can’t just toss whatever you feel like in there! You have to run the math for everything so you don’t accidentally put in the one owlbear too far that turns it from a good fight into a one-way trip to Boot Hill for your PCs. Where 5E is so loose as to be shapeless, PF2E is so tight that you run a regular risk of overtuning.


Swords and Spreadsheets


Pathfinder 2E is a game that is daunting to look at, period. Every character sheet or monster statblock is a sea of keywords that you have to either memorize or have quick reference for. Building your character requires choosing a Background, a Heritage, a Class, an Archetype, feats attached to all of those, and then any extra feats or proficiencies you still have left over at the end; then every time you level up, all of your proficient values change and you gain at least one new ability, whether that’s a class feature, a racial feat, a personal feat, etc. Running the game is an exercise in tracking “+2+1-4+2+2-2 = +1” calculations for everything you do, and because of the importance of critical success/failure, each one of those +1’s or -1’s is important. Now most of this calculation is just done up front (or when you level up), but if you have players with a short attention span—or you’re a DM who can’t hold more than three things in your head at once—there’s going to be a lot of “What was that modifier again? What does this condition do again? Wait, does insert spell name here apply?” going on, which is exactly the sort of thing that slows games and why 5E created the whole “advantage/disadvantage” system in the first place.


Basically, you’ve got to think about the mechanics a lot more often, and having a rule for EEEVERYTHING makes it a lot easier to “do it wrong.” The system gives you a solid framework to build custom creatures/items/character abilities on, but it’s like a giant erector set with a bunch of weird-looking little pieces. What do they all do? Why is this one at this weird angle? Why are there four different types of connectors??? I’m sure it works beautifully once you’ve got the hang of it, but from the outside it just makes my eyes swim.


My Fallacy Cost Sunk! (or, “Trading One Kind of System Pain For Another”)


Honestly, one reason I was considering PF2E was to bring back crunchy magic item rules for SirFox; 5E has worse-than-nothing systems on this topic and it’s caused us headaches in the past. But when I did a quick-and-dirty canvassing of opinions from group, he was the first one to argue against learning a new system so far into an established campaign. It surprised me, but other players said basically the same thing, and they’re not wrong. Jumping into Pathfinder at any level higher than 1 would probably be a disaster in terms of learning the system. But there’s also the fact that I’m just not convinced that it wouldn’t be just trading one set of problems for a different set.


I still have to come up with adventures that will work for these characters in this campaign. 5E is going to be mostly silent on this front, with me grabbing what third-party stuff I can find to use from the DM’s Guild, but mostly making it up as I go—with useless encounter building guidelines. Pathfinder has high-level content and great tools, but its adventures are as dense as the rule system they’re built for, and when I’ve run them in the past I usually end up throwing out large chunks and homebrewing the rest anyway. Even at higher levels, 5E is mostly-transparent at the table and fairly breezy in combat… the idea of going back to hour long fights does not appeal. O.o


So for the time being at least, I ended up deciding to stick with 5E. When we someday reach the end of the Storm King crew’s campaign, maybe I’ll look at running some PF2E just to see what it’s actually like… but I suspect by then we’ll either be at or near new editions for both. We’ll see.


-The Gneech

the_gneech: (Default)

Shade-Of-the-Candle runs into (or away from) danger!

During Shady’s most recent adventures in Inkblitz’s D&D game, I found her largely underperforming in combat. Some of this was my well-known dice curse, of course… +7 to hit and still couldn’t roll above a 12 even with advantage, that tracks. And some of it was that we’re in a party that’s bursty AF and generally goes nova in every battle because we rarely have more than one fight in a day. In a party that can fire off four fireballs in two rounds and not break a sweat, Shady’s 6d6 sneak attack “is also there.” Neither of these are things I can do anything about, so I’m looking for things I can do.


Besides the fact that the class is perfect thematically for Shady, I picked swashbuckler rogue for her because I was inspired by Sirfox’s Bugs Bunny antics with Nikki in my own Storm King’s Thunder campaign. A pain-in-the-ass who annoys his enemies to death as much as anything, under all that Nikki is actually a supreme duelist, who has dropped the finishing blow on many a boss fight. Not by himself generally–even with uncanny dodge he’s too squishy to one-on-one for long–but he’s still more often than not the one who lowers the boom.


All of that fits with what I pictured with Shady: she talks-talks-talks, tries to weasel and wiggle her way out of most fights to begin with, but once the fighting actually starts, her goal is to maneuver the baddie into position to just get straight-up murdered. Think Jack Sparrow dueling Barbossa to a standstill while Will and Elizabeth run around actually killing most of the pirates, that’s the kind of action Shady’s intended to engage in. It worked beautifully against the dragon Kresthianzé, but a lot of campaign has gone by since then! In most fights since then, Shady has been nearly one-punched before she got a turn, been flailing against mooks, or even better off staying out of the fight entirely and engaging in plot macguffins.


And to be fair, being the one chasing the plot macguffin while everybody else fights also tracks, think Jack Sparrow running around carrying a jar of dirt. And I don’t resent the other players getting cool moments–Leuco the tiny mouse obliterating demons with thunderballs is badass! I’d just like Shady to get some dueling action, so I need to figure out how to set that up.


In the most recent combat, she was hampered by her low Wisdom save, which left her charmed or feared for half of it; that’s not something I can mitigate any time soon other than by avoidance. After level 12 or so, Shady will have ASIs/feats coming out her ears and proficiency with Wisdom saves is on her shopping list, but before then she gets all of one ASI, three levels away from where she currently is, and that has to go to either Lucky or capping her Dexterity. (Darn you rogue 6, why couldn’t you have been an ASI instead of expertise?)


Numerically, capping her Dex has the most benefits, boosting her AC, attack rolls, and damage; on a meta level, Lucky would mitigate my dice curse and help prevent Wisdom-save-choking as long as I use it strategically. But as I say, it’s still three levels off.


One thing Nikki does that Shady doesn’t do as much, is to hide with cunning action every turn. Shady generally uses her bonus action to make an off-hand attack instead–since the first attack usually missed. ;P Hiding would give her advantage on her attack, but attacking twice is not that different mechanically (roll to-hit twice, crit chance is the same, and if the off-hand attack hits instead of the main-hand it’s 4 less points of damage) and fits Shady’s “in your face” psychology better. Hiding would make her a little more durable in the you-can’t-hit-what-you-can’t-see way, tho. Reflecting back on our recent battles, there hasn’t actually been much cover for her to hide behind, tho, so I’m not sure how viable a strategy that would be. I’ll have to look into it going forward.


