Tag Archives: RPGs

Savage Worlds “Empire of Ashes” Campaign Concluded

The eighth and final session summary’s posted from our short Savage Worlds homebrew campaign, “Empire of Ashes.”  Our “heroes” follow the cursed Black Pearl to the Ancient Warlock Plantation Home and kill the heck out of undeads, and face a death knight/lich/ancient warlock kind of guy!

Bruce, our erstwhile session scribe, closes us out with these immortal words.

Lord Versane proclaims, “All’s well that ends well! Now, where have those naughty scullery maids run off to?” The others laugh uproariously. And in the darkness, the zombies scratch against the windows and lurk among the blighted trees.

Don’t worry, if you want more Savage Molesting, we’ve already started a new SW campaign, Legends of Steel!

Alternity Campaign Gets Underway!

We ran an early first session of our new Alternity sci-fi campaign, The Lighthouse.   Let’s meet the characters!

We only had three players, and each player has two PCs but only plays one at a time.  For this demo session, our heroes were:

Dr. Adun Zelnaga, the head of the xenobiology and treatment wing of the Galindus Medical Center on Deck 196 of the Lighthouse.  Adun is a fraal, a psionic alien race that look like traditional Greys.  He’s a gifted surgeon and xenomedicine expert, in addition to his psychic abilities.  The doc is played by Peco, a new player to the group.

Ten-zil Kem, VoidCorp ambassador, a corporate asset assigned to protect the interests of Voidcorp in the verge.  VoidCorp is a stellar nation that’s a huge evil corporation, like Microsoft meets Time Warner meets… every other evil corporation.  Kem is also a mole for the upstart VoidCorp competitor, Insight.  He’s a bit of a rich playboy (think Tony Stark).  With a bit of a hacker side to him.  Ten-Zil Kem is played by Chris, long term fan favorite.

Kem has risen through the Voidcorp ranks by latching on lamprey style to rising stars, then stepping aside when those careers faltered. Described as vapid, greedy, and treacherous by his rivals in the Voidcorp diplomatic corps, Kem has managed to instill respect if not like in his subordinates as well as his opposites in the diplomatic community.

Distinguishing characteristics:

  • Barcode on left side of face, cheek. Left-over from the “prove your loyalty to VoidCorp” fad/craze/McCarthyistic pogrom of 10 yrs ago.
  • Dresses in the latest fashions, sometimes pushing the boundaries into “pimpdom”.
  • Attracted to bright, shiny, expensive objects.
  • Attracted to bright, shiny, and occasionally expensive members of the opposite sex.
  • Buys expensive toys, plays with them, gets bored with them, and re-gifts them.

Markus Oroszlan, bartender of the Corner, the biggest, bestest bar and casino for locals on the Lighthouse.  He’s also a Thuldan warlion.  Thuldan warlions are human mutants engineered by the Thuldan Empire and crossed with lion DNA to be powerful shock troops.  Markus did his time there and has retired to the Lighthouse and the Verge to tend bar.  Well, and to traffic in arms.  The Concord tries to keep weapons out of the Verge, which means they are extremely lucrative.  Markus is my character!

Besides looking a bit like a lion, Markus has a huge “IX” tattooed on his chest to indicate his former membership in the IX Legion (Rapax).  Scars of various vintages criss-cross his hugely muscled body.

In our adventure, Markus,  Ten-Zil, and the doc take leave of the Lighthouse for a lovely beach vacation on Bluefall, in the Aegis system.  Then we’re beset by cyborgs, warlions, and sharks with FRICKIN’ LASER BEAMS ATTACHED TO THEIR HEADS!!!!  Read all about it in The Lighthouse, Session 1!

Mike Mearls Strangles Realism In D&D Like It’s An Unruly Hooker

I hate to keep saying “I told you so” about Fourth Edition D&D, but there’s a thread on TheRPGSite that talks about the new Rust Monster in the MMII.  I really can’t believe what I’m reading.

As most of you know, in D&D the Rust Monster is a weird-looking mostly harmless critter feared by adventurers because of its diet.  It touches metal with its feathery antennae and cause it to rust into bits, then it eats the rust.

Well, apparently the thought of anyone losing a magic item is no longer tolerable to the Wizards designers.  Check it out:

Attack Mode: Dissolve Metal (standard action; per encounter) • Targets a creature wearing or wielding a rusting magic item of 10th level or lower or any non-magic rusting item; +9 vs. Reflex; the rusting item is destroyed.
Residuum Recovery • A rust monster consumes any item it destroys. The residuum from any magic items the monster has destroyed can be retrieved from its stomach. The residuum is worth the market value of the item (not one-fifth the value).

