Showing posts with label chargen. Show all posts
Showing posts with label chargen. Show all posts

Monday, March 30, 2026

2nd Edition: The Birth Of Customization

Had a reader post on an old post of mine, asking if...with regard to starting a D&D campaign focused on adventure gaming...I would recommend "hacking" 2E (a system the commenter is familiar with) or instead learning 1E. After all, it's not much more than replacing 2E's advancement system with a "gold for x.p." model, right?

Wrong.

2nd Edition AD&D is the birthplace of what I call the customization (or "build") culture. 2E is the first edition of AD&D to support...through its systems...the ability to generate unique and divergent characters. These systems include weapon specialization, schools of magic, priests domains, and rogues' allocation of "skill percentage" points, not to mention non-weapon proficiencies (i.e. skills). Even before the advent of "kits" and the Players Options books (what some refer to as "AD&D 2.5"), 2nd edition was providing players with methods of building characters that were special. Even the methods of ability score generation offered a primitive point allocation variant ("Method VI" of the 2E PHB).

Contrast that with first edition AD&D, in which character creation is a matter of rolling and placing one's ability scores, picking a class-race combination for a set of options, and then buying equipment, generally based on the character's (limited) number of weapon proficiencies. That's it, as far as "choice" goes. Heck, even the spells in a magic-user's spellbook are randomly generated. Pretty quick set-up to get down to play, all things considered.

Why is 2E's customization bad? That's the question that all 2E (and later edition) aficionados are bound to ask. Isn't the ability to create ultra-specific, unique characters a "good" thing? Isn't variety the "spice of life?" Don't we want to give players MORE options, not less? Didn't YOU, JB, say that one of the problems with running a BASIC D&D system over an Advanced one was the LACK of variety for sustaining long-term play interest?

Here's the skinny:

When I sit down to run a game of Dungeons & Dragons, I want the players focused and engaged on the task at hand...specifically, facing the world/adventure, working together to further their common goal of surviving and thriving in a hostile fantasy world.  The character is nothing more (or less) than a player's vehicle for exploring the game environment. 

Customization promotes an inward-facing disposition. Excessive options for character choice encourages players to focus on themselves, their own individual needs and wants, distracting from the objectives of play. For the players, the more choices presented for character "builds," the more that attention is drawn away from the exploration/experience of game play, focusing players (instead) on the 'game-within-a-game' of character construction. 

Character building is not the game.

Couple THAT with an advancement mechanic in 2E that provides different, conflicting objectives of reward-based play among PCs of different class category, and you have the makings of a game that is both divisive and narcissistic. Certainly it is both those over the long-term, and (in my admittedly limited 2E experience) fairly quickly from the start of play.

The potential for making special and unique players also produces ATTACHMENT in players towards their characters...another unwanted development. Attachment is a bad thing. It leads to hard feelings when "bad things" happen to a character. It leads to DMs "fudging" dice rolls (something that leads to a loss of trust in a DM and a complete loss of integrity in a game) in order to "save" favorites...or to forestall bitching-moaning from players. Of course, with the extra burden of a more detailed character creation process, fudging or "dialing down" challenge may already be on the table, because no one wants to wait around for a player to create a new, detailed, uniquely customized character...50 page backstory or not.

Later editions have, unfortunately, only compounded the problem of customization, adding MORE options and MORE choices for the creation of even more "unique" and specialized characters. Feats. Skills. Prestige classes. Class "tracks." Class "builds." Point-buys. For some players, character creation and character development IS the game. It is no wonder that the soap opera style of play favored (and supported) under the 5.5E rules is so focused on creating drama and side-stories and 'character arcs.' 

The game, as currently promulgated, ain't about "adventuring." 

So, yeah: the advice I gave to the reader was to skip any attempt at "fixing" 2E and (instead) just diving into 1E. It's more than just the divisive experience point system that is an issue...it's the whole paradigm shift to character customization which MORE THAN DRAGONLANCE is the root cause of the game's fall from a fun game of fantasy adventure to amateur improv night at the kitchen table.  You don't think there are enough PC "options" in the 1E PHB? There are some 50 different class/race combinations (including bards and multi-class characters)...how many different options do your five to seven players require?

Focus on the GAME, not the character. Character is not the game. Character is the vehicle for playing the game. AD&D is great for people who want pulse-pounding adventure. Why waste that just so you can show off your "original character?"

Woo-hoo! Look at me! I'm
soooo special with my
longsword specialization and
my horsemanship NWP. Right?!


Thursday, October 16, 2025

"Dear JB" Mailbag #43

The family's out of the house, and I have a couple-three hours before I need to head to the airport...I thought a little light-heartedness wouldn't be a terrible thing...


Hi JB!

My friends and I are all very new to D&D and we’re having a blast figuring everything out and playing the game. Last session the party got to lvl 3 and had to choose class features. We also found out that our paladin chose very poor stats for his character (he now has 13 str and 8 constitution). Most of the party did some research before choosing stats for their character but not him.

Since we are all very new to the game, as a DM, would you consider giving him an in-game opportunity to change his stats? Like finding a guy that does crazy experiments to people.. or selling his soul to the devil or whatever. Or would you just roll with it?


New Player Chose Very Poor Stats -- What Would You Do?


Dear Friend:

I know there's "no such thing as a dumb question," but this one is pretty close.

I'm going to assume that you play 5E because, if you played 1st edition like myself, you'd know that a character requires certain minimum ability scores to be a particular character class. That's why, for example, you'll never see a 1E paladin with a constitution of 8 (they require 9+) or a charisma score under 17. There are standards for the various professions, expectations that must be met in order for an individual to receive the necessary training in a class. OR...to look at it another way...there is a certain floor of base competence that a character is assumed to have after completing the training necessary to become a 1st level anything. 

[which, to be clear, is not part of the actual play process...when the 1st level character arrives on the scene, that's all part of the PC's unspoken "backstory"]

So when, for example, a player decides to create a paladin, they must meet all the minimum qualifications for the class; this includes: STR 12+, INT 9+, WIS 13+, CON 9+, and CHA 17+. I use Method I (described in the DMG) for determining abilities: roll 4d6 six times, dropping the lowest die roll, and assign scores in any order desired. In my youth, we would do this until we had a set of ability scores we liked; these days, I allow players to roll until they have a set of scores that includes no less than TWO "exceptional" (15+) scores, as per the advice on page 9 (first paragraph) of the PHB. You can see that it's STILL a tall order to get the abilities necessary for a paladin; we've seen a couple in our campaign, though not many.

However, you'll note that a STR 12, CON 9 paladin isn't anything to crow about...and, yet, it's a perfectly viable character. The difference between CON 8 and 9 is nothing more than 5% difference in resurrection/system shock survival; the difference between STR 13 and 12 is nothing more than a 10# difference in weight carried and a 3% difference in the ability to "bend bars" (7% versus 4%? Not much difference there!). BUT VIABLE, nevertheless, because when comparing characters in AD&D, effectiveness is mainly determined by LEVEL OF EXPERIENCE. And 1st level characters are first level characters.

Say your paladin had a strength of 16 instead of 12...yes, they'd have a +1 damage bonus, but their chance to hit would be exactly the same as any other paladin of the same level armed in comparable gear. If the paladin's strength were 17 up to 18/50 (which accounts for literally 50% of all fighter-types with exceptional strength), they'd have a whopping +1 bonus to attack rolls...meaning they'd hit 5% more of the time than the paladin with a strength of 12. That is NOT a huge difference...especially when you can't fall down the stairs of a starter dungeon without hitting a dozen +1 magic weapons along the way.