Other than that? Well, Nikki has better stats than Shady (since I rather foolishly let players roll instead of going point-buy) and is higher level; he also has cloak and boots of elvenkind, giving him crazy Stealth checks. All of these things are factors, but again not ones I have much control over. Mostly I think I need to just keep looking for ways to boost Shady’s strengths and mitigate her weaknesses, without losing focus on the RP aspects that make Shady, Shady.


I’m just glad there’s no freakin’ paladins in the party. >.>


-TG

the_gneech: (Default)


THIS JUST IN: I have opinions about D&D. I know, shocker, right? The latest that I’ve become aware of, is that I am growing increasingly reluctant? Distrustful? Resentful of? Skill checks. Both as the DM and as a player.


As a DM, it’s been kind of poking at me for a while; I don’t know when I first noticed, but somewhere along the line, “I make a _____ check” became group shorthand for “I skip to the end, what’s the result?” Talking to NPCs? “I make a Persuasion check to get them to do what I want.” or “Can I make an Insight check to see if I trust him?” Searching for clues? “I make an Investigation check, what do I find?” etc.


And I’m guilty of it too as a player—I think it’s just a habit we just sort of developed as a group—but it’s starting to grate at me. I’m not sure how or when it became a thing, and I don’t really care; but when I’m DMing, it’s something I’m moving away from. (The “Insight Check Lie Detector” is one that’s been a particular worry for me lately. My current campaign has had a lot of very dishonest NPCs, and more than once I’ve gone out of my way to wave red flags, only to have the players lean on their Insight check instead of just coming to the conclusion that the NPC is lying to them. If that Insight check is botched, well, the character believes and steps into the chipper/shredder, the player is frustrated, and so am I.)


As a player on the other hand, I’ve found it a severe handicap for years, because (as is well documented) I can’t roll dice for shit. Give me +15 to a check and advantage, and I’ll still find a way to botch the roll. My most famous incident was rolling 16 on 8d6 during the climactic battle of a CHAMPIONS session back in college, but I’ve had plenty of rangers who couldn’t damage their favored enemy, burly fighters who couldn’t knock down a door, cheesed-out skill monkeys who couldn’t pick a lock, and so on. To combat this, I’ve started being very meticulous in my descriptions about what my characters do and say, searching every nook and cranny of a room, drawing out every conversation with everybody, and so on, fishing for an auto-success so that I never hear that awful phrase, “make a skill check,” which translates to “you almost certainly fail.” I don’t want to have to pay a Feat tax of giving all of my characters Lucky just to get around my dice curse.


But philosophically, the more I think about it, the more it bugs me on principle as well as for any selfish reasons. It’s like the pay-for-shortcuts packages in MMOs, where you’re effectively paying to not have to play the game. The real mechanic of every TTRPG, what makes them a distinct and awesome activity, is the flow of the Game Master presenting a situation, the Player attempting to achieve something, and the Game Master adjudicating the result. That is the game, not your AC and hit points, not your 18 STR or your 8 WIS. “Roll Perception to search the room. (clatter) With a 10 you don’t find anything,” is just as boring as “Make your attack roll against the monster. (clatter) With a 14 you hit for three points of damage.”


As a player, there’s not much I can do other than make my best case to the DM and hope. As the DM, tho, I have started to change the way I handle skills. First and foremost was to institute a “please don’t roll dice unless I ask for it” policy at my table. And then, I try to set up my adventures such that I don’t have to ask for it. My policy for that is “ask for details, not dice rolls.” When players are being vague or evasive about what they’re doing, I come back and ask for specifics. I don’t demand that players who lack confidence in real life give speeches for their high-Charisma characters any more than I make players swing real swords in combat, but I do at least require them to tell me what it is they’re trying to communicate and/or get from the NPC, and what means by which they’ll try to get the NPC’s cooperation.


Now there are times when playing out every room search/enemy looting/secret door searching would get old, and particularly as we get into the back half of Tomb of Annihilation I expect that will be pushed to its limits. There has to be a certain allowance for the fact that it’s just not fun to detail the poking of every corner of every hallway. I generally get around this with my third policy, “assume the characters are competent.” And what I mean there is, if someone in the party is trained in Survival for example, assume they are good enough trackers to find trails and food/water unless there’s a particular reason why they might not. If they’re creeping through a dungeon, assume they’re watching the shadows and looking for traps, etc. In terms of game rules, this boils down to the “passive skill check” mechanic as a way to bypass “routine” things. The comedy of “Big Damn Hero Is a Stumblebum Because Fuck Dice” has long lost its appeal for me, if only because I keep building Big Damn Heroes and they keep stumbling instead.


-The Gneech

the_gneech: (Default)

Tired of voting for the lesser evil?


Richard Grant = The actual “evil Loki”

Sophia Di Martino = The Enchantress, working for Richard Grant

TVA = Actual Baddies, or at least taking them down will be the endgame

Kang the Conquerer = middle time keeper, will be the next phase’s Thanos trying to restore “sacred timeline”


Confidence in these predictions? 65-70%.


-TG

the_gneech: (Default)


Enigma Sector is intended to be “big tent” space opera the way D&D is “big tent” fantasy, so it pulls from a lot of sources, and of course Star Wars is a big one. One of the things I’ve been trying to fit into the game is “ion damage” as it’s presented in Star Wars. We see four clear examples of it:



  • Jawas zap R2-D2, he keels over

  • Controls of Luke’s snowspeeder become ionized and he crashes

  • Hoth ion cannon disables a star destroyer and the transport ships breeze past

  • Y-Wings hit a star destroyer with ion torpedoes and disable it, allowing a hammerhead corvette to play billiards with it


It could be that ion damage is the “stun setting” that knocks out Leia in Ep IV and that she uses on Poe in Ep VII, as well, that’s harder to say. That’s how I’ve been treating it, anyhow.


But the common element of all of these is that ion damage, while not inherently lethal, is presented as a one-punch fight ender*, which can have its place when it’s a plot device, but poison when you want to have a playable game. The biggest question it leads to, however, is “If you have a cannon/torpedo that can one-punch a star destroyer, why wouldn’t you just do that all the time?” Or to put it into game terms, if you give the players in your game an “I win!” button, they’ll just press it over and over. And if you give the enemies the same button, the only real contest becomes the initiative check to see who can hit the “I win!” button first.