“Residuum” is the magic dust that you can disenchant 4e magic items into.  Normally, as part of their ridiculous and sad economic rules, it’s only worth 20% of the item’s cost.  However, the Rust Monster now kindly keeps it at full price for you in its gullet.  There’s an explicit rationale for this in the “A Guide to Using Rust Monsters” section in the MM2 which boils down to “don’t make any nine year olds cry”…

Eventually, though, the PCs should have an opportunity to regain their lost equipment by using the residuum found in the monster. Although a PC might lose an item, it is intended that the loss be only temporary, which is why the residuum recovered from a rust monster is equal to the full value of the destroyed item. How the PCs deal with the loss is what makes the rust monster fun. Be wary of PCs who try to abuse a rust monster’s powers to their advantage by using rust monsters to consume items the PCs would otherwise sell for one-fifth value. In such cases, you should reduce the resulting residuum to one-fifth value, effectively making the rust monster a free Disenchant Magic Item ritual.

What, they didn’t bother rule-izing that last part by giving it a “Detect Intent” power that would formally change the residuum value based on its reading of the character’s mind?

Seriously, come the fuck on.  Realism and consequences are not “fun”, according to Mearls and the other 4e writers.  All those people who have enjoyed playing any other edition of D&D must be confused.

Why not just take that small additional step and have characters respawn close to the dungeon with all their gear?  God forbid a dead party member gets left behind or some other factor causes them to lose their stuff.  Or have un-fun trips to get raised or otherwise be out of the action for more than five minutes.  Some of the 4e community is dismissive of “these tired comparisons of 4e to MMORPGs” but – the truth’s the truth.  This is a pure computer game move.

Heck, put spawn points in the dungeon.  I was amused recently when I got Unreal Tournament 3 on the XBox 360 and in the cutscenes they actually refer to the respawn points as real, in-world things.  Most games have the courtesy to pretend they don’t really exist (I know, it actually makes some sense in the UT universe…  But this isn’t XCrawl, it’s D&D.).  Time for D&D to do the same thing!  Dying, gear loss, etc. should all be only moments of delay from getting back in the melee!

I mean, I’m honestly not averse to that in some fringe take-off of the genre like XCrawl.  But in D&D?  In a core world that supposedly might make some sense, like the fantasy worlds from those things called books people used to read?  Really?

Pathfinder Preview – The Sorceress

Paizo’s put out their third preview for the final Pathfinder rules, and this time it showcases the famous iconic sorcerer, Seoni, at level 10!   Let’s take a look.  Yep, she’s still built like a brick shithouse.  I need to figure out which Golarion country is the source of her quite-advanced cosmetic surgery.

In 3.x, I didn’t like the sorcerer that much.  It was too similar to the wizard.  A mechanical difference (spontaneous casting vs prepared casting) didn’t seem like something to bother basing a PHB core class on.  Its main niche, really, was as an NPC class, so that hideous goopy monsters could cast spells without having a spell book around. In our gaming group, it was mainly used as a dip class for someone that needed just a little arcane casting.

Pathfinder’s helped that out some with the full-scale adoption of the bloodline concept.  3.x hinted at a “draconic bloodline” in sorcerers that gave them their power.  In Pathfinder, they take that a big step farther and have a wide variety of bloodlines a sorcerer can take, that give unique powers and have different feels to them.  Seoni has the “arcane” (aka lamest) bloodline.  I wish they had showed off a more flavorful one.  In our Curse of the Crimson Throne campaign, our sorcerer Valash has the air elemental bloodline.  Check his level 13 build here.  He can do electric at-will zappies, a big blast once per day, has electricity resistance, etc.

The other bloodlines in the beta were abyssal, aberrant, celestial, destined, draconic, elemental, fey, infernal, and undead.  Bloodlines are not overwhelmingly powerful, but a nice addition that adds as much flavor as “kewl powerz.”  It justifies sorcerer more as a separate class in my mind rather than a variant wizard class option (“Spontaneous Casting: Get two more spells per level per day and you don’t have to prepare them but you can only know X/level!”  Look, there’s an entire class writeup.)

