Category Archives: talk

The Two Ultimate Pathfinder Links

As a public service, I thought I’d reiterate the two links you need if you are playing Pathfinder (besides paizo.com and this blog of course!).  Apparently not everyone knows about them, and one has moved!

The Pathfinder SRD, which has all the OGL rules from Paizo (pretty much all of it) and a variety of third parties. If you need to look up a rule, here you go! It’s always kept super up to date, even new beta playtest stuff shows up here ASAP, as well as sometimes links to useful rulings from the Paizo boards, etc.

The Pathfinder Wiki, which has a primer on the entire setting of Golarion.  Beware – it moved without warning and the old site is still up! If you are using a wikia.com address, stop, switch to pathfinderwiki.com. Up until today even I have been misrouting people in my blogroll. I have tried to figure out how to contribute a couple times and have run away, tail between my legs – I couldn’t even figure out how to leave a forum post saying “set up a redirect or something guys” in their system.  But it’s a great place to search for that mostly-forgotten reference or link your players to in order to get them briefed on a country or something.

Oh, heck, here’s a third link.  No, not the Pathfinder Database, for fan created content, which I wish well and all but there’s just not a lot of quality content there so I don’t use it. But this is my #3 go to for Pathfinder…

Hero Lab, the best character builder tool for Pathfinder, many hands down.  I don’t build NPCs above 3rd level without it.  I’ve tried PCGen and RPGXplorer but IMO those weren’t any more helpful than doing it myself.  Now, it’s for pay, and they’ll charge you for each additional bit of rules they add from the various Paizo stuff, but they’re “official” so they do have it all. I wish all the NPCs from the APs were downloadable from somewhere, that would be a huge time saver. One of our players even uses it at the table to roll and apply conditions to his PC.

E6 – Because The First Six Levels Are The Best Anyway

This is old news, but I just came across a D&D 3e variant called E6 which is really clever, and is inspired by the classic Dragon Mag piece “Gandalf Was Only A Fifth Level Magic-User.”  Basically, it recognizes that a lot of the fun in D&D is at low levels and that the larger level spread causes a bunch of problems.  It works kinda like levels did back in 1e, where once you reach top level (6 in this case) you stop getting levels per se, but just more feats – so the power range always stays within a manageable band. The mightiest men are indeed total badasses compared to level one guys but can’t kill a whole country with impunity. I might have been tempted to do it up to level 9 or so instead, but it is a variant that I think would create a very interesting game that really executes on some modes of play much better.  Frankly I don’t like 3.5e/PF gameplay above level 10 myself. And come to think of it, the sixth level PCs in my Reavers campaign have ACs up to like 24 and can dole out 30+ points of damage a around – is there really a compelling reason to go up further from there?

He explains “why E6” better than I could in the post, you can also download the rules in PDF from the ENWorld thread or the E6 wiki.

Paizo RPG Superstar 2011 Hits Final Eight

If you’re not following Paizo’s RPG Superstar 2011 contest  you should be, if only because you get loads of really high quality game content for free out of it. So far it’s 32 wondrous items, something less than 32 archtypes, 16 villains, and soon 8 Golarion locations and 4 adventure plots.

As always props to Paizo for their openness and customer engagement!

Weaning Players Off Being Rules Lawyers

I have a lively question running at RPG Stack Exchange on “How do you help players not focus on the rules?” I and my group tend towards a more old school “rulings not rules” approach when it comes to the game, and some of “the kids nowadays” who have come up on 4e or even 3e are very, very gamist and expect the rules to be God. You have to get them out of that mindset to achieve simulationist (and ideally immersive) play.  I’ve had some good answers to the question, as well as a small set of “Oh that’s evil,” which I expect I guess. And a subset that insist you have to change the rules system and use a indie storygame or something if you don’t want rules lawyering, which I think is silly because people have managed to play D&D and other crunchy games in a non-gamist way for thirty years, I guess 4e has warped everyone’s default expectations so much that they can’t conceive of that.