(*Sort of. The Hoth ion cannon fires four shots, and we see two connect, while the Y-Wings in Rogue One just pummel the star destroyer with something like six hits. But in both cases, the star destroyer goes from “fine” to “dead in space” in a matter of seconds.)


So this brings us to ion weapons and spaceship combat. My original idea was that a hit from an ion weapon would knock down a ship’s shields, which is kinda-sorta what we see in the case of the star destroyers: the first hit mucks up the shields, and the followup hit(s) muck up the controls. Since all the hits happen in rapid succession, we don’t get to see if the star destroyers could recover from the first one in time. But that led me to imagining my players, in their own little not-quite-the-Millennium Falcon, being swarmed by enemy fighters with ion guns that lead to a super-fast death spiral of the shields going down and staying down. I’ve already established that ion weapons have shorter range and do less damage than blasters, but that add-on effect is still hella powerful.


(In the case of Luke’s snowspeeder, there’s no indication that the walkers are firing ion weapons, so I’m assuming that would come under the heading of system damage: the regular blaster hit incapacitated the ship for a round and, being next to an enormous obstacle (i.e., the planet), the snowspeeder crashed into it. That incapacitation just happened to come in the form of ionized controls.)


So how do I fit ion weapons into that Venn Diagram sweet spot between “doesn’t add math,” “is worth doing sometimes,” and “doesn’t become the only thing worth doing”? I started looking at monster debuffs for inspiration here. 4E was full of “controller” monsters, who all pretty much did the same thing: “Piddly damage, and the target is dazed (save ends).” Dazed in 4E was roughly analogous to 5E’s version of the slow spell: attackers had advantage on you, you could move or attack (but not both), and you couldn’t use bonus actions or reactions. That’s not bad, honestly. (Slow tweaks the numbers and adds some stuff about spell failure that isn’t really relevant here.) 5E’s major monster debuffs come from grapples, poison, or petrification, which all do variations of the same thing. Grapples hold you in place, poison gives you disadvantage on attack rolls and ability checks, and petrification starts with being restrained (can’t move and attackers have advantage) and gets worse from there.


So let’s break these down…



  • Grappled (immobilized): Having a movement speed of 0 can range from being immaterial (if your plan was to just buzz around shooting anyway) to being a game-ender (if your plan was to escape to the jump-point). There is a vague vibe of “moving fast = hard to hit, not moving = sitting duck” that isn’t reflected in the rules per se. That leads to…

  • Restrained: Your speed becomes 0, as above, but attackers have advantage against you, and you have disadvantage on Dex saves. This is a heck of a debuff, especially when the enemies pile on, but while you can’t move, you can at least still act. This pretty accurately reflects ion damage as presented, but it’s also dangerously close to the “becomes the only thing worth doing” category.

  • Poisoned: You have disadvantage on attacks and ability checks. Probably the worst thing you can do to a rogue because it tends to kill sneak attack, but is mostly a nuisance for everyone else, and also doesn’t model the desired result.

  • 4E-style Dazed/5E-style Slowed: You have to choose whether to move or attack (choices are interesting!) and have a fairly significant debuff, whether it’s advantage for your enemies, or -2 AC/Dex saves for you.


Of the choices, I think I’m liking the 4E dazed the best. (Hey, 4E wasn’t all bad.) In 4E, “save ends” meant that at the end of your turn, roll 10+ on a d20 and the condition went away (rather than being impacted by your stats like a 5E saving throw). This was a key part of the design: debuffs were meant to sting, but they were also meant to be something you could shake off fairly easily, on the grounds that being hamstrung through the whole fight was anti-fun. And I still want that to be the case here: tying recovery to a Constitution saving throw would make it way too hard for small ships to recover, and way too easy for big ones. So how about something like this…


Ionized (Condition): The vehicle’s controls are locked up by ionization. The vehicle can’t take reactions, and it can’t move unless it uses the Dash action. Attackers have advantage against the vehicle, and it has disadvantage on Dexerity saving throws. At the end of the vehicle’s turn, roll 1d20: the ionization effect ends on a roll of 10 or higher. The vehicle may also end the effect by using its action to spend a hit die as damage control.


This could also work for droids being hit by ion weapons as well. Whattya think?


-TG

the_gneech: (Default)

Shade-Of-the-Candle Takes It Easy... But Takes It

Yes, Shady, choosing is very hard in this case.


WARNING: Lots of rules rambling ahead. Read only if you are a big ol’ D&D nerd.


So last night Shady hit 6th level after a fun session fighting against the most cheerful demonic bounty hunter ever. So now I have to actually choose, Rogue or Bard? Neither option is great immediately—6th level rogue gets her expertise in Investigation and Persuasion, but nothing else changes. 1st level bard gets her a new skill, a new proficiency, a small handful of spells, and three uses of bardic inspiration per long rest.


So neither choice is about what happens at level 6; they’re really about what happens at levels 7, 8, and 9.


If Shady sticks with rogue, at 7th she’ll get evasion and more sneak attack, at 8th she’ll hit 20 Dex, and at 9th she’ll get that awesome Panache ability and still more sneak attack. If she jumps over to bard, at 7th she’ll get Jack of All Trades (double-bumping her Initiative on top of her swashbuckler boost), at 8th she’ll get Blade Flourish (which is a game-changer ability) and Two-Weapon Fighting*, and at 9th she’ll finally catch up with that 20 Dex.


The problem is, I want all of this stuff for Shady! Panache especially is something that suits her perfectly, that whole “piss off the baddie so they chase only you—but also can’t actually GET to you” annoyance/avoidance tanking strategy goes all the way back to her fight with Kresthianze the black dragon. Having a mechanical backup for what she’s been doing purely through RP would be very nice.


On the other hand, in play, Shady’s biggest weak spot is totally her AC. The pattern with her, from the mimic that one-punched her at 2nd level, to the fight in the warehouse, to fighting Gornstard the Wailer last night, has over and over been:


1) Combat starts

2) Shady gets almost one-punched before she even gets a turn

3) She spends the rest of the fight either out or reeling from the first hit


To a certain extent, this is the rules working as intended. Rogues are glass cannons, and even swashbucklers—who are intended to get in melee and stay there—are expected to jump in and out, hide, and generally be evasive more than durable. Fortunately, Uncanny Dodge is a big mitigator here—when I remember to actually USE it—but the fact remains that Shady’s paltry 16 AC is her big ol’ Achilles Heel.