To me, that’s the big deal.  The smaller changes and tweaks (d6 HD, specific spells, etc.) are fine but not terribly interesting except to the number-wonks.

Pathfinder Fighter vs. Ice Devil?

There’s been some smack talk about the Pathfinder preview of Valeros the 14th level fighter.   It spins off into the usual “fighters are worthless in D&D 3.x” hate speech.  In particular, there’s comparisons with an ice devil. “The fighter is totally outclassed by the CR 13 ice devil!” they cry.  “Casters are the only worthwhile classes!”

Well, I can’t speak for Valeros’ build, but our Pathfinder Beta based Curse of the Crimson Throne game is coincidentally at level 14.  We have a fighter, a ranger, a cleric (me), a new bard, and an occasional sorcerer.  And I’m afraid we don’t find the fighter “weak.”  Let’s look at our level 14 fighter and how he’d fare.

Malcolm, our fighter, carries a modest +1 heavy flail of transmuting (which, after hitting a creature, gains the properties needed to bypass its DR).  Sure, he needs buffing – but with his usual loadout (he always drinks a potion of Enlarge Person, which he has scads of, when in a dungeon, and then either Righteous Wrath of the Faithful from me or Inspire Courage and Haste from the bard, either gives +3/+3 and an extra attack) – he can kill the devil in three rounds on average.

First round, he closes and gets one shot at +28 for 2d8+17 damage (not even counting it as a charge).  With Improved Critical (17-20) and Devastating Blow that’s 36 damage (minus 10 for the devil’s DR).  He does have to contend with the devil’s fear aura, and it’s true that even with Bravery he has a good chance of failing that save (45% for Malcolm) but that’s what friendly casters are for – resurgence or anti-fear stuff, of which we have a variety.  And for the flying problem – he has potions and other items that give short flying, or again one of us can help out there.

Then in round 2 with a full attack (and extra one for haste), the transmuted weapon bypassing DR, and Backswing –  107 points of damage on average in that round.  Devil’s down to 14 hp.  Even if it gets a slow hit in and Malcolm somehow fails a Fort save (unlikely!), it’s nap time on round 3 from a single attack.  Malcolm has AC 28 and 197 hit points; there’s nothing the devil can do to pour enough damage into him to kill him inside 8 rounds.  Its cone of cold only does 25 hp damage to him on average, and its full attack is only a little better.  Even without caster buffs, Malcolm can do it in four rounds (though the fear and fly problems are more of a problem without caster support, although there’s a variety of cheap Magic Item Compendium items that counteract those problems).

A three round kill on the devil is as good as a caster would do on average.  Between the SR 25 and +15 saves (+19 with unholy aura up), even the spiffiest save-or-dies from a level 14 caster only have about a 20-25% chance per round of working.  That’s three to four round survivability once you do the math.  And the fighter can keep it up for a long time.  The Pathfinder rules tweaks have helped him out a lot – the weapon training, armor training, bravery, and additional feats like Backswing and Devastating Blow boost Malcolm’s worth in this fight was above a level 14 3.5e core fighter.

Besides, adventuring isn’t about one on one.  It’s about a party, over 5 or so encounters in a day.  The fighter needs healing, buffing, and anti-mind-affecting support from someone.  But that’s worth it – it’s like someone with a heavy machine gun needs someone to feed ammo.  The two people together are doing more than they could with a rifle apiece.  Getting and keeping Malcolm on a target when it means 100+ damage easily in a round is so worth it.  As a cleric, I can at best toss 25% success chance save or dies (of which I have a very limited number), or cast a variety of 14d6ey anti-evil-outsider stuff, which is only 49 damage even before SR and save which makes them average a net 15-20 damage.    I’m definitely better off optimizing our fighter.

These caster queens also complain that fighters are “boring” and support roles are “boring” (apparently only save-or-dies are “exciting”).   To them I say – you’re doing it wrong!

Third Curse of the Crimson Throne “Skeletons of Scarwall” Session Summary Posted

Quite the drama erupts in Part III of The Skeletons of Scarwall, in which our dear priestess Annata gets killed!  The last sub-boss in Scarwall got her with a Trap the Soul, and all our anti-undead/necromancy/death magic protections were of no avail because – get this – that’s a conjuration spell.  The boys killed the demi-lich and broke the gem, but then had to Shadow Walk back to Kaer Maga to get a Resurrection.  On the one hand, dying is scary, on the other hand, she got to see Sarenrae Heaven first hand and meet the Sunlord Thalachos, Sarenrae’s herald, so after she recovers from the physical aftereffects she’s mentally and spiritually quite invigorated.