Anyway, chime in here with good ways to help someone who is trying to get out of their “the game is about the rules” rut and enjoy “the game is about a ‘real’ fictional world” play.  If you don’t like that style of play, fine, move on, I’m happy for you but don’t want to hear it.

D&D on TV: Community

If you missed the D&D-themed episode of Community on NBC, the whole episode is online. It’s mighty funny.

Best parts:

  • The Chinese guy done up as a drow
  • The hot crazy chick proclaiming for gnome’s rights (we had a hot crazy chick who was all about monster’s rights in our epic campaign back in Memphis)
  • Chevy Chase (in general)
  • “Huzzah!!!  Is that right?”
  • The chick playing “Hector the Well Endowed” seducing the elf maiden while the other folks take notes
  • “I won Dungeons & Dragons!  And it was advanced!”

I thought it was interesting that it was pretty true to D&D.  The DM did all the rolling, like Zak with the “D&D with Porn Stars” group, which is mildly unusual but good for novices and more freeform older ed play where  you don’t have to roll 10 dice a round.

Worst RPG Characters Ever

Topless Robot had a hilarious contest for the worst RPG character you ever ran across.  Go read the winning entries; I got an Honorable Mention for the sad but true tale of the lesbian stripper Summer’s Eve and her sister/lover, played by a pair of twelve year old boys at a con.

Why I Love And Hate BRP

BRP, aka “Basic Role-Playing,” the percentile based system most commonly encountered in Call of Cthulhu and other Chaosium games, is experiencing a bit of a renaissance.  A number of new games are coming out that are BRP-powered, including the Charles Stross novel-based The Laundry and the future science fantasy Chronicles of Future Earth.  That’s good to see, it’s also good to see Chaosium not being on the way out, as it was feared for a time.

If you haven’t played the BRP system, the great thing about it is that it is super easy to pick up.  You have a skill list and the skills are all percentiles.  If you want to see a BRP character sheet, go check out my site with the Scooby Doo crew statted up for Call of Cthulhu.  I take this to conventions, and have yet to have anyone have trouble picking up the rules. Percentiles are intuitively obvious. “What is my chance of success?  60%?  Okay!”  Much better than “Well I’m rolling 8 dice and I need 4 results of 4 or more to succeed, and I can swap sixes and ones on Tuesday” kind of cutesy crap some games do. And as a nice bonus, skills you use improve – when you successfully use a skill you mark it, and later you roll the skill to see if you got better at it.

The problem is the flat percentiles. It’s fine for something like a one shot Cthulhu scenario where death by bad luck is part of the package. But for any skill where failure could be bad, you either want nothing in it or want it maxed out.

A simple example.  I had a race card driver pregen character given to me with a “Driving: 60%” skill. Seems high, right?  Not really, in practice.  “You’re driving fast down the road at night?  Roll Driving.  You failed?  Whoops, off the road, smash everyone roll damage!” Basically with that 60% skill, there was a 40% chance of death or disability if you failed it. How high of a skill do you then need to even bother to attempt something in a system like that?  Even 70% or 80% is shy, you really need 90% to not feel like you’re throwing your life away. And certainly not with a 20% or 30%, so why put points into it at all?  People end up stuffing all their skill points into a small number of skills to ensure a somewhat small number of humiliating defeats.

Sure, you can say the GM “should” assign bonuses or penalties for every check, but the reality is that flat-roll systems tend to be going against the skill most of the time, as opposed to a difficulty class system.  Or that they should make everything a complex skill check to provide some normalization – but again, that’s not supported by the rules per se.

It’s a shame, because it really is the simplest system to pick up – everyone understands percents at a level even deeper than “I have a skill of 4 and am rolling d6.”  But without any normalization, the outcomes always end up frustrating me.  And if you need some kind of esoteric advice to run the system, it’s not really that simple after all is it?

Of course, you can just take the easy death thing in stride, and the games it’s been used for (Cthulhu and Runequest especially) have in my experience been about high mortality one shots or very short campaigns.