But short of magic items (and man, she is looking for that Cloak Piratey Longcoat of Protection), the only ways for her to boost her AC are 1) maxing Dex, or 2) Blade Flourish—either of which she can get at 8th level, it’s just a matter of which.


20 Dex will set her AC to 17 whenever she gets attacked, before she gets a turn or after, all the time. Blade Flourish, using the Defense option, potentially adds +1d6 to her AC (typically putting it around 19), but only after she’s made an attack, and only up to three times per long rest. It also boosts her already-crazy speed and bumps her damage on the initial attack roll.


The biggest thing is that going the bard route gives Shady the 20 Dex at 9th level—which means that in terms of AC, she gets both of the boosts by going the bard route, at the expense of a bit of sneak attack, evasion (which has not been a factor so far since we don’t have a lot of fireballs flying around, but might become one if more dragons start showing up), and, of course, panache.


I dunno; I keep going around and around and not being able to land. All of this is solved by 15th level, in which she has all the bard and all the rogue she wants and everything after that is gravy… but what are the chances of any campaign getting there? Generally not considered good. That’s what makes this a tough choice—whichever direction she chooses is likely to be the only choice she gets.


-TG


*Theoretically it would also open breastplate + shield, but even if the breastplate looked like a leather battle corset, the Dex cap would make it a net wash, and I just cannot see Shady carrying a shield. Dusk does, because he’s a fighter-flavored-with-rogue, but Shady is not a gird-her-loins type.

the_gneech: (Default)

Shady looks longingly out to sea.


Continuing where we left off…


I feel like there’s a weakness in the core premise. One shipment of munitions by itself hardly seems critical enough for all this skullduggery. Time to refine it a bit. EVENT MEANING ROLL: Focus is 56: “PC negative” (something about Shady herself? O.o), action and subject are 4/93: “Fight of weather.” Um. What? XD The L.P. doesn’t think Shady can navigate storms? That doesn’t make any sense.


Reply hazy, try again! EVENT MEANING ROLL: Focus is 19: “NPC action,” action and subject are 13/85: “Decrease of technology.” Okay, so what NPC? Characters List 4: Ainsworth, or Persons of Interest 6: Cardinal Maraldo. Well huh, what could I do with that?


Maraldo is a high official in the church of Pholtus (“The Blinding Light”), paladins and crusaders who are sworn to seek justice, law, and order. And Maraldo believes in this creed, even if in his own case he tends more to an authoritarian streak, favoring the law and order part over the justice part. Why would he pursue “decrease of technology”? He believes in “might for right,” and also conveniently believes that what he does is right, because he’s the one doing it. If there’s munitions to be had, his view is going to be “We should have it, to keep it from ‘falling into the wrong hands’, and also to better smite evil with.”


Soooo… what if the secrecy is to avoid conflict with the Cardinal? The Lady Patrician would love to have munitions for Everkeep, but she might very well love a pile of gold from Dragonwatch Keep even more. What if the munitions were captured (from pirates/smugglers/gunrunners, whatevs), but instead of confiscating and using them, the L.P. has decided to sell them to Dragonwatch Keep over Maraldo’s objections? The “Judge/Balance” result from Scene Two isn’t about the whole region—it’s about the balance of power within Everkeep itself!


That could also explain why Ainsworth actually put “munitions” on the wharfmaster’s log—maybe it wasn’t supposed to be a secret at first, but the decision was made at the last second, “The answer is ‘no,’ I am therefore going anyway?” But Ainsworth knows Shady well enough to know that she has no love for Maraldo, and isn’t likely to go stirring up trouble with him, which is why he didn’t try to take her prisoner to keep the secret.


Okay! I dig this. :) But now the big question: what actually IS the next scene? Shady’s been cut off here and doesn’t have much in the way of a path to pursue. She doesn’t care about the munitions qua themselves, she just wants to find some kind of angle to profit by, as her ship languishes on the docks. Attacking the Dragonfly to pirate the munitions is a winnable battle but iffy prospect, plus it would probably cost her Ainsworth’s friendship and definitely get her blacklisted in Everkeep. BUT, if Shady finds out about the conflict between L.P. and Maraldo, she can work that into a win/win for the L.P. by stealing the munitions back for Everkeep after they’re delivered, IF she can do it anonymously. That seems very much a Shady thing to pull, but she has to find out about the conflict first. And that means she needs to do more poking around.


The Moonlit Horizon is faster than the Dragonfly, so there’s no real time constraint in letting Ainsworth go ahead and leave town; Shady has some time to investigate. But where will she go? She knows the other privateers are also in the dark; she could try to find some kind of information broker type, or go straight to the Lady Patrician herself. Telekain?


Hmm. That’s a promising angle! So, next scene will be “Shady goes to Telekain,” assuming there is no modification or interrupt. But I’m out of time (and words) for this session, so I’ll have to start there with the next installment!

the_gneech: (Default)

Shady On the Attack!


In response to my Playing Shady Instead of Writing Her post, ReblSquirrel gifted me with a copy of the Mythic Game Master Emulator and a few other similar items, with a brief description of how he’s basically been using it to run solo adventures with his own characters. So, having today off, I dug into it, combining it with some of the random adventure generation tables in the Dungeon Master’s Guide and a few notions of my own to create a “random Shade-Of-the-Candle adventure generator.”


Learning the system and getting comfortable with it took most of the day, but I developed a very intriguing story premise by taking a few seed words, asking a few pointed Fate Questions, and then creating the first scene which I played out using Shady’s D&D character sheet. Now that I’ve got a feel for it, I’m looking forward to “running” Shady through the rest of this adventure, and discovering the story as I go!


For your entertainment, here’s what I came up with, so far. If the final product comes out well (and I think it just might), I’ll go ahead and write it as a full-fledged story.


——


Step One: Create Setup


Generated Keywords: pirate, Dragonwatch Keep, pursuit of energy


Shady has found out about a shipment of materials used to make alchemist’s fire on its way to Dragonwatch Keep, and would love to get her claws on it, whether to sell it in Everkeep or to keep it for the Moonlit Horizon.