And let's say you throw that 16 or 17 stat into CON instead: sure, you get a 2-3 more hit points per level. Yay. That equates to taking one more d6 of damage per level of experience (maybe, more like d4). Monster damage tends to scale up pretty fast with level. And poison, petrification, paralysis, and magical curses don't care AT ALL what your total number of hit points are. Sure, it's nice to have a higher chance of surviving your raise dead roll..but your aim, really, is to NOT need to be raised. Equipment (especially magical armor and protective devices) are the much more important factor in a character's survivability. A paladin with a constitution of 9 is going to be more durable than MOST members of the party just on the basis of good armor + saving throw bonus + protection from evil aura...REGARDLESS of constitution.

So don't sweat the ability scores. Other than making the min quals to become a paladin, the player's number one concern w.r.t. abilities should be to try for that +10% x.p. bonus (only possible for paladins with a STR and WIS of 16+). Because THAT adds up, and paladins need a ton of experience to level and...as already stated...effectiveness is mainly determined by level of experience. Well, level and gear...but gear you can't control (magical gear anyway). Get that x.p. bonus if you're able!

Now, of course, this advice mainly applies to 1E groups and if, as I suspect, you're a 5E player, a lot of what I just wrote will mean little or nothing to you. For you (and other 5E players/DMs) I'll drop the following bit of truth:

5E is designed the way it is designed ON PURPOSE.

Embrace it. If the 5E PHB says "any race can be any class with any ability scores," then that's how the game is supposed to be played: as a wild-free-for-all without rhyme or reason. There aren't any "poor stats;" there are just non-optimal characters. And 5E is designed as game that can be played with all sorts of sub-optimal choices. It revels in players choosing whatever their heart desires! That's the appeal! You can play a crippled fighter or a stupid wizard or a half-orc bard or WHATEVER and it's just considered clever or innovative. Embrace the game you're playing!

SO NOW, in direct answer to your questions with question marks:

"As a DM, would you consider giving him an in-game opportunity to change his stats?"

No. So long as he's playing a 'legal' character, I'm fine with it. It's always possible that he might find a ring of wishes or something...this is is D&D after all...but I wouldn't go out of my way to help him change. Jeez...if the player finds he doesn't like the character he just needs to retire it and create a new PC! What's the big deal?

"Or would you just roll with it?"

Roll with it, baby. And if the character buys the farm because of poor scores, chalk it up as a learning experience from which the player can grow and develop...hopefully becoming a competent D&D player!

"What would you do?"

I'd run 1st edition AD&D, in which case non-optimal stats matter very little. However if you mean what would I do as a 5E DM where stats are O So Important to the plethora of die-rolling mechanics that dominate the game? Well, then, I'd let the player suffer the consequences of his ignorance, knowing that he'll come out the other side LESS ignorant and, thus, a better player.

Sincerely,
JB


Thursday, December 5, 2024

The Ugliness Of Comeliness

From Dragon Magazine, issue #67:
Frank Mentzer and Francois Marcela-Froideval are already hard at work, and I am being flooded with suggestions and ideas from these Good Gentlemen. Francois uses a "Beauty" attribute for his characters, and I have come to the conclusion that you might also like to use such a rating. Here are my thoughts...
E. Gary Gygax, November 1982

Oh, man...my urge to say something snarky regarding "the French" is nearly overwhelming.  However, Monsieur Marcela-Froideval was an important figure in introducing Dungeons & Dragons...and the general role-playing hobby...to French speakers through the Casus Belli magazine (reviews and translations of which can be found over on Prince of Nothing's blog), and that alone is worthy of my respect.  But, yeah, trust a Frenchman to come to the conclusion that a "beauty" attribute was needed in his fantasy game.

Gygax, though, should've known better.

Instead, his "thoughts" on the a beauty attribute led to the creation of a new, seventh ability score called comeliness, made official with the advent of the Unearthed Arcana. Comeliness appeared in the UA pretty much exactly as presented in Dragon, save that the effect of high level magical scores provided an effect similar to the new 2nd level illusionist spell fascinate (in the original Dragon article, Gygax lists the effect as similar to charm person). For those who've never heard of this new ability score, I'll note that it never appears in any other edition of D&D...the shelf life of this 'wonderful addition' lasted all of  four years in "officialdom."

To understand why I am so sour on comeliness, I need to first explain why I rather LOVE the charisma ability score. Charisma, while an abstract attribute, is still an excellent way to measure an very real trait possessed by real life humans.  We see examples of people with (and without) "charisma" all the time: it is that "likeability" factor, that je ne sais quoi, that "star power" that some people possess...and that others don't. It is one of those "intangibles" that coaches of pro-sports teams talk about particular players having...or lacking. It is not dependent on good looks...it is not dependent on talent. It is something else that some people have in greater measure than others...though it is impossible to measure.

The D&D game provides the mechanics needed to measure it with the charisma attribute. Mechanically, it impacts reaction rolls, loyalty, and morale of one's followers...all things that you want and need to measure in a fantasy adventure game. Remember that D&D did not come out of the tradition of the lone, cinematic hero-guy/gal, taking on the army of baddies single-handedly.  It was a game created by and for war gamers who had grown up reading adventure fiction that dealt with leaders of men and methods of outfitting and leading others into unknown dangers. Bob Howard's stories are filled with these forceful personalities (Conan is always at the head of some group of pirates or barbarians or mercenaries...and neither Belit nor Sonya of Rogatino are shown as slouches in the leadership department), and the Lord of the Rings books...an obvious inspiration for fantasy war-gaming...have plenty of "charisma" examples from Aragorn who is portrayed as "fair though appearing foul."

The charisma ability is plenty efficient in providing for the mechanical needs of the game, i.e. how one interacts with (potentially) friendly NPCs, and how one attracts (and retains) followers and henchmen. A character can have whatever appearance the player wants them to have...the handsome assassin with the charisma of 7 is still going to be off-putting and nasty, while the grizzled paladin has that "air about him" that puts folks at ease and makes them want to fight by his side.

*sigh* I could (and someday should) wax on about charisma, and how it impacts the game by the character classes that have high charismas...whether due to minimum requirements (druids, paladins, and bards) or for those choosing NOT to use the ability as a "dump stat" (say, fighters, magic-users, and thieves).  But enough digression...this post is about lambasting comeliness, not lauding comeliness.

In the campaigns of my youth, we of course used comeliness. My long-run PC had a comeliness stat even before I'd laid eyes on the Unearthed Arcana. I'll relate the anecdote from my personal history for the sake of posterity:  my best friend and co-DM, Jocelyn, called me up one afternoon in the summer of 1985; I was in my kitchen, my parents (probably) both at work.  She told me (excitedly): hey, I need you to roll a D20. What for? I said. I'll tell you afterwards, said she. So I ran to my room (because my telephone was on a cord, naturally...this was '85), and returned to the kitchen, diligently rolling the D20 on the kitchen counter, with zero idea the reason.

The die roll came up a "1." Since this was possibly some sort of saving throw, I re-rolled rather than tell my DM the result (sue me...I was 12 years old at the time), and the die came up a 20. "20," I said (figuring this was a great number). No, that won't work, she said...you have to re-roll. Now I was wondering if I should have gone with the "1."  But I rolled again, as instructed, and the die roll came up an 18. "18," I said. Okay, you have a comeliness score of 18, she told me. "What the heck is that?"

You see, Jocelyn was often the first one of our group to pick up the new book or adventure module...she had a lot of ready spending cash (care of her family), and easy access to a nearby (large) bookstore. So she had picked up the new Unearthed Arcana (before any of the other members of our group had even heard it existed) and was making sure all our regular characters had the new comeliness score duly recorded. Rather than clue us in to what we were rolling (by having us roll 3d6) she was having us roll D20s and only taking numbers that fell between 3 and 18 (us kids having little concept of "bell curves" at the time, having skipped over that boring section of the DMG).