Then the Shadow Count (and pet chain devil) finally turns on us and Laori.  We spank him but Laori heads out to Cenobite Heaven to sightsee, so the Boner Squad is no more.  And sadly Laori missed her last chance to put the moves on Annata.

And then we finally get the fabled (and holy, intelligent, and badass) blade Serith-Teal!   Thondyke is chosen as its wielder; as it’s both intelligent and holy it’ll have no part of Malcolm, and Annata (though to be honest a little jealous) thinks he’ll get a lot more use out of it.

And with that, Castle Scarwall is cleansed!  We get a sending from Vencarlo that tells us it’s time to return to Korvosa and whip some bitch-queen ass.  About time, we reply.  But first, we have $50k a head to gear ourselves out like the 14th level master killers we are!  To the magic mall!

Go enjoy the full 10 page .pdf summary of the session (and all the others).  Your favorite adventurers will return next session with Crown of Fangs!

Modern Warfare

A while ago, I was going to write some essays covering the “underserved” areas of RPGing – cop fiction, crime fiction, and war fiction.  I got through the cop and crime ones but got bogged down before I got to war.  There’s a lot of WWII type gaming out there but not much newer.

I’ve been working over it for a while, and as a preface here’s some books I’ve read on the recent war(s).  They are educational in general but also I will later demonstrate how the most successful military approach – small special operations groups embedded in the local populace – also solves a lot of the problems with creating a modern “War RPG”.

So without further ado, the list!  Together they have given me an extremely interesting and fairly complete perspective on the recent war. Presented in the order I read them.

Not a Good Day to Die: The Untold Story of Operation Anaconda

A very interesting book about a major operation in Afghanistan when the military’s focus had already been diverted to Iraq. Also shows how some of the military intra-unit political BS, seemingly undiminished since Civil War days, fucks things up bad. A good read especially because maybe we’ll actually be trying to go back there and take care of business soon. And man, the terrain is awful. “Sorry,our Apaches can’t fly though air that thin.”  Did you know that Holistic Design came out with a “d20 Afghanistan” game when the war was new?  I have it, it’s pretty good.

In The Company Of Soldiers: A Chronicle of Combat

This one’s OK… Written by a Pulitzer Prize winner, but basically just him following the 101st Airborne in the initial assault on Baghdad. Interesting and action-packed, but necessarily limited in scope. Bonus in that he’s hanging around with Petraeus in the early days, when he was just a major general commanding the 101st. He spends too much time with the officers and not enough with the line units so it’s a bit white-collar. I’d only give it three out of five stars but we’ll be seeing Petraeus more later.

The Last True Story I’ll Ever Tell: An Accidental Soldier’s Account of the War in Iraq

Not awesomely written because it’s just the memoir of a Florida National Guard grunt, but it’s the most pure “soldier experience” of the lot. His unit got kept over there for like three years because his CO wanted to get some of that wartime glory. He ended up all fucked up, hooked on Valium and post-traumatic-stress-disordered. Great look into the everyday soldier’s life over there and how bad it was/is. Definitely movie ready, like that FX “Over There” series or something. Did you know there’s an interesting ashcan RPG called “Black Cadillacs” that tries to insert this kind of experience into a war story?

Imperial Grunts: The American Military on the Ground

Dang, I got ripped off at Half Price Books, this hardbacks’ on sale for $6.99 through Amazon. This is a really scholarly military history book, more than a Black Hawk Down memoir type – the author (who also wrote Balkan Ghosts) goes to every major theater and hangs out with the grunts in everywhere from Colombia to the Philippines to Iraq. He gets a really good view into the weaknesses of the American approach – our specops work fine, but as an organization overall the focus on technology, force protection, etc. is harmful. He basically comes to the exact same conclusions that Petraeus will later as he rewrites the book on COIN before heading back to Iraq. Holistic also did a Colombia d20 RPG, which seemed an odd choice of country to me (they also did Afghanistan and Somalia) but having read this book I understand, and see that the Holistic guys were pretty well plugged in.