FATE QUESTION: Did the Lady Patrician point Shady toward this?

RESULT: “Exceptional No.” The Lady Patrician has agents working against the capture of the shipment!


FATE QUESTION: Is the Lady Patrician’s agent somebody Shady knows?

RESULT: “Exceptional Yes.” It’s somebody that Shady’s close to.


FATE QUESTION: Does Shady know that the agent works for the L.P.?

RESULT: No.


FATE QUESTION: Are they lovers?

RESULT: No.


FATE QUESTION: Is the agent another privateer?

RESULT: “Exceptional yes.” It’s the L.P.’s best!


Step Two: Generate Lists


CHARACTER LIST:

Shady

Lady Patrician

Dragonwatch Keep

The Privateer


CHAOS: 5


THREADS LIST:

Steal the alchemist’s fire

The privateers’ rivalry

The L.P.’s intrigues


Step Three: Create and Resolve Scenes


Opening Scene


A person of interest (the Harbormaster) sends Shady on the adventure

MODIFIED: Shady learns about the shipment by finagling a look at the Harbormaster’s log


“C’mon, Fean,” said Shade-Of-the-Candle. “There has GOT to be something. I’ve got a ship and crew both just baking in the sun and not a cargo in sight. Did Everkeep suddenly fall off the trade routes?”


Fean Wavecrest, the imposing, gray-skinned wharfmaster of Everkeep, blinked down at her impassively. “You don’t usually ship cargo,” he said. “And when you do bring it into the town, I always assume that it came from some other ship first.”


The tabaxi scowled. “Are you calling me a pirate?” she snarled. “The Moonlit Horizon is a licensed privateer. You’ve seen the letters of marque, signed by the Lady Patrician herself.”


“What the Moonlit Horizon may or may not be, there are no cargoes for her. Now move along, I have work to do.”


“How can you possibly have work to do if there are no cargoes in port?” Shady demanded.


“There are repairs, new ships to build, customs to levy, and hundreds of laborers to keep in line,” replied the goliath.


(SHADY INSIGHT DC 10: 2. She believes it. But she has another idea.) “The Dragonfly is prepping for a voyage,” she said. “How is it Ainsworth has a cargo and I don’t? I know he’s not on commission.”


“Captain Ainsworth has a private arrangement, you’d have to take it up with him.”


“But he had to put down something for your log.”


“He did. And your eyes will never see it.”


“Oh, c’moooon, Fean. Have I ever been anything but good to you? Give us a hint.” (SHADY PERSUASION DC 16: 17)


The goliath sighed. “I’m not getting you out from underfoot without throwing you a bone, am I?”


Shady grinned. “You bet your stoney butt you’re not.”


“Fine.” The goliath picked up his logbook, making a big show of holding up the logbook as if he were looking up something else, in a manner that Shady couldn’t help but see one of the pages. “What time is the tide today? Ah yes. Surely it must be soon. Why, it’s nearly upon us, isn’t it? I have it written down here.”


Shady’s eyes quickly scanned the page, until she came to the desired row. “Dragonfly, frigate out of Everkeep, Captain Dryden Ainsworth. Cargo: Munitions. Destination: Dragonwatch Keep. Leaving: Evening tide, 22 July 1704 N.K.” Shady’s eyes widened. Munitions could mean anything from cannonballs to empty muskets, but a shipment like that meant there was money involved.


Money that Shade-Of-the-Candle was not collecting.


Not yet.


She smirked up at the goliath wharfmaster, who quickly slapped the logbook shut. “Right,” he said. “I’m going now. I wonder if I might find a few loose coins just lying around on my desk when I get back.”


Shady grinned, already spreading a bit of gold on the desk before making for the door. “You just might, at that,” she said.


CHARACTER LIST:

Shady

Lady Patrician

Dragonwatch Keep

Captain Dryden Ainsworth

Wharfmaster Fean Wavecrest


CHAOS: 4


THREADS LIST:

Steal the alchemist’s fire

The privateers’ rivalry

The L.P.’s intrigues


NEXT SCENE:

Shady sneaking aboard (or snooping around) the Dragonfly to learn more about the shipment

the_gneech: (Default)


GeekQuery! A new web channel featuring InkBlitz and myself, talking all things geeky. We jump right in this week, discussing what it’s like to switch to being a player in tabletop RPGs if you’re used to being the Gamemaster—or vice-versa. We’re just getting started and we’d love some feedback!


-The Gneech

the_gneech: (Default)

The business end of Shade-Of-the-Candle

So I think I’ve talked myself into multiclassing Shady with bard instead of fighter. The question now becomes… when? My initial thought was that it would start at 11th level, because Reliable Talent is a broken class feature anyway, but I would miss the ability score bumps at 8 and 10, not to mention Evasion (which is amazing) and Panache (which is also amazing).


On the other hand… 11th level is really far away, if we even take it for granted that the game will get there. As players, we (admittedly, mostly me, but other players bought in to my reasoning) asked Inkblitz to slow levelling down when we hit sixth, and, well, it’s very rare for any D&D game to survive long past 10th. And since Bard Shady’s spells top out at 3rd level, if I wait for 11th to roll around, they’re going to be a lot more limited in application.


So I started thinking about what would happen if I made the switch immediately: what would I gain, and what would I lose? Since 9th level’s Panache and the 10th level ASI are sort of my benchmarks of pure rogue, I tried statting up Shady Rogue 10, and Shady Rogue 5/Bard 5, and this is what I got:


—–


SHADY: Rogue (Swashbuckler) 10

AC 17; hp 74

Speed: 30′, x2 w/ Feline Agility

Initiative: +8



Str 10, Dex 20, Con 14, Int 10, Wis 12, Cha 16

Saves: Dex +9, Int +4

Acrobatics +9, Animal Handling +1, Arcana +0, Athletics +8, Deception +3, History +0, Insight +1, Intimidation +7, Investigation +4, Medicine +1, Nature +0, Perception +9, Performance +3, Persuasion +11, Religion +0, Sleight of Hand +9, Stealth +13, Survival +1

Prof: Concertina, Dice Set, Thieves’ Tools



Cunning Action, Evasion, Fancy Footwork, Panache, Rakish Audacity, Sneak Attack +5d6, Uncanny Dodge



Crescent Moon: +10 to hit, 1d8+6 piercing (+5d6 sneak attack*)

Cutlass (off-hand): +9 to hit, 1d6 slashing

[average combined DPR 31.5]

Pistol: +9 to hit, 1d10+5 piercing (+5d6 sneak attack*) [average DPR 28]



*Sneak attack can only apply once per turn.