So, for most of my 1E career in my youth, I was playing a half-elf bard with an 18 charisma and a 21 comeliness, a character who could easily fascinate any female character he met unless they possessed a wisdom score of 15+. One can imagine how that went. 

[we had far more "urban" adventures than dungeon]

But without going into the sordid details (which, one could argue, detracted from the overall gameplay), I will point out that plenty of other PCs in the game had outrageously high scores, and not just from "mystery D20 rolls." It wasn't long before ALL of us regular players (Jocelyn, Scott, Matt, and I) had our own copies of the UA, and we all incorporated comeliness as part of our standard chargen process. And being adolescents, comeliness scores became very important. 

To the point that we stopped seeing certain types of characters. Gone were dwarves, gnomes, and half-orcs. Halflings only appeared as NPC henchfolk (or the occasional thief-acrobat) and were generally considered "comic relief." Most characters were in the high teens for their COM score...a lot of elves and half-elves. My character didn't even have the highest score...one PC had a 22 comeliness. And these weren't even results from fudging dice rolls (though I would not be surprised if some were...); rather, characters with low comeliness scores would be deemed as unplayable.  No teenage kid wanted to play a character that was "plain to average" in looks...let alone "homely" or "simply ugly." Regardless of the player's own self-esteem, the teasing was merciless.

And consider that we were playing D&D as it was originally meant to be played. That is, we were not doing the "new school" thing of portraying some "character" with their tragic backstory of needing to overcome being the Ugly Duckling or whatever. For us, we were exploring the D&D game world and the character was only our vehicle...so if the character was ugly then WE were ugly.  Why would anyone want to embody that?  We were playing escapist fantasy not because we wanted to pretend to be something we were not...we were playing escapist fantasy because we wanted to do things we couldn't do in real life: Cast spells. Fight monsters with swords. Climb sheer cliffs. Etc.  No one wanted to be judged (negatively) on their looks. Shit...we could get that in our normal, daily life!

Using comeliness in-play...and especially high comeliness with its mechanical effects...led to the game becoming different. No longer was Charisma a wonderful stat for modeling "leaders of men" and "commanding presence." Instead, when interacting with NPCs (and with other PCs!) we were more concerned with that O So Important first impression...and just how much mileage one could get out of manipulating someone before the comeliness effect wore off.  It became, in fact, a method of PVP for the players at the table, a weapon to be wielded both directly and indirectly (through the ability to influence NPCs)...a method of 'one-upping' other players, promoting rivalries, creating resentments, grudges, and hurt feelings.

Comeliness contributed to the decline and eventual death of our campaign.

Yeah, that probably sounds overly dramatic...and probably is (I am writing of events that occurred some 30+ years ago). Definitely it was more than just "comeliness" that led to the breakdown of that first, long-running game of AD&D between me and the friends of my youth. However, let me add one more anecdote from my history:  after my gaming group broke up (shortly after we'd all entered high schools), I got the urge to play D&D again...probably around my sophomore or junior year of high school. And I started a new 1E campaign, running a game for my brother and a couple of his friends.  It lasted a few months...long enough for the PCs to get up to level 12 or thereabouts (we were doing the Giants-series when we all lost interest or got too busy to continue). But we didn't use comeliness in that game at all. In fact, I'm not sure I allowed ANY of the UA rules for that campaign...though I might be misremembering.

Anyway.

Regardless of what I may or may not incorporate from the rest of the Unearthed Arcana, I have long since determined that comeliness is NOT an ability score I want in my game. If I want a handsome prince or beautiful princess in my game, I'll put them in without any such score. If I want a more "fairytale feel" to the campaign, I'll link their outward beauty to their inherent Charisma; if I want something more "true to life," I won't. But I really don't see any benefit to including an objective measurable stat for how pleasant or unpleasant a person appears.

This is a funny illo, though.
Besides...isn't beauty in the eye of the beholder? Just because Gimli has a thing for ancient elf queens, doesn't mean most dwarves wouldn't prefer dwarvish women, right? Wouldn't a halfling be a bit off-put by the sheer size of a human? Why one stat, one scale, for all species? That's not how the biology of species works...a cat doesn't eye-up a good-looking dog. Jeez.

Comeliness...out.

Friday, September 11, 2020

Annoyances

 September, huh? Guess it's time to throw some content up on Ye Old Blog.

While gaming in the time of Covid must certainly suck (I wouldn't know, since I have zero opportunity to game), school in the time of Covid sucks worse. Does it suck as much as this new Blogger interface that I am finding it tricky to decipher at the moment (WTF Blogger)? Yes, more...because it affects the entire household, not just the education and developmental years of our children's lives.

*sigh*

So, yeah, school started up for the kids last week, and I've been dealing with that since the end of August. Oh, and a few other things. But fortunately the fam had a chance to get away for a mini family vacation in the mountains (far away from Covid country) and THAT as much as anything is still keeping my batteries charged up the last couple weeks. Oh, and the return of sports on the TV.  Everyone's happy when the Storm or the Sounders can take someone apart (as has become my custom the last few years, I have ignored the Mariners since they fell under .500 and will continue to do so until they can put together a respectable season), and hey football season started! I wear Seahawks merch all year round, but at least now I won't look like such a tool (or, rather, I'll have company with the rest of Seattle).

Mmm. None of that is really "content." Apologies.

Just because I haven't been blogging doesn't mean I haven't been reading (and listening to podcasts) from other folks. Thanks to all of you who have continued to entertain me...it helps keep me sane.

On my own front, well, as said, we've been pretty darn busy the last couple weeks

[ugh...just as an aside, I'm listening to my child's remote learning class in the next room. Is there anything more obnoxious than a 4th grade teacher that claims to love fantasy and cites Harry Potter as her favorite book series? Well, yes, there is...a 4th grade teacher who also touts her Nintendo Switch as her favorite game/toy. Gosh, I am a crusty old man...]

...but before things started heating up, the kids really REALLY wanted to play a superhero RPG. And not just any RPG but, specifically, Heroes Unlimited. Because, as everyone knows, Palladium has the greatest design for an RPG ever. I mean EV...ER.  😉

Actually, here's the deal: an inventory list that includes Real World equipment, especially FIREARMS with ILLUSTRATIONS is pure nectar of the gods to my children, especially the boy. The random character creation which allows one to create a Soviet agent with enough money to buy a Yugoslavian assault rifle (wow, dated) is more adolescent geekery than I can stand, but for my kids, it is FAN-fricking-tastic. Heck, what they wanted to start with was Ninjas & Superspies, but got overwhelmed with the extensive martial arts lists, and decided they'd prefer to make mutants and robot pilots and whatnot.

[no, my kids haven't gotten to that stage where they argue about which culture's kung fu is better. Maybe some day they'll get into the Hong Kong action theater, but right now Lego Ninjago is about the extent of their cinematic martial arts experience]

Anyway, I just decided to "roll with it;" that is, I figured I'd just run the game By The Book, rather than complain about the thing. But, as has happened before, things fell apart in the usual places: character creation and adventure creation. I know, right?

It's actually the latter issue that I wanted to write about. Character creation, despite being convoluted, is still relatively straightforward. And depending on the character type you rolled (or chose) it might even be fast, other than the skill selection process which is O So Awful (sorry, Kevin Siembieda...it is). For a guy who's owned, read, and played the game over three decades...well, it's still a laborious process (depending on the type of character being created), but it's doable. For newbies (like my kids) there's a lot of hand-holding required...unless you want to circumvent it with your own rules (which I did).

Adventure creation...or rather campaign creation...is another matter, though related. Basically, the problem is this: you can't prep anything until after you've got the characters created and the team established. Which may be a big "duh" from long time GMs of the supers genre but was a bit of an "ah ha" moment for Yours Truly.