One Bullet Away: The Making of a Marine Officer

Now this one’s awesome. This guy went to Dartmouth and decided to go Marine ROTC. I remember his father told him “The Marines will teach you everything about life that I love you too much to.” He later joined First Recon, the even-more-elite arm of the Marines. The book covers everything, from boot camp on through to the end. He brings together the painful on-the-ground experience of “Last True Story” with the analysis of a highly educated mind of “Imperial Grunts.” He leaves the military because he sees that their anti-civilian approach was so damn retarded (going on to a dual Harvard Law/ Kennedy Business double major program). Oh, and you know that Rolling Stone guy’s “Generation Kill” book that HBO made into a series or something? It was THIS GUY’S UNIT.

The Gamble: General David Petraeus and the American Military Adventure in Iraq, 2006-2008

All the previous books were older. This one is kinda the payoff for all of them though. Turns out after the initial run on Baghdad they squirrelled Petraeus away at the Army war college and he rewrote the book on counterinsurgency (literally). A retired general named Keane saw how jacked up things were and pulled strings from retirement to basically bypass the Chiefs of Staff and get Petraeus and others in place commanding in Iraq and give them the latitude they needed to get stuff done. Basically he recognized the entire approach was wrong and that the military had deliberately tossed out everything they learned from Vietnam. The surge, which I admit I thought was a retarded idea, wasn’t just a “throw more heads at it” play, it was part of a transformation from the approach, so well illustrated in these previous books, of “hide in a fortress, then drive around in armored Humvees to see if anyone will shoot at us” to the more “community policing” model of COIN that Kaplan identified as so successful in other theaters back in Imperial Grunts. In the end, though, it portrays the surge as being successful at achieving more modest goals – but the question of “no really, is it worth doing?” is still unanswered.

More on the RPG angle later, but I wanted to share the bibliography first.

Next Campaign: Alternity!

Next campaign, we’re taking a break from D&D.  We always play a variety of games in our gaming group – in fact, we have a loosely afiliated group of quite a few people so there are a number of simultaneous campaigns on differing schedules with different attendees.  I attend the Sunday game slot, which is really two campaigns that alternate weeks.  One game has just concluded, a homebrew called Savage Worlds: Empire of Ashes, and is launching Savage Worlds: Legends of Steel this weekend.  The other, Curse of the Crimson Throne using the Pathfinder RPG rules, will be finishing up soon.

We play other stuff (most recently Mutants & Masterminds, GURPS, Silhouette, Champions…) but usually have one D&D and one non-D&D game running at a time.  We’re taking a D&D break though.  The new Pathfinder final rules won’t be out till August, and our DM’s judgment and word on the street is that the next AP, Second Darkness, kinds sucks.  One group is running the new  Legacy of Fire AP, but we decided to do some Alternity!

Alternity, if you don’t know, is a science fiction game TSR put out at the end of its life.  It was only around a couple years but they put a lot of material out for it, it had its own “Living Verge” RPGA campaign, etc.  Its Wikipedia entry sums up the ruleset.  It was mainly notable for a very in depth skill system.

Paul, our GM, has an idea for a troupe-style game set on the space station called the Lighthouse in the Star*Drive universe.  He envisions it as a Babylon 5/Deep Space Nine kind of deal.  I always liked Alternity and Star*Drive.  We will each play two characters, one member of the space station command staff, and one “other”  from a crowd of diplomats and other power players.

I’m working up my characters now.  One is the Star Force captain who is the military commander of the station (he reports to the Concord Administrator who’s the civilian head of the station,though).  The other is the bartender of The Corner, the liveliest bar/restaurant/casino on the station.  More to come on them and the game!

Genre Thought: Friendly Combat

I was preparing a character for an upcoming sci-fi campaign, and was considering a little brawling skill.  The min-maxer in me said, “Forget that crap!  Unless you go super-monk, there’s no such thing as unarmed combat, and certainly no such thing as nonlethal combat.”  And sadly, that’s usually the case.  You don’t get too many nice fists-only bar fights, people always whip out the high impact weapons.

Which is a shame.  Star Trek, for example, was always all about the unarmed combat; easily the wide majority over phaser combat.  And unarmed combat’s great for plots.  People don’t get killed, so you get prisoners, further interaction, etc.  In fact, in many a movie/TV plot, people have a knock-down-drag-out fistfight and even become friends over the course of it.  Of course, in an RPG everyone assumes any combat will be to the brutal death, and thus moves to deal it out before they take it.

