Monday, 23 March 2009

Player Handout: 5 Things You Should Know About the Wilds of Nagoh

This is my quick and dirty game world infodump for new players in the Vaults of Nagoh game. The astute will note that it is modelled after Jeff's original.

You Crazy S.O.B; You Blew It Up!
The ancient civilisations have fallen, leaving the world in chaos and a scattering of city-states and bandit kingdoms bickering over the scraps. There are no ‘true princes of the blood’ waiting for the right moment to gather up a motley band of followers and restore the glories of the old regime. People are isolated from one another by mutual mistrust, envy, and by tracts of untamed wilderness full of wild creatures, hostile tribes and strange phenomena. The desperate, the brave and the foolhardy scrabble in the ruins for lost objects of power. You’d better secure those for the greater good before vile miscreants loot them all.

The Gods Are Many, Strange, And Have The Best Candy
Gods rise and fall over the ages. Sometimes they disappear; sometimes rival gods, abominations, or adventurers kill and supplant them. The fallout of all this god-on-god violence is that there are various godly artefacts (Mjolnir, the Aegis, the Nemean Lionskin, etc.) scattered about the world waiting to fall into the right(?) hands.

The major faiths are:
  • The Pantheon of Twelve – A pantheon of fifteen (…or possibly 16, but who’s counting?) godlings. Some few are native to this world; but most have entered it either as a refuge, or as a new power base.
  • The Cults of the Demon Lords – Exactly what it says on the tin. They hate everything and want to burninate the world.
There are also innumerable ‘small gods’ in the world. Small gods are creatures that have taken advantage of the fact that with enough worship even the most humble things can partake of the power of divinity.

There are Cankers In The Skin Of The World
There are weak spots in the fabric of reality. Dungeons are not merely lairs or oversized basements: they are strange places, foci of arcane energy where the laws of the surface world gradually break down. Travelling deep into a true dungeon is almost like walking into a waking nightmare. For those with the knowledge and power it is a simple thing to slip from one layer of the multiverse to another. The Deep Ether, Astralspace, and the Shadowland are all open to the initiate. Be warned that portals to other planes, eras and dimensions (genres) are everywhere.

Magic Always Has A Cost
Beyond a certain level characters are capable of the patently impossible. They have invariably found a way to tap into the inherent magic of the world and have gained abilities that make them something more than human. However, using magic to force change on the world also inexorably changes the person using it. All power has a price, and being “Cursed with Awesome” is still a curse.

Destiny is For The Weak
There is no plot immunity and no guarantee that you will face ‘fair’ opposition; so pick fights carefully. If you face overwhelming numbers or creatures immune to normal weaponry there is no shame in bravely running away like sissy little girls. You can always come back later with reinforcements and heavier weaponry. Characters will suffer and some will die. But they will have the satisfaction of forging their own destiny through their own choices, words and deeds (I’m reliably informed that adversity just makes eventual triumph all the more satisfying). As Mike Mornard, who has played this game since 1974, put it:

“Remember the Conan story “Tower of the Elephant”? Remember the guy who went up the tower with Conan? Well, he thought HE was the hero of the story…right up until the giant spider killed him.”

Sunday, 22 March 2009

20th level, ho hum


“…the original D&D assumed an endgame where you would build your stronghold, acquire vassals and tenants, and become A Major Player In The World's Politics. That endgame seems to have virtually disappeared.”

-- Mike Mornard, hat tip to Sham for the quote.

One thing that 3E lacks that earlier editions of the game enjoyed is any sense of explicit, meaningful character progression within the game world. Sure the requisite components of such development are all there (level scaling abilities, ever-increasing wealth, the Leadership feat), but to someone coming new to the game there is no explicit declaration that "this is what you are capable of/should be doing at this level".

PCs have - at least by reading the rules as written - no social context beyond 'adventurer', and no meaningful benchmark of their ability to affect the world other than the system level mechanic of the Challenge Rating. As a result PCs in 3E exist, by default, in a solipsistic void. At 15th level characters are, by the RAW, just bigger, tougher versions of their 5th level selves doing the 'same old, same old' with bigger numbers (edition war flamebait: this applies in spades for 4E).

Now, back in the sepia-toned old days this sense of dislocation was explicitly not the case. Pre-WOTC D&D was divided up almost into a series of 'mini-games' (pace Keith and Frank). Although already implicit in OD&D this succession of ever-more involved challenges and potential character objectives was perhaps stated most explicitly in BECMI D&D:

  • Basic Set (levels 1-3) - Explore the dungeon. Get to understand the game rules
  • Expert Set (levels 4-14) - Explore the wilderness. Learn more about the game world.
  • Companion Set (levels 15-24) - Explore the world. Carve out and rule a domain.
  • Master Set (levels 25-36) - Explore the planes. Challenge the gods for immortality.