See, I'll let you in on a not-so-secret secret of mine. I'm not a fan of "Session Zero;" quite the opposite, in fact. When I sit down to play a game, I want to play the game, not "prep" for the next game session. That is a big fat waste of my time. It's what makes D&D such a great go-to game: there's plenty of time to create dungeons, scenarios, adventures, etc. in one's free time (or read and familiarize yourself with a pre-written module), and then when come to the table you simply pull out something that matches the characters' general level. Even for campaign play, you can have multiple established adventures or scenarios ready to point a party towards...or let them choose amongst...based on their comfort level with various risk/reward factors ('No, we don't feel like tackling the Necropolis of the Dead, seeing as how the party cleric got eaten in our last session.'). Hell, even if the party takes a left turn from where you expected an adventure to go, it's fairly easy to come up with something "on the fly" just using random tables.

But that doesn't fly with the supers genre. Unless you're playing a pre-written scenario that includes pre-generated PCs (for example, any of the old TSR adventure modules for Marvel) there's no way to come prepared to the session until AFTER the characters have been created. Starting a basic D&D game? You show up with adventures suitable for 1st level characters (and then let the players put them together in 5-10 minutes). But with supers characters the range of divergent power levels is so wide that you can't do that. You can't prep for a street level Daredevil style game when players are creating Thor-level characters...and vice versa. 

Likewise, there's no way for a GM to set-up a campaign until AFTER you see what the characters are you're dealing with. Diego's robot pilot ("Red One") is a Soviet special forces soldier driving a prototype power vehicle with the explicit sanction and blessing of the military institution that developed it. Sofia's  tech-savvy inventor is British secret service. While this in itself can be an interesting dilemma to resolve, given an 80's Cold War setting, how the heck am I supposed to have an adventure prepped for that prior to play? Or, rather, how do I prep for the possibility that these are the characters that will be generated at the beginning of the game session?

Oh, yes, yes...I understand that one could say at the outset: "Hey, everyone: your team of superheroes is a special task force put together by the American government to deal with alien invaders" (for instance) "so make sure you create a superhero to match." But, again, what if someone rolls up the equivalent of a masked vigilante while another gets the equivalent of Superman? Point buy? Okay, that's just conceding (again) that the entire first session is going to be spent in character creation as people hammer out concepts and figure where and how to spend points in order to build some sort of coherent, consistent team.

And if you're going to do that, you might as well let the players use their own imagination (rather than set parameters) and prep your adventure based on what they come up with.

This is, in the end, my point: you need a Session Zero (i.e. a game session where no part of the regular game "play" happens) if you're going to run a campaign of any longterm value in the supers genre. You need to establish origins and relationships and how characters complement (or don't) each other and what the power level is going to be. Regardless of the planned scenario (or "story arc") for the campaign.

At least if you plan on running a game that allows for a wide range of different super characters with disparate power levels, i.e. something that emulates the superhero genre. Because in the genre, you DO have characters with divergent power levels: Thor and Iron Man with Hawkeye and Black Widow. Superman and Wonder Woman with Batman and Black Canary. Dr. Manhattan and Rorschach. Green Lantern and Green Arrow. Etc.

And I hate Session Zero. I just do. And I kind of hate pre-generated characters (at least, for this genre of game) because I do NOT want a game to be about how well the players can role-play a particular established piece of intellectual property. Don't give me your Tony Stark impression, pal.

Hmm...that's a lot of hate (probably grumpy due to, you know, everything going on in the world. Lot of smoke outside my window at the moment). But it explains why I've always had difficulty getting superhero campaigns off the ground, despite personally enjoying the idea of running such a game. And it explains why (for me) D&D is soooo much easier to run. 

My next post should be on that particular topic.

Monday, April 20, 2020

Third Level

The trial and error and enthusiasm for the D&D game continues in my household. More dead characters abound. I will relate but a single amusing anecdote:

Diego (my boy) playing two characters simultaneously wanted to return to the lizard god temple mentioned last Thursday. This was his third such foray since the TPK that kicked off the campaign; he's like a dog gnawing at a bone. This time, he was bringing two characters: a cleric ("Brother James") and a magic-user whose name escapes me but who was said to be the younger brother of another mage that had been captured (and ultimately sacrificed) in Diego's second foray to the dungeon. D said he wanted revenge against the cultists (who, just by the way, have not established themselves as evil or anything).

Entering under the guise of new worshippers (and paying an offering in gold for the privilege), the pair made it to the main shrine where they cast sleep, dropping all present into a deep slumber. They then proceeded to steal the golden idol from the altar stone and abscond with it before anyone was the wiser. Back in the city, they sold its emerald eyes to a gnome gem-cutter and its gold body to a jeweler that paid them its weight in coin. Diego then congratulated himself mightily.

"Do you feel like you've gotten sufficient revenge for your brother's death?" Um...

The kid realized he'd been so excited at his ruse/petty theft working that he'd forgotten his vendetta entirely ("I should have killed them while they were asleep!")...and indeed, has made dangerous enemies who will certainly be seeking payback of their own for the defilement of their temple. Probably with a hired assassin (time to start working on those subclass rules...).

The more I hone my play, the more I focus on my campaign setting, the more dross and detriment I find myself doing away with. You really, really don't need a "thief" class to play this game (though I can see how one might be helpful in certain instances). And critical hits? Sheesh...I've axed them from the game after a single session and mine were really easy.

[my crit rule was simple: roll a natural 20, do max damage. I did this because I felt players would dig the "excitement" that came with hitting that nat 20 and that they would want some type of reward for the lucky happenstance. In practice, *I* was the one rolling the nat 20s...and why not, when I was acting as so many more NPCs?...which just meant PCs getting cut down faster. That being said I am keeping the "natural 1 attack risks losing your weapon" rule, which I hope will...eventually...affect the NPCs more than the PCs, for the same reasons]

Mostly, I'm running the game as originally written, with very few rule additions...most of which come directly from Mr. Gygax's (stated) house rules. However, there's been one Gygaxian house rule I've studiously avoided since the get go: starting all player characters at 3rd level of experience. I know I've written about this before (most recently back in 2018) and how I find it objectionable from both a design point of view and from general principal.

I've changed my mind.

All PCs in my campaign are now starting at 3rd level. I know there are folks reading this who are going to "tap out" of this discussion as soon as they read that sentence...I'm not the only person that likes to stand on principal. But I've thought about this a lot the last couple days (especially as I've gained more experience with the OD&D system) and I want to enumerate all the reasons I've decided this to be a sensible approach:

  • Enhanced survivability: characters get an extra two hit dice. On average this means they can absorb two more blows (one more as a magic-user) than a normal beginning character, giving the player time to re-evaluate a bad tactical decision (i.e. fighting a superior foe). There's some "wiggle-room" for the player, in other words, rather than a "oh, you made a bad decision and/or just got unlucky" one-shot kill result. At least, THOSE situations are more rare when PCs start with more hit points.
  • Retained low level experience: no OD&D character gets their first "step up" in attack table or saving throw matrices before 4th level (fighting men only). Heck, no character class gets extra weapon proficiencies (their first new one would be gained at 4th level); characters are left with the same basic "skills" as they had at 1st level.
  • Emphasize player skill: with regard to handling starting equipment of a 3rd level character, I allow the players to choose whatever they want off the basic equipment list, with the caveat that they must be able to carry it on their person (in addition, they automatically receive a light horse, saddle, and saddle bags). Players still roll "starting gold" (3d6x10), but this is coin wealth, not equipment. Rather than force players to conform to random chance with regard to what gear they take, they are only limited by their own wishes/choices and encumbrance...and encumbrance is a major part of the game.
  • Bonuses received are minor but helpful: a magic-user has three or four starting spells (one of 2nd level), a cleric has two or three (all first level) and the ability to turn monsters up to wraith, and fighters can make three attacks per round when in melee with "lesser" opponents (men and monsters of 1 HD or less). This provides a little more variation/utility to how PCs approach challenges and it isn't so much as to be overwhelming to the new player.
  • More game content available: DMs working with 1st level characters...especially inexperienced players using 1st level characters...are forced to walk on eggshells with regard to scenarios, monsters, and challenges presented. Goblins, kobolds, normal men, and giant rats (all in small numbers) are about the only thing such PCs have a decent chance against...and even then, poor luck can quickly mean the death of a character or five. The higher level of the PCs opens a larger range of possible opponents to delight and astound the players. The scenario I've written for today's game includes an encounter with ice trolls (adapted from the Fiend Folio)...2 hit die monsters with minor regeneration. Those should be both fun and different for the players to confront! Also, falling into a pit is less likely to break your character's neck.
  • Starting at 3rd level does not preclude low level characters in the game: in the past, I've asked 'If all PCs start at 3rd level, why even bother writing rules for 1st and 2nd level?' There are two very good reasons for this: 1st and 2nd level characters are fantastic for NPCs (wizard apprentices and under-clerics, or up-and-coming heroes) especially the retainers for the player characters (which must start at 1st level). The other reason is that players may end up playing lower level characters: if their main PC dies and they want to take control of a valued henchman, that might well mean playing a character of lower level. And don't forget energy drain! Wights are highly appropriate encounters for 3rd level characters, and it's not too tough to imagine players being drained to a lower level than that at which they started.
  • Still retains the "joy" of paying your dues: in OD&D, it takes a player the same number of experience points to get from 3rd to 4th level as it does to get from 1st to 3rd. All you've done is halved the distance...and the slog...of getting there. And even though your character is "paying dues" by fighting low HD monsters, the emphasis becomes more about the treasure, as the x.p. yield from lower HD monsters is fractional, using the PCs' level as a denominator (i.e. those 1 hit die orcs only yield 33 x.p. instead of 100 x.p. to the 3rd level character; you need to kill three times as many for the same reward). I'm not sure you're cutting more than handful of sessions from the character's career...and if it's half a dozen sessions of dross, so much the better.
  • Adequately handles the elf (and half-elf) "issue:" I actually like the OD&D mechanics of elves multi-classing...the handling of elves in OD&D generally has given me a lot of grist for my campaign setting which I will, perhaps, discuss in a later post (hint: I'm going Moorcock, not Tolkien, with the species). Unfortunately, you have an issue of the beginning elf character: is it assumed to be 1st/1st level from the get-go (thus giving the player an extra level compared to other adventurers?) or does it simply become 1st/1st in its second game session (when the player decides to switch classes solely with the purpose of picking up a much needed extra hit die)? By starting the PCs at 3rd level, I require elves (and half-elves who have the same capability) to chose which classes gain which levels: i.e. they start as a 1st/2nd fighter/magic-user or a 2nd/1st fighter/magic-user (half-elves with a wisdom of 13+ must be a 1st/1st/1st fighter/magic-user/cleric).Players can thereafter choose to split (or neglect) their advancement as they see fit, but all issues of "training" multiple classes are handled.
The "3" is for third level.
For all these reasons, I have no qualms about allowing PCs to begin their OD&D careers at 3rd level, just as "Grandpa Gary" claims to have been running for his own game. As I wrote at the beginning, I'm sure there are folks who will object to my reasoning out-of-hand, but until play-testing shows me the error of my ways, this is what I'm going with. I'll let y'all know how it goes, but right now I feel pretty good about this decision (as ever, I reserve the right to change my mind).

Pax.


Wednesday, July 17, 2019

Diving Into The Inelegance

For those who come here for the D&D posts: apologies. Until the last couple days, I’ve had a bunch of Palladium rulebooks, several sets of dice, and piles of paper and pencils covering my kitchen counter (now everything's been moved to the coffee table in the living room). Even if I hadn’t originally planned on doing a deep dive exploration of Kevin Siembieda’s work...well, it’s kind of ended up happening.

It started off...hmm, let’s see...last Friday. After taking the kids to mini-golf in Edmonds, they decided we should go to our favorite game store (“since we’re in the neighborhood”), Around the Table Games. While poking around a bit, I was somewhat amazed to find no more than TWO Palladium books gracing the shelves (not two product lines...two single rule books): a used copy of Heroes Unlimited Revised and an equally used copy of Ninjas & Superspies. While I do own both of these and have in fact had HU sitting on my bedside table the last couple weeks, my son appeared to have been oblivious to this fact, asking if we could get one or both to play.

So we've been playing Heroes Unlimited.

*ahem* Kind of. Let's back up a few hours earlier in the day when I had a chance to futz around on my computer with everyone else still asleep in bed (kind of like this morning). Having just written a post about HU a couple days prior, I decided to actually go through the chargen as written in the ORIGINAL game, and create a handful of characters. One thing I've continuously had to learn and re-learn over the years: there are reasons a game is designed the way it is, and it's best to try it out before trying to "improve it."

And of course, with a laptop it's a lot easier to generate random characters than it was back in my youth. Armed with an Excel spreadsheet and the "randbetween" function, I was able to quickly generate four PCs using original HU's near-100% random system. And guess what? It worked pretty darn good! Each character came out with enough pieces that I could form an adequate picture of the character and their backstory with relative ease. I had the bullied Australian scholar from the poor background who'd ended up working for a private company and stealing their robotic exoskeleton; the silver-spoon Frankforter who'd joined the German military at a young age and built himself into a brick outhouse; the shy professor who wears hats to hide her small horns, and prefers to use her own academic prowess over her mutant psionic abilities; and the Canadian farm boy who volunteered for experimentation and was only (grudgingly) allowed to leave only after the installation realized they had no real way to hold a person with the ability to teleport.

That's some cool stuff right there.

Of course, it all falls down when it comes to the first non-random part of chargen: skill selection. I only took the time to go through the whole process for the Physical Training character...partly because skills are the WHOLE of his "power suite;" partly because, as a guy with an enlisted military background (rolled randomly) he had a lot fewer skills to bother worrying about than the guy with the Masters degree or the lady with a Doctorate. And even knowing that I was just going to take as many physical skills as possible, it took a loooong time. As such I didn't bother finishing up the other characters, let alone spend the time buying their equipment (Palladium, unlike most supers RPGs, doesn't have an "abstract" system for modeling the economy...instead you're counting individual dollars and buying every piece of equipment (even your costume, in the original rules!) from the budget that is your character's life savings).

Anyway, it wasn't just "inelegant;" it was ugly. So I set aside the HU figuring I'd come back to it in another six months/years...and then my kid encountered the books later that same day and wanted to play.

SO...we ended up going through the entire character generation process for him (by hand). After some discussion we decided to play HU (first edition) instead of N&SS. He also ended up with a German; a mutant with the power of shrinking (no change in mass). We did all the skill selection (I provided him with no hints or nudges except to explain that didn't need more than one hand-to-hand skill), just walking him through the process. He spent his fairly ample life savings buying guns and ammo out of the equipment section. It took probably close to two hours to complete the process of making "Dave Dangerfield" AKA "DD." And while that time probably could have been cut down quite a bit with system familiarity, keep in mind that a mutant is probably the simplest of the character types to create, and that we were using the un-Revised HU rules (only one superpower, everything random, choices limited).