One fix to this is metagame.  The GM can just make it clear what is a “friendly” combat and what isn’t.    In a friendly combat, you understand that nonlethal is the way to go, consequences for losing will not be severe,  and it may be an opportunity for role-playing and not pure tactical optimization.  Alternately, you can set really strong and realistic reactions to violence in-game.  If there’s a bar fight, those just punching get off; those who shivved someone go to jail.

I ran a long term high immersion D&D campaign and had to do that at its beginning.  I clearly set out my vision for the game, but old habits die hard.  Two of the characters start asking around in a bar for information; one guy tells them to slag off; next thing you know they chase him out into a field outside town and shoot him with a crossbow.  Luckily he was still alive when the local sheriff showed up.

The sheriff collected everyone and heard them out.  Entertainingly, the PCs’ story was, “We thought he had information and he talked back to us and ran off so we shot him!”  “Is that the story you’re sticking with?”  “Yeah, why?”  One of the two saw how it was going and voluntarily paid a fine and did restitution.  The other one stuck to his guns, though, and wanted a trial.  You should have seen his face when the mayor sentenced him to three months hard labor in the mines.  Time for a new character!  It sucked, but it made the point and people considered the consequences before they drew steel thereafter.

Genre Thought: Seduction in RPGs

I just got done watching the James Bond movie Goldfinger.  What struck me the most about it is that James saving the day hinged on one critical act, one that he pulls off in each movie – that maneuver we like to call “banging ’em to the good side.”

All his spycraft, sneaking and superspy gear and all were thwarted one after the other.   Goldfinger totally had him at his mercy, wrecked his supercar, crushed his tracking device, had a squad of Koreans sitting on his ass, and the next morning nerve gas was going to kill 40,000 Americans and then a dirty bomb would put a crimp on Fort Knox.  He only had one tool to turn to, and that tool turned the icy professional evil minion Pussy Galore into a total narc in one go.

I so want to do this in an RPG.  Sadly, seduction isn’t part of most of them, or even if allowed at the table is more of a route to quick jollies or a color-only NPC relationship and not really impactful to the plot.  But what if it were?  In another sub-group of our local gaming group, they were running Curse of the Crimson Throne and one of the PCs was a priestess of the goddess of lust, and used her wiles several times to get what she wanted, but it was a bit of a pain to adjudicate; the default D&D interpersonal stuff is too simplistic.

Let’s go back to the best likely source to model this – the actual James Bond RPG!  I picked up this lovely back in the day.  Never played it with its real rules, but did use it for a Feng Shui James Bond game.  Anyway, they have a NPC attitude track very familiar to 3e/4e D&D players – Opposed, Antagonistic, Neutral, Friendly, Enamored.  They have a whole page/subsystem dedicated to persuasion, seduction, and interrogation in turn.   For Seduction, it’s what we nowadays would call a complex skill check.  They define five stages of increasingly high difficulty:

  1. The Look
  2. Opening Line
  3. Witty Conversation
  4. Beginning Intimacies
  5. When and Where?

If you succeed all the way through the path, they reroll their reaction with a large positive modifier.  There are several of Bond’s seductees that don’t hesitate to stay bad.  (Although even they seem to not be able to resist coming back for more sometimes.)

This seems totally easy to convert to d20.  Historically, seduction has been modelled by Bluff vs Sense Motive.  I don’t know that I like that.  It’s one thing if you’re telling the waitress you’re a millionaire looking for a new wife to get a hummer in the bathroom, but many seduction attempts aren’t really deceptive per se (any more than any human interaction)…  James is usually pretty direct about his intentions, though he tries to state it in a more charming way than “I’d like to bone you.”  I prefer Diplomacy.  Or Intimidate if you’re in prison I guess.  Anyway, I’d think you could use your CHA-based social skill of choice.  (Insert Animal Handling joke here.)  What’s the difficulty?  Flat DCs?  No, that’s stupid.  Sense Motive doesn’t make sense unless it’s a bluff, and resisting via Diplomacy seems odd.  Will save is generally the measure of willpower, but there you have save vs. skill scaling problems in 3e. You want to take their current attitude into account, too (though, humorously, the Bond game does not; it’s as easy to seduce an opponent – and really, if you want this to be genre appropriate you probably don’t want that as a modifier).

It’s not d20 if you don’t have some feats to modify it!  Here’s some feats James Bond might have (besides the predictable “better at this” feats):

Slave to the Booty

If you succeed in a seduction attempt against a target, they temporarily move one component on the alignment scale in a direction of your choice.