These expected play styles were specifically supported by new game rules introduced in each boxed set. Basic Set players didn't have to worry their pretty little heads about the world beyond the dungeon; and Expert Set players weren't required to know the cosmology of the multiverse inside-out. Some argue that the foci of attention of the Companion and Master boxes were a wrong turn for D&D; a game which - at its core - really was about looting treasure from ancient, trap-filled underworlds. I feel that this ignores the obvious pulp connections that even these sets had. Conan, Kane and John Carter all led armies and trampled the thrones of kings beneath their heel. Elric, Fafhrd and the Grey Mouser all travelled to other planes and fought or outwitted godlings. Sure, the quest for immortality might not be purest Vance; but it's definitely pulp heroic in feel.

So, for many years the expectation was that, at about 9th level, PCs in both Basic D&D and AD&D were supposed to establish a base of operation, gain a small army as a class ability, and set about subjugating those around them and reshaping the game world in their image. (I am not making this up. Go download Labyrinth Lord or OSRIC and look in the character section. It's all in there!) AD&D's "Birthright" setting had to muddy the waters a little by allowing you to play a ruler from level one, but the basic idea still held true: ruling the masses was part and parcel of the D&D experience. In the immortal words of Mel Brooke: "It's good to be king."

Come the advent of 3E and this intended progression from tomb-robber to explorer, then from local baron to conqueror, and finally to figure of legend was all but completely discarded in favour of MOAR POWAH!!! The "math is hard" aspects of ruling a fantasy kingdom, running a thieves guild, proselytising the heathen, or becoming a magus of power and renown were to be ditched in favour of adventurer (a wandering sword- or spell-slinger) becoming a permanent career in itself. I feel the game suffered greatly for this.

Whereas back in the day a high level character might be a figure of political importance who knew that utilising the right help (soldiers, assassins, sages, etc.) was part of the path to power; in D&D3 he was a dude with a big red S on his chest who didn't need any help saving the world because low level characters were naught but squishy pink blobs. And, let's face it, there are only so many stories you can tell about an invulnerable big blue boy scout.

True to the old axiom that players don't respect what can't hurt them, high-level characters in 3E D&D generally ended up acting like the new generation of supers in Alex Ross' "Kingdom Come" (capsule summation: thoughtless dickheads). Having no need of the proles, why should the PCs care about them? The tramp of PC-headed armies marching across the land in time to Anvil of Crom was replaced by the stirring chords of a certain John Williams anthem as players lived out Nietzschean power fantasies. And lo! the grognards wept for what was lost.

An unintended consequence of this superheroicisation ("Hey look ma, new coinage!") was the entire field of theoretical optimisation number-worshipping power wank. All sense of a scale of PC power in relation to ordinary human beings was lost. Rules lawyers darkened the face of the land like a plague of neckbearded, cheeto-stained locusts, 20th level became the new 'name' level, Pun-Pun arose from the Abyss, cattle died in the fields, grieving mothers wept, and the crocus did not bloom.

It may be tilting at windmills on my part (although the evil whirling birdmincers deserve it), but I hope there's a way to reconcile these two views of D&D progression to the possible enrichment of both. Wouldn't it be nice to have the flamboyence of 3E D&D, but tamed by the sensibilities and tastes of the old school? So here's a few suggestions from yours truly.

The four stages of play outlined for BECMI D&D above have a rough correspondence with the idea of there being four tiers of play in 3E D&D. I have seen these typified as:



TierLevels/CRsExamples
Gritty1-5 Movie Conan, Kane, Indiana Jones
Pulp Heroic 6-10 XLG, Luther Arkwright, Judge Dredd, Lord of the Rings, The n Musketeers
Wuxia11-15Crouching Tiger, Hero, Nemesis the Warlock
Superhero 16-20Justice League, The Authority
[Godlike21+Thor, Chronicles of Amber, Sandman]


Characters within the same tier are generally a meaningful threat to one another.
Gratis LOTR example: named Orcs vs. members of the Fellowship, the cave troll vs. the Fellowship, generic humans vs. generic orcs

Those one tier removed are either mooks or impressive menaces.
LOTR example: generic Orcs vs. members of the Fellowship, Sam vs. Shelob

Two or more tiers removed means that the lower tiered character is - mathematically speaking - no meaningful threat to the more powerful. Lower tiered characters are, exceptional circumstances aside, no more than background colour, while higher tiered characters are little less than a force of nature.
LOTR example: the hobbits vs. the Nazgul, generic orcs vs. Ents, generic Rohirrim vs. Mumakil, etc.

When looked at this way even a 10th level character - a guy who in D&D-land has his own keep, generally flies around on a griffon, goes toe-to-toe with giants, consorts with wish granting genies, or can kill with a word - is suddenly a big deal again. He's not a partially complete ‘build’ (and boy do I hate that particular piece of jargon); he's already a power in the land in his own right.