[my original idea was to create a character at the same time, a fellow adventurer who would act as an NPC companion; however, I gave up the idea when I rolled Hardware character with a $500K budget to spend. Even without the super-vehicle design of later editions, that's just too much work for the quickie game I wanted to run]

It really emphasized Kevin Siembieda's philosophy with regard to the game's design: HU is supposed to be a "thinking man's game." It is not supposed to be all four-color action and superhero cliches (though what's more cliche than super-powered individual's saving conflicts with their fists?). The time spent in such an elaborate chargen system represents an INVESTMENT in the character; yes, it's also a part of play, too, but in spending so much time building, your identification process (with the character) starts early in the game.

I also think that Siembieda has made very interesting (and astute) choices with what parts are random and what parts are not. A person's education CAN be effected by a host of random elements: opportunities provided by accident of birth, changes in a family's fortune, a person's approach to academic life and standardized testing and how that balances with other aspects of the character's life (social, familial, economic). Codifying that into a random table to determine one's final opportunity at skill selection is appropriate...just as allowing the player to select skill packages based on that (random) opportunity is appropriate. There are things within your control and things outside your control. It really takes the "meta" out of character generation.

[yes, I realize long-time Palladium players will say there's still "meta" involved in selecting physical skills that will optimize a character for combat. Siembieda looks at it differently, writing (in 1E) that players should OF COURSE be optimizing themselves as part of their "training" for a career in hero work. That's not "meta;" it's putting yourself in the mind of your character, deciding whether you should be learning gymnastics or how to speak Russian or how to fly a helicopter]

Yes, I am really starting to become a Palladium system apologist (if I wasn't one already), at least with regard to the HU line of games. The problem is, that such an elaborate, granular system REALLY requires some simplification in order to run the game effectively. Advanced Dungeons & Dragons, for all the "fiddly" it adds to player characters, still maintains a simpler way of codifying bugbears and goblins. A DM might care about every coin of encumbrance and the location of every belt pouch for a particular PC wizard or fighter, but NOT for individual monsters. And yet HU wants me to figure out skill packages and equipment lists for every NPC the heroes might encounter? Ugh! No way!

There are other good concepts in the game that fail in execution. Combat is still kind of a mess, as well as over-emphasized in this "thinking man's game." Some of what appears to have been "corrections" to (what was originally) a D&D chassis are over-thought, convoluted, or impractical in practice. Why bother splitting Charisma into "mental affinity" and "physical beauty?" Why bother having both "hit points" and "structural damage capacity?" And the firearms combat rules are just so...aaaaaRRRGH. I understand why they were revised (and why they were later re-revised), but going more abstract just doesn't jibe great with a combat system that was already over-specific, what with counting individual strikes and parries. The whole thing needs an over-haul.

Anyway...

Adventure setting.
The boy and I did get through the whole process of creating a character and had a chance to play an adventure; I used the "One Dam Thing" introductory adventure from Revised HU. While we didn't bother worrying how his German, rifle-toting mutant had ended up in Nevada, the nice thing about having the internet these days is that it's fairly easy to pull up specs for something like Hoover Dam (where the scenario takes place). I figured I'd saw the Revised NPCs down to 1E size (limiting Golden Eagle to just "gliding," for example).

But we never got that far. Danger Dave decided to set-up a hunting blind in one of the powerhouse outlets to the Colorado River a couple days before the projected sabotage was to take place. Failing a prowl roll and encountering a security guard, the PRINCIPLED character's first reaction was to blow him away with his .44 auto-mag, and did so with a natural 20 (critical) roll. After dumping the body in the river, he set up shop to ambush the other security guards (investigating the gunshots) with his H&K sniper rifle. Eventually this led to a bunch of State Troopers from both sides of the Arizona-Nevada border being called to the dam, where a melee ensued along the top of the structure. DD managed to dispatch maybe half a dozen troopers before being thrown off the top and plunging 762' to the concrete powerhouse below (while he succeeded at his "roll with fall" attempt, he still ended up taking 110 points of damage and splattering like a bag of blood and gristle).

A fitting end to our "hero."
Which just goes to show: Palladim games end up looking much the same whether you're eight, eighteen, or twenty-eight years old (at least, mine always have).

My boy immediately wanted to play again by the way, and has since created a new character: this time a Dedicated Martial Artist (ninja) using the Ninjas & Super-Spies set. More later, perhaps.


Friday, January 25, 2019

Cry Dark Future: Re-Visiting Chargen

What I really want to write about today is race and racism (especially as it pertains to American politics), despite knowing how well that type of conversation tends to go over. However, I've been fighting a cold for the last couple-three days so my brain isn't putting thoughts together all that well at the moment.

Let's talk game design instead!

Cry Dark Future (CDF) sets up chargen much the same as Shadowrun 3E: assign a number of priorities (abilities, skills, resources, metatype, and magic) and build your character. It does use random dice roll for abilities, but these get adjusted depending on A) priority assigned to abilities, and B) metatype (character race). Very standard Shadowrun-y though skills are quite different (and far more limited in number), seeing as how we're using a B/X chassis and not SR's "dice pool" system.

Yes, player characters earn "levels" through the accumulation of experience points, just as in D&D; these influence things like hit points, attack ability, saving throws, and skill use. No, there are no "character classes" as CDF attempts to adhere to the "open build" format of chargen found in all editions of SR (a list of pre-built "archetypes" are included in an appendix).

Magicians in CDF are a bit of a divergence from standard SR: although spell-casting ("theurgy") uses a SR-style "pain for play" format, instead of D&D's Vancian "fire and forget" system, the Hermetic/Shamanic dichotomy has been junked in favor of a Sorcerer/Witch system heavily inspired by David Chandler's Ancient Blades trilogy. However, since the spells are still of a Build-Your-Own variety these (mostly) comes down to setting color: a sorcerer might throw a fireball while a witch causes someone's explosive ammo to have a disastrous "malfunction." Sample spells are provided (in yet another appendix), but it's still more "open" than the kinds of spell lists found in D&D and its ilk (Palladium, DCC, etc.).

Other than some simplification (and B/X system-appropriate modification), cyberware is, more-or-less, similar in nature and use to SR. No, there is no essence loss; characters instead lose charisma as they become more inhuman monster and less flesh-n-blood (shout out to Cyberpunk 2020 and cyber-psychosis!). Works great in practice, but for chargen it's still the arduous math exercise, balancing resource expenditure with CHA limits with character effectiveness and "theme." That is to say, it takes a while if you're wanting to "build your own 'borg" (as opposed to using a pre-gen). Of course, the equipment section itself isn't much lighter than a standard SR manual, so just selecting gear for a character with high priority resources is going to take a while regardless of how "cybered" she is.

SO, just continuing where I left off, here's some of the changes I was thinking about making:

  • Drop the Shadowrun "priority system" completely. 
  • Institute a class system...probably something closer to X-Plorers or Holmes then B/X, but I could do  "metatype as class" similar to B/X (in which case all trolls and dwarves, etc. would look...roughly...the same). Random rolled abilities would lead players to consider a particular class over another.
  • Roll skills into classes (similar to X-Plorers).
  • Adopt either a Vancian or "pseudo-Vancian" magic system, advancing spell power with level of experience. Different magician types would have different spell lists (true Vancian), or might keep a slightly more open approach (or incorporate parts of SR's "open" design...such as with regard to conjuration and astral projection). Might still keep "pain for play" because I like the whole concept of "everything costs something."
  • Reduce available gear/weapons/cyberware that can be purchased at the beginning of the game; probably based on a random roll (similar to "starting gold" in D&D) though modified based on class selected. This probably means no helicopter gunships for starting characters, unfortunately, but it will give them something to work for.
  • Possibly change cyberware to increase in effectiveness depending on level...though as I write this I intensely dislike the idea. Cyberware (especially the potent stuff) should be equivalent to a magic item in D&D. A low level character with a +3 sword gets a lot more benefit from the item than a high level character, even though the effect remains the same...but the low level character probably isn't going to be able to access the type of adventure where such an item would be found.  I prefer simply limiting starting cyberware to off-the-shelf basic models rather than SOTA (state of the art) stuff.