Comin’ Back For More

If you succeed in a seduction attempt against a target, they are more liable to give in to, or even initiate, additional seduction attempts.  They get a -5 penalty on rolls to resist these attempts.

Some Thoughts On 2e and 3e’s Legacy

I was following the thread on SOB about the various editions of D&D over the years, and my white-hot hatred of 4e has caused me to reflect some on the good and bad things about 3e.

I played and enjoyed a lot of 2e.  When 3e came out, I was really impressed at the improvements and uptook it.  Improved and streamlined basic mechanics, better multiclassing, more interesting monster builds, more flexibility.  With many years of retrospective, however, I do think that there are some directions it took the game that ended up with (to me) undesired and probably unintended results.  So here’s some bad things that 3e introduced or exacerbated.

Rules vs Rulings

I think there were and are two kinds of players/GMs/groups. Those who felt limited by the rules and those that didn’t.  This was true in every edition back to 1e – the “old school D&D is about rulings, not rules” statement is revisionist.  I played in plenty of “the rules as written are sacred” 1e games.  Anyway, let’s say a fighter decides he needs to throw his two-handed sword at someone.  There were definitely people in earlier eds. that would say “no, there’s no rules for that” and also people that would say “Uhhh…  -4 to hit and don’t try doing this all the time.  Roll!”  3e codified a lot of that, which for some folks was helpful.  Here’s a feat allowing you to throw a melee weapon and a standard rule for if you do it without any special ability to do so.  Which is nice.  But with all the huge amount of rules, though, they varied from this optimal formula, and you got a lot of “you can’t do this without the feat” stuff.  Or with things like skills, at higher levels (and DCs) you suck *so* bad at doing things untrained that it’s about the same thing.  So it helped the “I need rules” crowd while limiting the “I am comfortable making it up and my players don’t spend all night arguing about my calls” crowd.

Scaling

In general I don’t believe that “having rules for something is bad,” which old schoolers sometimes use to say any skill system etc. is bad (with no answer for why combat rules should not be similarly abstract – they certainly are in some games and it works there).    But the implementation has implications.  The problem with 3e skills is the same as with 3e combat – the scaling.  With the raw numbers and also the various feats and whatnot, levels mean a lot more.  It used to be that a fifth level versus a tenth level fighter wasn’t that huge of a functional gap.  You hit more, and maybe did a couple more points of damage.  Now, damage scaling is to the point where our 13th level 3.5e fighters easily dump out 100 points of damage a round.  In 1e or 2e, you’d expect more like 30.  That degree of scaling ends up requiring min-maxing so that you are competitive at a given level.

The corollary to this is the difficulty/prep in creating high level PCs or opponents, but it’s more wide reaching than that.  A small amount of randomness has huge effects. Some randomness is desirable – the people who wanted all save-or-dies removed are clearly pussies – but too much them makes people force standardization (and 4e’s the epitome of this) in order to compensate.  Hence the new slavish adherence to “appropriate CR/ELs”.  A necessary obsession with balance also spawned more focus on game-breaking and the rules as a good unto themselves in general.

Magic Items

The new approach to magic item crafting was also problematic.  It was nice to have one; the “it’s pretty much impossible – but they’re everywhere!” approach of 1e/2e damaged immersion.  The ability to fine tune your loadout instead of largely being constrained to a couple things you’ve found was a huge game changer.  This leads to the “Christmas tree syndrome” and the virtual elimination of many non-boost items from the game.

Tactical Combat

Then, of course, the minis focus was harmful.  With the maneuver/AoO rules they are pretty much necessary, and you can’t help but spend more and more time on that part of the game than the others.  I can’t help but recall the GM advice in the cinematic game Feng Shui  by Robin Laws – “Don’t use a map!  At most do a rough sketch of an area if it’s unclear but for God’s sake don’t use a tactical setup.”  And the game was mainly all about combat, not an Amber-esque RP-fest, its’ just that Laws saw correctly the effects that tactical combat have on an RPG.

2e Today

I recently had a friend want me to run her on an adventure with her old 2e character she loved.  I had done that before with a 3e-updated version, but I couldn’t find it and so just pulled the 2e stuff and ran with it.  And it was refreshing.  The lack of minis promoted face-to-face interaction.  Less rule complexity made things run faster. She innovated more in combat.