So, given that 10th level characters are able to bellow “Kneel before Zod!” at ordinary people without class levels, that does this do for the game? When the numbers on the character sheet are translated back into the game actions they are supposed to represent you can quite clearly see that Mr 10th-level McBadass can do more or less what he likes to lower tier characters. Said group comprising – at least if you ascribe to Justin Alexander’s Calibrating Your Expectations article (some don’t, but they’ve never offered me an explanation that amounted to more than “Baaaaw! Butthurt!”) – every human who has ever lived in our world. The greatest historical heroes and geniuses in history are not a patch on Mr 10th-level McBadass.

The thing is, there are still a select group of rare and powerful characters and creatures out there that are to Mr 10th-level Badass what he is to the tier 1 peons. There are guys in 3E's version of D&D-land who, according to the Core rules (let alone the Epic Level Joke Book), are seriously able to tell four Pit Fiends a day to take a number and get in line to wait for their kicking! How on Earth does one go about becoming that absurdly hardcore? Surely it takes more than just grinding mobs?

One idea that I saw suggested by always excellent Philotomy is that of progressing beyond 10th level has a cost to the character (hat tip to Pat Armstrong for the link). In essence the idea runs that anyone over 10th level or so has progressed beyond the bounds of normal human ability, usually by investing themselves with magical power. As befits the pulpy ethos of old(-ish) school gaming, magic in the Vaults game is an inherently perilous thing. Its barely contained power inevitably and inexorably warps the physique, psyche and spirit of those who tap into its power.

So, that’s all those mad wizards, fate-cursed warlords, tragic anti-heroes, vampire nobles, and villains warped into monstrous forms explained in one fell swoop. What's next?

A house rule I might institute is that characters above 10th level have to bond themselves in some manner in exchange for power beyond the normal human limits. I’m not thinking in terms of the execrable “Weapons of Gimping Legacy” nonsense, but perhaps more in terms of thematically appropriate stuff that adds to the character flavour without imposing specific numerical penalties. Just off the top of my head:
  • geases (as in the celtic taboo, rather than the spell)
  • tying life essence to a specific weapon or object
  • physical immersion or spiritual connection to fonts of power
  • leeching the spiritual essences of others in a quasi-vampiric manner
  • becoming the focus of a hero cult
  • entering dark pacts with demons, a god or elder beings
This would all help to tie characters more strongly to factions, events, locations and totemic objects within the game; largely for the simple, cynical reason that most players actually honestly care where their next hit of character power comes from. They salivate like Pavlov’s dogs at the thought of that next level. It also allows the DM easy access to themes of temptation, hero-worship, hunger for power, and the costs of same.

The variant experience system I’m using (Berin Kinsman's session-based system) means that characters will generally reach 10th level after about a year of weekly game play (rather than haring through 20 levels in a year as 3E and its' red-haired offspring "Pathfinder" are apparently geared for). Beyond 10th level Berin's mod suggests another 50-odd sessions of play to reach 14th level, then another 50 to reach 17th, then another 50 to reach 20th. Yes, that's a lot of playing time to devote to a single character. In effect it's a cap (albeit a soft one) on level advancement. But then, as I see it, advancing beyond the 10th level threshold into the sunny uplands of high-level power is intended to be slow, demanding and arduous.

Top this slowed rate of advancement off with the aforementioned gradual dehumanisation through the seduction of power, and you've an instant recipe for grim pulp heroism goodness.

Thoughts?

version 2 - edited 23/03/09

Thursday, 19 March 2009

Benchmarking for the Lazy DM


I understand that to a lot of the blognards any sense of 'scaling' the world to fit the characters (rather than having them learn when to cut-and-run through bitter experience) is anathema. I'd like to be that hardcore myself, but - if truth be told - I still feel a certain worry that I might accidentally stack the odds against the PCs just too much. Sure, intentionally throwing "beyond your meagre abilities" things into the dungeon has its place; but doing so accidentally can leave you as a DM with egg on your face and a bunch of cheesed off players reaching for character sheets.

This is my personal at-a-glance guide to assigning DCs during play:
DescriptorDifficulty ClassMental Shorthand
Facilelvl+0Handwaved
Easylvl+5Fail on a 1
Routinelvl+10"Odds are in your favour"
Challenginglvl+1550/50
Hardlvl+20"Probably not"
Demandinglvl+25Succeed on a 20
Nigh impossiblelvl+30 (or more)"In your dreams"


Given the proliferation of bonus types in the higher levels of 3E I also modify the DCs of skill checks to take into account skill boosting items, feats and suchlike:
LevelDifficulty Class
1-5+0
6-10+5
11-15+10
16-20+20


Challenging is intended as the benchmark of 50/50 success or failure for level appropriate, class-specific things. So a first level character can usually expect about a 50/50 change of success at DC16 if the test is of something the character is expected to be good at (beating AC for fighter types, making will saves for casters, achieving skill DCs for skillmonkeys, etc.). By comparison a 20th level character could expect to consider a DC 55 (lvl+15+20) skill check or a DC 35 save (lvl+15) a 50/50 thing within his field of expertise.