Doing these things wouldn't alter much of the game, or require substantial re-writing (well, except in the Character Creation and Magic chapters), and I think it would give me a game a much more D&D-flavored spin: characters would start more gritty and have a reason to "adventure" (to improve), while providing an easier method of generating new characters to replace the casualties of the setting.

What do folks think (especially people who are interested in the game)? Would this be straying too far from what folks hope for or want out of such a game? Should I be snorting less effective cold medicine? Let me know!

Thanks.
; )

Saturday, January 5, 2019

We Don't Care

[I'm actually back in Seattle now, eagerly awaiting the start of playoff football. This is a post I wrote while winging my way back from Mexico]

Somewhere over North America…

Several weeks ago I had the chance to watch Dan Collins (Delta) and Paul Seagel in their first livestream video about "old school gaming" in which they discuss some of the concepts that distinguish the "old school" from the "new school" (cue the usual groans and rolled eyeballs). Around the 23 minute mark of the video they start talking about high death count as one of the usual indicators of old school play. And while I don't entirely agree with that, Paul has a quote about two minutes later that really struck a chord with me...one that I've been rolling around in my mind ever since:

"I have had moments with players being more used to 'new school' games being taken aback, and needing an adjustment of 'Oh, really? I can die this easily? Well, why do I care about this character?' And the answer is, well, you don't. Like, maybe get attached to them after they've lived through a few things..."

This is literal truth. We DON’T care about our characters…not at first anyway. 

Allow me to walk through character creation, B/X style:

I roll my six ability scores, then take stock of what I have and what looks like a good option for a possible class, probably leaning towards something I think I’ll enjoy playing (*I* tend to be partial to fighty types). Based on how those ability scores look (in relation to my character class and, possibly, my presumed role in the party) I start to form an idea of my character. Then, because of the randomly determined gold I possess, I choose equipment I feel will be suitable for my character and the adventure at hand. At this point, I might (if my imagination is working good), start to form an image of my character in my mind’s eye…though not often.

Finally, I roll hit points, make some notes about armor class and whatnot, give my character a name that feels appropriate, and pick an alignment based as much on whimsy as on setting, image, and/or idea. Alignment gives me some guidelines for how I might play my character, but if I haven’t formed a really solid concept in my head, I’ll probably just pick “neutral” as a default.

At this point, I am ready to play. There is nothing more I need…no background, no backstory, no hometown, family, allies, enemies, blah-blah-blah. None of that matters. It is helpful if I’m familiar with other players at the table, and it’s definitely useful to know what kind of characters they are running, but these things can be picked up on the fly once play begins. Social dynamics are going to morph anyway once the game commences, based on player personality, scenario/situation, and reaction to situation (based on player personality).

If the DM is doing his/her job, I will become immersed in the game world, reacting to situations as they arise, based on my personality, the resources available to me on my character sheet, and the actions of my fellow party members. Depending on the outcome of party member actions, social dynamics might change, and things may develop that impact future play. But when I am fully immersed in game play, all thoughts of character “image” or “concept” melt away…in my mind’s eye, it is me (JB) wearing armor or wizard robes, swinging a big axe or a holy symbol, dealing with monsters, exploring dark dungeons, etc. The personality of my “character” becomes my own, with all other directional pointers (like alignment) simply fading away.

Let me reiterate that last point: when I am immersed in playing, the character has MY personality, and makes decisions as I would, regardless of alignment. A couple of examples:

- A PC who stumbles across an opportunity to steal a bit of decent treasure (say a fist-sized diamond), unbeknownst to the rest of the party, is as likely to do so as the player playing, REGARDLESS of character alignment.  The lawful character might feel (selfishly) that this is something to be used for the good of her cause, church, etc. and best kept from the hands of her dastardly compatriots. A chaotic character might feel it’s best to share such a find with the other party members because the party is the character’s best ticket to survival (and eventual wealth and power). 

- A lawful character might feel it is best to put captive creatures to the sword as it benefits “the greater good” of protecting civilization from the monsters’ degradations. A chaotic character might feel that captives spared might make fine recruits for a motley horde at some future point…barring that, they may prove useful in some more immediate fashion (information or hostages, for example).

There is no rule that says a lawful character can’t act cowardly in the face of danger (despite what Moldvay writes…see page B11). There’s no rule that says a chaotic or neutral character cannot have a personal sense of honor. And even though the rules state “alignments give guidelines for characters to live by,” in my experience player personality trumps alignment every time, and it is always possible to justify one’s actions later, if and when called to do so.

The same holds true for ANY attempt to artificially create a fictional “persona” based on backstory, secondary skills (1stedition), kits (2ndedition), backgrounds (5thedition), non-class professions (0-level DCC), etc.  Assuming the DM is doing his/her job, my attention is going to be held by the game, and I will act and react to the events of the game based on my personality, and the resources I have available. 

Playing D&D is not the theater. I have no need to understand my character’s background or motivation because I am not acting out a script and I am not reading someone else’s lines. In theater, these things (background, motivation) are immensely important to help put yourself in the headspace of a character, in order to deliver a performance that feels authentic. Acting always filters a character through the actor’s own person, but to get the right emotional beats, actors need to recreate (in their own mind) the circumstances that have led to the on-stage actions they are taking.

Playing D&D is not about delivering an “authentic performance;” that isn’t the objective of game play. The objective is to have one’s character survive and thrive in the imaginary environment provided by the DM. And if the DM is pressing the players hard, providing situations that make survival difficult and thriving complicated, then the player is likely to experience the immersive type of game play that is unavailable in any other medium, outside of certain “First Person Shooter” games (and those only provide a similar experience in a limited, restricted sense). When players experience this type of game play, all the pseudo-storytelling write-ups in the world have little impact on how a PC behaves. 

Why do we care about this character? The answer is: we don’t. At least, not for a good, long while. After a few game sessions…depending on the particular inclination of the player…we start to identify more and more with the scribbles and numbers on the character sheet as being “me,” i.e. ourselves. And it is at that point players start to form an attachment, sometimes a deep attachment, to this alternate identity we’ve created. Even our fellow players may begin to look at the character sheets as “us” (at least at the table) alternately calling players by character names and referring to characters by the names of the player.

But it’s never really the character that we care about. When the DM is doing their job, what players care about is the game being played. And the character as a vehicle is our means of interacting with that game. As characters develop over time, we players become more and more attached to the character sheet that represents ourselves in the game world…not only because of the character’s increased effectiveness (fighting ability, spell inventory, magic item stockpile, etc.) but because of the character’s impact on the campaign itself…the creation of a shared history for the fantasy world based on the adventures experienced, and the stories of past exploits experienced by members of the gaming table.

Losing such a character…this fantasy avatar to which we’ve formed a deep attachment…can be a devastating blow. Having that character diminished (in any number of a variety of ways) can cause us to suffer real anguish, even in those of us who don’t usually feel terrible losing a game of, say, Uno or Monopoly. And from my own experience as both a DM and as a player, I can say that the loss of a long-term character (beloved or not) can have a dramatic impact on the other players at the table as well, not just the player whose character was lost.

Personally, I think that all the additions to character creation over the years...additions that draw out the chargen process…has been done in part to facilitate us becoming attached to our character sheets, trying to make us care about these scraps of paper from Session 1. Yes, I know there are other reasons the designers will cite: providing players more options, adding interesting systems, giving players a means to distinguish themselves from the other characters at the table. Those things are part of it, sure. But really, that's all in aid of trying to make us CARE from the get go…and the thing is, what we truly cared about was never the character itself. What we cared about was what the character was allowing us to do.