So what’s the solution to this, without losing the beautiful simplicity of “roll vs your 25?”  I guess changing the dice to something more normalized, but not sure what that still has a 0-100 spread.

 

New Magic Item: Harness of the Hero’s Helper

I submitted this magic item to the Paizo RPG Superstar competition, but sadly it didn’t make the cut into the top 32 (which are all very cool – if you want 32 more new magic items that have been voted as good by a bunch of game designers, go get ’em!).

Mine was designed to fill a gap – for classes that want to focus on “pets,” there’s not a lot of magic items that enhance that (besides a “wand of magic fang” or whatnot). Thus, the Harness of the Hero’s Helper.  Short form is if you hold their leash/reins/whatnot then you’re treated as a level higher on the Animal Companion Base Statistics table (or similar familiar table, for familiars).  The beauty of this is it can work for paladin/cavalier horses, or druid/ranger animal companions, or sorcerer/wizard/witch familiars.

Harness of the Hero’s Helper
Aura moderate transmutation; CL 9
Slot neck; Price 35,000 gp; Weight 2 lbs.
Description
This leather animal harness resizes to fit any kind of beast in a form appropriate for its type. When the owner keeps the harness lead in at least one hand, which requires them to be mounted on or in an adjacent square to the animal, the animal’s base statistics increase as if the owner were one level higher for purposes of serving as a bonded companion or familiar (including a druid’s or ranger’s animal companion and a paladin’s or cavalier’s mount). Bonuses granted are treated as morale bonuses, and extra hit points disappear when the effect ends and are not lost first like temporary hit points. The effect ends immediately if the owner releases the lead.
Construction
Requirements Craft Wondrous Item, animal growth; Cost 17,500 gp

What do you think?

Full Golarion Map

I was looking around on the Paizo site and apparently there’s a full world map of Golarion in the new Campaign Setting, and they have an image of it posted!  That’ll come in handy for me as the PCs in my Reavers campaign get a ship and head out on the high seas for some piracy.  I love Golarion – I was a long time Greyhawk devotee, favoring it over the Forgotten Realms and other settings (I’d experiment with the others, but always returned to GH) but Golarion has supplanted that for me – it’s a fun, deep, brilliant world that both grounds you but also is easy for a DM to make their own.

WotC Discontinues D&D Minis

Hm, that’s sad news – the prepainted plastic D&D minis were a great idea and were the only thing I still buy from WotC.  My gaming group has a whole trunk full of them, and we don’t play the actual minis game or 4e, we use them for battlemaps for a lot of games.  I still have old pewter minis from like 15 years ago I’ve never gotten around to painting, and I don’t want to have to.

It’s also strange news – so what will they be doing instead?  In the same article, they proudly announce their latest dungeon tiles product, which it would seem you’d need minis for.  You could do counters, and it sounds like they are putting some out, but there’s no profit in that.  Issuing counters is a “we know you have to have something so here it is the cheapest way we could make them, mostly for free” kind of play.

Do they think they’re going to get their virtual table working and declare “all gaming is virtual now, death to the tabletop?”  No – not just because they’ll never get the virtual tabletop working, but because they’re still selling cards and whatnot too, and pushing Encounters, which all are tied to tabletop.

Are they going to partner with someone else to do them?  If so, this is a ham-handed way of announcing it; also, WotC’s model has been “pull it all in house” since the development of 4e, moving it back out would be an unprecedented shift in strategy.

Are they getting more expensive to produce as fewer 10 year olds are willing to be exposed to toxic fumes even in China or wherever?  Seems like they’d just up the price or put fewer in a box if that were the case.

Are they planning to change the sales model (sell non-randomized or singles)?  Again, this is a very bad way of announcing that – you don’t say “product terminated” if you’re just changing the model.

Are they just not selling well, so they don’t really give a shit how it fits into the product strategy or game experience?  Maybe.  They seem to be understaffed and floundering. I suspect this is the only reason that makes sense – the margin is down and so they’re canceling them, and they don’t have the time or people or energy to bother about product strategy.Sure, they’re adding the cards, but that can be done with excess staff etc. from WotC’s card game lines.