It’s funny – when we played 3e initially, with our older ed assumptions firmly in place, and before the many splatbooks offered all the abusive choices, it *was* a better system.  Our first 3e campaigns were some of the most fun we’d had.  But over time, as these effects started to manipulate our default expectation, it got worse.  I’ve noticed a tendency in our groups now to play other games “like we play 3.5e”.  Mini-heavy combat in particular, which naturally tends to damage RP (the more time you spend on one part of the game, the less you spend on others).   I’ve noticed that when our gaming group runs other games, we seem to add a lot more lame ass minis combat in than they necessarily prescribe.

Responses – 4e, Pathfinder, Old School

Ironically, 4e, which I hate, tries to address these issues while Pathfinder, which I strongly prefer, ignores them.

4e addresses the scaling with the huge hit point boost and class standardization.   Unfortunately this is the lamer “balance solution” to the problem and turns combat into slogs.  It addresses magic items semi-successfully by removing the usual boost items, but is left with really lame and underpowered items.   On the tactical combat issue – no, it embraces tactical combat and gives it tongue kisses.  And on rulings vs rules, it’s still clearly rules based.  Confused people count removing a meaningful skill system as “more ruling based because then you can make it up.”  But with the overall rules-are-God emphasis, it’ll just end up promoting the “you can’t do that” camp.  There’s other things I dislike about 4e, but on this topic at least, it makes an effort to address some of these issues.

Pathfinder pretty much ignores these four problems, which is a shame.  I’ve already played one Pathfinder campaign, and though it’s definitely a better, more fun version of 3.5, and IMO better than 4e, it does nothing about these, which are at the core of the problems with 3.5e play.

I’m not ready to go back to 2e either, 3e definitely on the balance had great innovations.  But the real Holy Grail is to keep those while fixing these four issues.  Maybe with a second version of Pathfinder they’ll feel more comfortable in deviating from the 3.5e core enough to address them.  So for my D&D fix I’m going with Pathfinder – but it’s definitely an “in the meantime” kind of thing.

I’ve played some of the old school games – like Castles & Crusades, which makes the wise decision to update the core mechanics to be more civilized than 1e’s.  But they just aren’t enough for me.  I do want some character flexibility and cool powers – sure, I can write all the backstory I want with a 1e/Basic/OD&D character but the “they’re all so damn the same” factor is still there for me.  If I want totally rules light, then I want something like Spirit of th Century where I can define my own abilities without as much constraint.  But if I’m going to hassle with classes and levels, I want some “zazz” to them.

I haven’t done much houseruling in a while – something 3.5e,. with its huge rules setup, kinda works against – but maybe I’ll take a cut at what a new ed should look like.  I like feats and skills and multiclassing and prestige classes, so this wouldn’t be a retro-clone, but there are things that if cut or significantly changed from 3e would make a big different while still retaining that “D&D feel” 4e lost for me.

Origins Award Finalists Announced

Per ICv2, the Origins Award finalists have been announced – the winners are announced at Origins in June.

As I don’t give a crap about all that stuff other than RPGs, here’ s the RPG finalists excerpted!

RPGs:

  • CthulhuTech by Catalyst Game Labs
  • D&D 4e Player’s Handbook by Retardation Studios
  • Mouse Guard RPG by Archaia Studios Press
  • Star Wars Saga Edition..  What?   I call shenanigans on this.  It was released in June 2007, even the WotC product page says so.
  • The Trail of Cthulhu, Pelgrane Press

RPG Supplements:

  • Buccaneers of Freeport by Green Ronin Publishing
  • Forgotten Realms Campaign Guide, by Mary Sue Productions
  • Hero Lab, by Lone Wolf Development
  • Serenity Adventures, by Margaret Weis Productions
  • Star Wars: Knights of the Old Republic by Wizards of the Coast

I have no vote for the RPG finalists – haven’t played any of them except 4e (sucks) and SW: Saga (good but from two years ago).  I definitely vote Buccaneers of Freeport for the supplements though.  I so love Freeport.

In fact – not only was SW: Saga from 2007, but CthulhuTech was a finalist last year as well!  What the hell?!?  Is this year’s crop of RPGs so shitty we have to pull last year’s in to make a solid spread of nominees?  Hmmm.  Well, it looks like CT was published through Mongoose initially but then switched publishers to Catalyst so it could come out as a full color hardcover…  I guess that’s enough of a change to merit resubmission.  What’s SW:Saga’s excuse?  Did Lucas issue a new version where Han doesn’t shoot first?