And that only occurs with a competent DM and long term play.

All right, we’re preparing to land at SeaTac, so it’s time to put away Ye Old Laptop. I’ll post this to the blog sometime tonight or tomorrow. G’night!
: )

Sunday, May 24, 2015

KLOANE WAR KNIGHTS - C.1 P.3

CHARACTER CLASSES

The four basic classes (Soldier, Scientist, Scout, and Technician) are available in the KWN setting, each representing a different background and/or focus of training for the Star Knight character. In addition, players have the option of selecting the High-Born class detailed below. PLEASE NOTE: Multi-Classing is NOT an option in the KWN setting.

High-Born

Though the galaxy is governed by the Galactic Republic, individual planets and star systems have different methods of ruling their citizens, including hereditary nobles and officials elected from the wealthy upper class. High-Born individuals are those born into lives of privilege, possessing the benefits of wealth, education, and well-placed contacts as members of the galaxy’s ruling caste. While Star Knights set these things aside in serving the Republic, those of this background tend to carry their former status as a badge of honor and their skills reflect their heritage.

High-Born Skills

Level
Credit
Culture
Linguistics
Overawe
1
+1
14+
15+
+1
2
+1
13+
14+
+1
3
+2
12+
13+
+1
4
+2
11+
12+
+2
5
+3
10+
11+
+2
6
+3
9+
10+
+2
7
+4
8+
9+
+3
8
+4
7+
8+
+3
9
+5
6+
7+
+3
10
+5
5+
6+
+4

Credit (PRE): Even itinerant and altruistic Star Knights have resources provided by the Republic; High-Born characters supplement this with their family wealth, as well as business contacts and financial acumen. The bonus listed is added to the PC’s credit roll (in addition to PRE adjustments) when making a purchase as described in Chapter 2.

Culture (INT): High-Born characters are well-versed in galactic culture and often know much about the history and customs of various cultures. Characters use this skill to discover vital and useful information when visiting a new world or locale.

Linguistics (INT): Similarly, High-Born characters have extensive training in the languages of the Galactic Republic. When dealing with member species of a non-primitive variety, characters can use this skill to understand the gist of any particular conversation, and should be able to say at least a few words in return (provided they have the ability to vocalize like the species in question). A character that exceeds the target number by 5 or more can be considered near-fluent in the language studied.

Overawe (PRE): The bonus listed is added to any PRE saving throw made in negotiation and diplomacy rolls with sentient cultures due to the character’s regal bearing and commanding presence. This bonus applies whether dealing with the wealthy elite or barbaric primitives; the High-Born character is astute at picking up and adapting to the etiquette of specific cultures with only the briefest exposure.

STAR KNIGHT ABILITIES

Star Knights possess all the same abilities as a standard galactic adventurer. In addition, they are rigorously trained in the psychic disciplines, learning to awaken their own intuition and inner connection with the Star Force, the energy that underlies the structure of physical reality in the universe. The abilities they learn may seem like mysticism, superstition, or sorcery to those untrained in their ways; to the Star Knight their powers are based on scientific principle and directed application.

Because of their psychic training and attunement with “the will of the Star Force,” all Star Knights have a psychic defense bonus equal to their level of experience. This bonus is added to the Star Knight’s Armor Class, though it is lost when the character is weighted down by excessive equipment (see the X-Plorers rulebook for information on being “weighted down”). A Star Knight’s psychic defense bonus does not add to the protection given by artificial or natural armor; only the best protection is used. For example, a 5th level Star Knight would not benefit from wearing armor other than combat armor (AC 16) because her psychic defense bonus of +5 is better than the protection provided by both mesh suits and reflec armor.

Along with the standard skills of their chosen class, all Star Knights learn a number of psychic powers, called talents, which aid them in the course of game play. To activate a psychic talent, the character must succeed at a PRE saving throw, adding their tier as a bonus; failure indicates mental distraction and a failure to muster the focus needed to succeed. Each Star Knight begins the game with two psychic talents from the list that follows, and can learn an additional two with each level of experience. Some talents have prerequisites; the character must have or meet the listed prerequisite before they can learn a given talent. Because a Star Knight learns two talents at a time, it is certainly possible for a character to learn both a talent and its prerequisite upon advancing to a new level.

Talents are grouped by tier; a character may not learn talents of a higher tier than their own. See the Character Advancement section for information on tiers.

Tier 1 (Apprentice) Talents

Talent
Prerequisite
Beast Mastery
Empathy
Channel Darkside*
-
Clear Mind
-
Deflection
-
Empathy
Premonition
Mind Meld
-
Move Many Objects
Move Small Object
Move Small Object
-
Premonition
Clear Mind
Reflex Pilot
-
Surge
-
Sustain Life
-
Telekinetic Shove
-
Visions
Premonition

Tier 2 (Adept) Talents

Talent
Prerequisite
Destroy Machine
Move Many Objects
Detoxify
Surge
Healing Trance
Detoxify
Know Deception
Empathy
Mask Presence
Mind Trick
Master Darkside*
Channel Darkside
Mind Over Matter
Clear Mind
Mind Trick
Empathy
Move Object
Move Small Object
Psychokinetic Storm*
Telekinetic Attack
Psychometry*
Visions
Resist Death*
Channel Darkside
Telekinetic Attack*
Telekinetic Shove
Telekinetic Disarm
Move Small Object
Telekinetic Slam
Telekinetic Shove
Touch Mind
-

Tier 3 (Master) Talents

Talent
Prerequisite
Ascension
-
Attunement
10th Level
Battle Mind
Farsight, Touch Mind
Dark Lightning*
Master Darkside
Disrupt Energy
Detoxify
Farsight
Visions
Mind Rape*
Mind Trick
Mind Warp
Mind Trick
Mind Wipe
Mind Trick
Move Any Object
Move Object
Razor Throw
Move Small Object
Rend Space*
10th Level, Dark Lightning
Shatterstrike*
Psychometry
Vitality Transfer
Healing Trance

*Psychic talents listed in bold have the potential to earn a Star Knight corruption points, twisting their souls and pushing them into evil and insanity.

All Star Knights are wary of psychic corruption; opening themselves to the Star Force allows them access to the power of the universe, but if that power is not used in the service of the justice and the greater good it becomes a path to damnation and evil. Unfortunately, Star Knights are fallible individuals and subject to the same emotions and selfishness as most folks. Add to this the inherent pride in possessing abilities greater than the common citizen and it becomes a real challenge to remain a humble “servant of the people.”

In addition to the psychic talents noted, certain actions always earn a corruption point when taken by a Star Knight: 
  • Causing unnecessary physical harm
  • Intentional cruelty resulting in harm or deprivation
  • Torture of any type
  • Cold-blooded murder (killing an unarmed foe)
  • Slaying an “agent of the Star Force,” including any psychic that is not a corrupted follower of Shadow.

Players must keep track of the total number of corruption points earned. Whenever a character earns a corruption point (including the first time), the player rolls 1D8 subtracting the total number of corruption points accumulated and adjusting the total by the character’s PRE modifier, if any. If the result is 0 or less, the character has become corrupted: an unbalanced, unhinged, selfish servant of Evil (what the Star Knights call “falling to Shadow”). At the end of the game session, a corrupted character usually becomes a Non-Player Character under the control of the Referee.

Over time, Star Knights learn from their past mistakes and find ways to atone and heal their own damaged psyches. Whenever a PC Star Knight achieves a new level of experience, the player may remove D4 corruption points from the character’s total.


[to be continued]

[Kloane War Knights is copyright 2013 by Jonathan Becker and Running Beagle Games. The X-Plorers rpg is copyright 2009, Dave Bezio & Grey Area Games. The X-Plorers trademark is used under the X-Plorers Trademark License]