—–


SHADY: Rogue (Swashbuckler) 5/Bard (College of Swords) 5

AC 16 (+d8 Blade Flourish**); hp 74

Speed: 30′, 40′ w/ attack action (Blade Flourish), x2 w/ Feline Agility

Initiative: +9



Str 10, Dex 18, Con 14, Int 10, Wis 12, Cha 16

Saves: Dex +8, Int +4

Acrobatics +8, Animal Handling +3, Arcana +2, Athletics +8, Deception +7, History +2, Insight +3, Intimidation +7, Investigation +4, Medicine +3, Nature +2, Perception +9, Performance +5, Persuasion +11, Religion +2, Sleight of Hand +8, Stealth +12, Survival +3

Prof: Concertina, Dice Set, Navigator’s Tools, Thieves’ Tools



Bardic Inspiration d8 (3/short or long rest), Blade Flourish, Cunning Action, Fancy Footwork, Fighting Style (Two-Weapon Fighting), Jack of All Trades, Rakish Audacity, Sneak Attack +3d6, Song of Rest (d6), Uncanny Dodge



Spells: 0-level—Friendship, Mage Hand, Vicious Mockery; 1—level (4 slots)—Charm Person, Healing Word, Heroism, Longstrider, Sleep; 2-level (3 slots)—Blindness/Deafness, Enthrall; 3-level (2 slots)—Stinking Cloud



Crescent Moon: +9 to hit, 1d8+5 piercing (+3d6 sneak attack*, +d8 Blade Flourish**)

Cutlass (off-hand): +8 to hit, 1d6+4 slashing

[average combined DPR 32]

Pistol: +8 to hit, 1d10+4 piercing (+3d6 sneak attack*) [average DPR 20]



*Sneak attack can only apply once per turn.

**Blade Flourish cannot add to AC and weapon damage on the same turn, can only apply damage once per turn, and expends a use of Bardic Inspiration.


—–


CONCLUSIONS: Bard Shady is very slightly squishier, with one point lower AC and Dex saves. (This could be mitigated with a cloak piratey longcoat of protection and a luckstone, both of which are on her magic items wishlist.)


Her swordsmanship suffers when not using blade flourishes, but is comparable when she does use them; her marksmanship drops noticeably, however. On the other hand, with Sleep, Stinking Cloud, and spammable Vicious Mockery, she has other options at range. She loses both Uncanny Dodge (ouch) and Panache (ouch), but gains a much more robust skill list, gets to plug a hole in her mariner skills w/ Navigator Tools, and becomes a better leader, with Bardic Inspiration, Healing Word, and Song of Rest available to bolster her crew.


If we assume that her “spells” are actually just items she’s carrying around in that utility belt, Mage Hand becomes her yoinking things from across the room with her grapple hook, Sleep can be sleeping powder or a sucker punch, and Blindness/Deafness and Stinking Cloud both become bags of stuff she lobs at her foes.


That running speed, tho. With Blade Flourish and Feline Agility, she can run 80′ on a turn and still attack someone—who then can’t hit her back when she’s running away thanks to Fancy Footwork. Add Longstrider to the mix and we’re looking at Sonic the Hedgehog. Bard Shady has a higher initiative than Rogue Shady despite having a lower Dex, but won’t be laughing off fireballs. She might just outrun them, tho. >.>


Ugh! It’s a tough choice! Bard Shady is better for the social pillar, Rogue Shady is better for combat (at least against foes that don’t resist slashing and piercing), and the two of them bring different strengths to exploration.


At the end of the day, I think I need to pick the one that is most “in character” rather than being optimized. Given how much Shady loves to talk to people, pulls weird things out of her bag of tricks, wants to be a competent seafarer, and pokes her nose where it doesn’t belong, I suspect Bard Shady edges out Rogue Shady at the end of the day. But I’d love to hear opinions!

the_gneech: (Default)


I’ve been running a somewhat-modified Tomb of Annihilation lately, and while my players seem to be having a good time, I must admit that I’m not quite feeling the connection with it that I would like. Perhaps exacerbated by the fact that the group has had some seriously bad luck with navigation rolls and so keeps getting lost in the jungle, the game largely feels to me like a string of random fights, with little or no through-line of story or character development, which are famously the parts of any game that I’m the most interested in.


While I was looking for ways to address this for my next session, I happened across this video from Runesmith, in which he enumerates “five things an adventure should have.” What immediately struck me is that I’ve seen this concept before: the first time was in West End Games’s Star Wars Roleplaying Game, way back in 1987, but it’s also a core conceit of the Five Room Dungeon concept. Some of the specific bullet points of the five items vary, however, and if we map them to Dungeons & Dragons‘s “Three Pillars of Adventure” (Exploration, Social Interaction, and Combat), we get…


<th>Star Wars RPG</th> <th>Five Room Dungeon</th> <th>Runesmith</th>


  1. Firefight (C)

  2. Ship Combat (C)

  3. Chase (E/C)

  4. NPC Interaction (S)

  5. Problem-Solving (E)




  1. Entrance/Guardian (E/S/C)

  2. Puzzle/RP Challenge (E or S)

  3. Trick/Setback (E or S)

  4. Climax/Big Battle (S or C)

  5. Reward/Revelation/Twist (E/S)




  1. Go Somewhere Cool (E)

  2. Talk to Someone Interesting (S)

  3. Learn Something New (E/S)

  4. Fight Something (C)

  5. Get a Reward (E)



Why five? First, it’s complex enough to be meaty without being so complex that it bogs down in detail or analysis paralysis. Second, it nicely maps to the familiar five-act story structure of setup > rising action > complication > climax > denouement. Finally, it’s a handy pocket size. The Star Wars example doesn’t quite map to the other two—”firefight,” “ship combat,” and “chase” are all more-or-less specific flavors of “fight something”—but the Star Wars setting, with its alien creatures and exotic worlds, has “go somewhere cool” baked into it universe design assumptions (and the inherent reward of any adventure assumed to be “victory for the Alliance”).