Even with the rumors going around that what we’re seeing is rampup to a 5e – and it makes sense, the cycle’s been like 3e – put out 3e, fairly quickly put out 3.5e, fire most of your staff, trickle out products and begin on a new edition.  They put out 4e, put out Essentials (4.5e) fairly quickly and fired most of their staff… But even if that were true, why would discontinuing minis fit into that plan?

[Edit: I have seen Reaper’s prepainted plastic minis line but they don’t have many of them.  And apparently to be more ‘retail friendly’ they just changed their name to “Hobby-Q”.]

D&D 5th Edition

There’s speculation on ENWorld about whether a D&D 5th Edition is in the works already.  I contemplated what this would require.  Seems to me that they’d want to wait until they could make every part of the game collectible. The optimal 5th Edition would need to:

  • Require collectible minis
  • Require collectible cards
  • Require collectible dice
  • Require a monthly electronic subscription
  • Eliminate the Dungeon Master

By my count they’re already at 3/5 of those figured out.  They have collectible minis, and you just declare them to be required like in Warhammer. They just added the cards, and they’ve had the subscription.

If they dust off the old Dragon Dice and make it so you use the collectible dice instead of standard ones, you have the dice.  I hear WFRP 3e does that to a degree, using a bunch of custom dice. And they’ve been working on reducing the role of the DM over the course of 4e, and they have designers familiar with some of the new GM-less indie RPGs I bet – you could just obsolete the DM. For adventures, just extend the Encounters format, even mixing that up and making it collectible or driven from the electronic subscription – “I just got Tweeted a bonus room!”

And then just do a quick run-through of the rules to stomp out all remaining vestiges of in-character roleplaying, and you have the perfect game. Every single aspect of it would require continuous spend.  And there would be no need for imagination, immersion, originality, invention, or other dirty and unquantifiable factors in the player base. It would be trivial to convert into computer gaming properties at that point too.

The perfect game.

4e D&D Goes Full Retard

Well, I figured it was a matter of time when I saw them in a game of the new Gamma World being run at a local game shop.  D&D 4e now gets collectible cards.  Yep, you buy booster packs with cards of varying rarities, construct a deck, and use them along with your D&D character to give you all kinds of bonuses and whatnot.  It’s a desperate attempt to convert D&D into a Magic: The Gathering kind of revenue stream.

Oh, they’re not “mandatory”, they say (except for D&D Organized Play games of course).  You can show up and not have this super cool character boost.  So of course, the more you spend the better your character is. Perfect.

It’s more gamist dreck.  We shouldn’t be surprised. 4e powers have already given up on trying to have any in-game-world justification.  “I get to reroll this saving throw… Because I have a card that says so!” And they’ve been careful to remove any oversight by DMs as to what rules/powers/etc. are allowed in the game, which is convenient when new rules can be thrown out on cards DMs and other players don’t have access to.

I would never, under any circumstances, allow the use of these in any game I ever ran.  Essentials had somewhat tempted me to consider looking at 4e again, but this confirms to me “never mind, they are intent on running the concept behind a roleplaying game into the ground, then peeing on it, then stomping on it, then running off squealing.”

It’s antithetical to:

  • Simulation
  • DM-led dramatic pacing
  • Fairness

Yay.  Unfortunately this really makes 4e D&D cross the line.  They should have listened to Robert Downey Jr’s advice – you never go full retard.

[Edit: For all those out there saying “Well but the cards, you could use them as DM-given bennies or as a common deck or something and then they’re not bad” – well, no shit, Sherlocks.  But if you would bother to go read the actual Wizards of the Coast link on how the cards are to be used, that’s not their intended use and the use that WotC will be enforcing in Organized Play.  Decks are per-character, player-provided, and constructed, EXACTLY like having a Magic: the Gathering deck as part of your character sheet.  I know you wish that’s not the case, I know I do, and maybe you will be using them differently, but that’s not a reason that WotC’s intended use isn’t a painful distortion of RPGs.]