Looking at my Tomb of Annihilation game, I actually think that most of the individual sessions have hit the five points fairly consistently: the Burning Coast is an exciting region with dangers and wonders galore, there have been plenty of colorful NPCs, and so on. It has leaned a little heavily on the combat and exploration, but I think the point that may be falling down is rewards. Not just in terms of treasure (because there hasn’t been much, but in this setting gold and such is largely irrelevant), but in terms of the inherent reward of “moving the story forward.” The party came to the Burning Coast to find (and hopefully end) the Wasting Curse, and so far they’ve gone dino racing, rowed up the Amazon Soshenstar River, and now they’ve gotten entangled with the troubles of a lizardfolk village that may or may not have anything to do with the Big Problem. The barbarian, of all people, is wondering “Are we getting anywhere?” and maybe he has a point.


With this in mind, I think I’m going to remix a few of the elements of the next session to tie them more closely to the Big Problem, but more importantly, to show the players that it’s tied to the Big Problem. In an adventure where “loot” is not a metric, “plot coupons” are the actual reward, and I think maybe I’ve been too stingy with those. So I will address that.


-The Gneech

the_gneech: (Default)

Angband, by Angus Mcbride, or, A Million Gazillion Orcs


Sunny days and crisp weather have arrived here, and that always puts Dungeons and Dragons on my brain– because way back in 1983 a bunch of us would hang out behind our high school on days like this and play through a very freeform megadungeon game of my own creation. I particularly remember a moment I’ve written about before, where one of my players (who always wanted to run ahead on his own) opened a door, only to be informed that behind it was a massive chamber with 200 orcs… to which his response is “I slam the door and run away!” Fun times. XD


At the time, I didn’t use the D&D rules, partially because I had all of a Holmes Basic Set and an AD&D Dungeon Masters Guide to work from (making for an incomplete and often contradictory ruleset to begin with), but mostly because I didn’t have the patience to sit down and puzzle it all out.


What I did have the patience for, for whatever reason, was to create my own ridiculously kloodgey homebrew system that took bits of D&D and blended it with bits of Heritage’s Dungeon Dwellers series and then, at the table, was mostly ignored. This game system was called “Mid-Evil,” which I was very proud of at the time. >.>


Did I mention I was 13?


A year later, I tried to leverage this same mostly-nonsensical system into an espionage/modern action game called “I Spy,” which was just as nonsensical and took the inspiration for its one usable scenario from a segment of “The Bloodhound Gang” from 3-2-1 Contact.


So, yeah, “ambitious, but not sophisticated,” about sums me up in those days.


But as dorky and sophomoric as all these things were, they had fire and a pure love of the game that still makes me grin to remember. As I began to develop more sophistication I moved on to MERP and from there to the HERO System, becoming ever more enamored of “realism” and “maturity”– mostly because I was still young and insecure about such things.


A lot of my games from this second period were very sophisticated by comparison– I had a “street-level superheroes” campaign that delved into dark topics and psychology and presaged things like The Killing Joke by a matter of years. But at the same time, a lot of my gaming sessions felt like work– we were trying so hard to Make Art out of the game, that we would lose sight of the fact that we were a bunch of nerds sitting around a table rolling dice to control the fate of fictional characters.


These days, I’d like to think I can have the best of both worlds. I have primarily returned to D&D (using the actual rules, even), but I work with the players to integrate their characters’ personalities and background into the campaign. There are random encounter tables, but they are built with an eye toward reinforcing the theme or environment of the adventure instead of being a giant kitchen sink of weirdness. There are serious NPC allies, enemies, or wildcards, but there are also moments of pure goofiness.


But most importantly, I remember these days why I fell in love with the game in the first place– those crazy moments of shared story that we were all creating together, where the stuff on the paper was there if we wanted it, but also didn’t matter if it didn’t actually make things more fun. And I’m always grateful for D&D weather, because that’s what it reminds me of.


-The Gneech

the_gneech: (Default)

Uncanny Midnight Tales, by John 'The Gneech' Robey


Madison Beacon-Examiner handout for UMT Back in 2008, I was a huge fan of Star Wars Saga Edition, and in some ways it’s still my favorite iteration of the d20 engine. For this game, I created a Call of Cthulhu tribute game, Uncanny Midnight Tales. With Halloween a mere two weeks away, I thought now might be a good time to once again share it with the world!


Watch out, Not Howard Carter!What’s presented is not a complete game– it requires the Star Wars Saga Edition rulebook to play (and of course, SWSE was not OGL, so there isn’t any SRD for it), but for the most part it could be played in 5E with little alteration. But it does include character creation, equipment, and a Gamemaster Guide with a ready-to-go adventure and a collection of creature and monster stats.


Really, the entire project was more an excuse for me to create “my vision” of what a d20-based CoC might look like, but I had a lot of fun with it and creating all the handouts, and I don’t want it to be lost to the world. So go forth! Click on any of the images and have some spoopy fun this Halloween, on me!


-The Gneech

the_gneech: (Default)

WHAT ARE YOU DOING


DM: Ronan comes striding out of the wrecked ship. Like before, he appears to have taken no damage from the crash. He sneers at you and bellows to the crowd, “Behold! Your ‘Guardians of the Galaxy’!”


GAMORA: Gaah, that damn infinity stone! He’s basically casting globe of invulnerability on himself.


DM: He also steps in Groot.


ROCKET: Son of a bitch!


DM: Rocket, your turn.


ROCKET: The infinity stone is mounted in his hammer, right? Could I maybe shoot the hammer out of his hand?


DM: With a regular gun? Not likely.


STARLORD: Unfortunately, you used your hadron enforcer already. That recharges on a short rest, right?


ROCKET: Yeah. …But, hey! Can I spend my inspiration point from protecting all those civilians to get the hadron enforcer‘s charge back?


DM (thinking): Okay, sure, but it got kinda smashed up in the crash. Make a DC 15 tool proficiency check to get it working.


ROCKET (rolls): Aw, shit! What a time to roll a freakin’ nine.


GAMORA: Geeze, and you blew an inspiration point on it.


DM: Well, you can keep trying on your next turn– if you get a next turn. Ronan’s on the ground, now.


ROCKET: Crap.


DM: Drax? Your turn.


DRAX: I assist Rocket on his next roll.


DM: Okay. Gamora?


GAMORA: Um… crap, I dunno, I’m a fighter. Can I just… I dunno, keep my eyes open and be ready to jump in?


DM: Delay requires an action and a trigger.


GAMORA: Okay, I guess if I see an opportunity to grab the hammer, I’ll do that.


DM: Good enough. Starlord?


STARLORD: What’s Ronan doing?


DM: He’s getting ready to smash the hammer down and destroy all life on the planet. Y’know, like one does.


ROCKET: Craaaaaaap.


STARLORD: I challenge him to a dance-off.


GAMORA: What???


DRAX: Pffft!


ROCKET: Oh God.


STARLORD: You said my tape player was going, somewhere off in the wreckage, right? Well, it says right here: my bond is “I treasure my mixtape from home more than life itself.” If I’m gonna die, I’m gonna die dancing to my mixtape!


DM (laughs): Sure, why not? Go ahead and make a Deception check, with advantage for tying into your traits.


STARLORD (rolls): Aww, yeah! Twenty-frickin’-SEVEN! (sings) Oooo-ooh child, things are gonna get bet-ter!


DM (still laughing): Okay! Ronan tries a DC 27 Wisdom save (rolls) and blows it bigtime. He’s effectively stunned for a round at Starlord’s pelvic sorcery.


TABLE: (laughter)


STARLORD: Gamora! Take it!


GAMORA: I am so not taking it.


STARLORD: I meant take the hammer.


GAMORA: Can I use my readied action to grab the hammer while Ronan is stunned?


DM: Call it a disarm check. Make an unarmed attack roll against Ronan’s Athletics check. (rolls)


GAMORA (rolling): Uh… man! Another nine.


DM: Yeah, no. Ronan’s got a vice grip on that thing.


GAMORA: Yeah, I’m just gonna stand there and stare at Starlord like he’s nuts.


DM: Okay, new round! Ronan is stunned and just stares at Starlord. “What are you doing?”


STARLORD: I’m distracting you, ya big turd blossom!


DM (laughs): Rocket, roll on your tool check again. You have advantage this time, thanks to Drax’s aid.


ROCKET (rolls): Nineteen! Hadron enforcer online, baby! I shoot the motherfucker! I mean, I shoot the hammer out of his hand.


DM: Unfortunately, it took your turn to make the skill check.


DRAX: So it’s my turn? I shoot the motherfucker.


DM: That works! You grab the hadron enforcer from Rocket and basically use it to make a ranged 5d10 disarm! Go ahead and total it up, the damage will be the difficulty for his Athletics check. (rolls)


DRAX (rolls, with no small amount of satisfaction): Thirty four!


DM: Ahahahaha, no. Not only does Ronan not make his Athletics check, the hammer explodes into a bazillion pieces, sending the infinity stone flying into the air!


ROCKET: Oh crap oh crap oh crap!


STARLORD: I’m basically standing next to Ronan, right? ’cause we were having a dance-off? Can I grab the infinity stone before it hits the ground?


DM: You can try! Give me a Dexterity save.


GAMORA: That thing does 100 necrotic damage per round and then you have to make Charisma saves to not explode!


STARLORD: Yeah, but while I’m lying there making death saves you can slap a container onto it. The Charisma save I’m not worried about.


GAMORA: But we don’t have a healer!


STARLORD: Well maybe there’s a paramedic in the crowd. (rolls) Anyway! I roll a sixteen.


DM: You nab it out of the air! You take 100 points of necrotic damage!


STARLORD: Ow.


DM: Fortunately, your Mystery Boon kicks in– turns out you are resistant to necrotic damage! So you only take 50.


STARLORD: Yay? I have fifteen hit points. (rolls) Twenty-two Charisma save.


DM: You are not killed outright on this round, but you are stunned and unable to act. A massive ball of purple-black necrotic energy swells around you, engulfing you and Ronan both. Ronan looks more than a little offended that you aren’t dead.


STARLORD: I bet he does!


DM: He also takes 100 points of damage, and is offended by that, too! It’s not enough to kill him, but it clearly hurts. He shouts, “Who are you???”


STARLORD: So all I gotta do is stand here dying at him to take him out?


DM: Pretty much!


STARLORD: Winning! When he shouts “Who are you?” I just give him my most smug, “You said it yourself, we’re the Guardians of the Galaxy, bitch!”


DM: Starlord taunts the badguy! It doesn’t do anything, but points for going out in style.


GAMORA: You said the damage happens every round, right? So he’s going to keep taking it?


DM: Yes. It spreads out through everyone in contact with whoever’s touching the stone.


GAMORA: Okay, I grab Starlord’s hand to absorb some of the damage and ready an action to shove a container onto the stone when Ronan drops.


DRAX: I’ll grab on too.


ROCKET: Ditto.


DM: Okay, new round! Ronan takes 100 points of damage, which is forty-odd more than he had. He explodes with a look of deep resentment on his face.


TABLE: (cheers, high-fives)


DM: You all take 100 points of damage split four ways, so 25 each, except for Starlord, who resists it and takes 12.


STARLORD: Two! I have two friggin’ hit points! Eat that, Ronan the Dickhead!


ROCKET: Ronan-the-A-Loser, more like!


GAMORA: I shove the infinity stone into the container!


DM: The purple-black cloud of necrotic energy immediately dissipates! Revealing Yondu and a dozen Ravagers. “Well, well, that was quite a light show!”


DRAX: Seriously?


STARLORD: Geeze, if it isn’t one damn thing, it’s another around here.


-The Gneech

the_gneech: (Default)

As folks may know, my day job is a success coach. I work with people in lots of different walks of life, but my native tribe is, was, and ever shall be creative types! 🙂 To that end, I’m opening three slots for artists or writers to get 90 days of coaching at no cost.


YOU GET: 1-hour weekly sessions via phone or internet hangout where we look at where you are in your creative pursuits, what obstacles you are facing and how to overcome them, and the possibilities that will open up for you to get you where you want to be.


WHAT I ASK IN RETURN: Feedback! I want to be the awesomest, most kickass coach ever– which means I need to learn what I’m doing right, what I’m doing wrong, and how I can do it better. 🙂


NOTE: This service is coaching– i.e., helping you reach your goals; not art tutor, editor, or similar services. Adults only, please. 🙂


Comment here or send me an e-mail via himself@gneech.com if you’d like to set up an intro call to talk about nabbing a spot! 🙂


-The Gneech

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