Readers still awake at this point will notice that, yes, the suggested DCs for skill checks given above do contradict the upper ranges of the table of suggested DCs found in the holy writ that is the DMG. But then, when was the last time you played a high-level character who found the suggested "Nigh Impossible" DC 40 a real stretch?

Opinions?

edit: I know, I know. Blogger hates, and fails to understand, tables. I'm working on it.

Tuesday, 17 March 2009

Skills - Some Ponderings on Bonuses


Skills in 3E have been bugging me for some time. I look at the multiple pages in the PHB, the horrors of skill synergy, the almost wholly nonsensical variation in utility, and something inside me shudders and dies a little. The 3E skill system might be an improvement on non-weapon proficiencies (now there's a classic Gygaxism for ya!), but the system is still a horrible dogs dinner of a thing.

Compare, for example, points sinks like Heal, Intimidate, Knowledge:Nobility, Profession{Anything}, or Use Rope when compared to actually useful things like Sense Motive, Spot, Tumble, or UMD. That's quite aside from the accidental win button that is the 3.5 version of Diplomacy.

"So Mr Advancing PC, would you like another 5% chance to recognize some heraldry, or would you prefer some real skills that might actually see use in the game we're supposed to be playing?"
It's a bit of a no-brainer, eh?

Now, I've already made something of a start on rendering 3E skills a little less scattergun (increasing stingy skill points allowances, cutting the list from 40+ to ~20 or so), but there's still a lot I'd like to change to make skill use faster and more meaningful in play.

My particular gripe today is against skill bonuses. These are - not to put too fine a point on it - demented. By the RAW a player can graft away building up his character's innate skill ranks for 10 levels or so, and some bozo with a single skill rank and a few K in gold can breeze past him thanks to a low level spell or some ridiculously underpriced skill boost item. Not only that, but there are no effective caps on skill bonuses. As a direct result of this the bonus stacking paradign of 3E gives us the horror of the +100 skill bonus before 10th level (and +220 by 20th), as well as the triumph of rules lawyerism over gentlemanly play that is the Diplomancer build.

Skills being so cheaply and easily boosted it has somehow been decided (probably by the same putzes who feel small in the pants if 'mundane' characters can outdo 'magic' characters at...well, anything) that skills shaln't be allowed to scale in a meaningful way. Skill monkeys must stay within the bounds of mundane capabilties while their caster buddies go haring gleefully off into crazy town at higher levels.

So skills are worthless because they're so easily boosted to absurd levels, and can be easily boosted because skill don't do anything fun or interesting. Seems like a vicious circle to me.

My personal fix: Cap skill bonuses...

(*waits for the outraged squealing to die down*)

...and allow skills to do level appropriate things at high levels.

Mechanic

Max skill = skill ranks + innate bonuses + capped bonuses + untyped bonuses.
  • Skill ranks: These are as we already know them. Max = lvl+3 (1/2 that for CC skills)
  • Innate bonuses: Ability and Racial modifiers only. Derive from qualities inherent to the character. Even if buck naked and out of luck on an ice floe somewhere a character will still enjoy the benefit of these.
  • Untyped bonuses: bonuses with the untyped descriptor. These, by the RAW, already stack with themselves and everything else.
  • Capped bonuses: All other bonus types. Maximum is capped at a level = skill ranks.
The rationale behind capping most bonus types is that a character of limited skill simply doesn't have the experience and know-how to exploit all the possible advantageous conditions open to him. Someone with 4 skill ranks shouldn't be able to co-ordinate 6 different situational bonuses.

Net result: skill ranks mean something again, and a semi-hard limit on skill DCs now exists. That makes scaling by level much less of a downright arbitrary exercise, and means that skill monkeys can now have nice level-appropriate things to do at high level. Tangentially: note, even the expanded skill uses in the Epic Level Joke Book are things that should be available to pre-Epic characters.

More on this anon.
Thoughts please?

Alchemy Revisited, or "They call me *Mr* Paracelsus"

Alchemy as written in 3E - 3.5 especially - is terrible. It suffers from the idiotic 'only magic can be awesome' philosophy that afflicted the entire skills chapter, and arguably most of the edition. Heck, even 4E did alchemy better! (and my personal opinion of 4E as a system varies between "nice idea, shame about the execution" and "kill it with fire!")

The throwaway rules given in the SRD really don't do justice to the historical and literary antecedents of alchemy (and the Epic Level Joke Book only made things worse). The fact is that even though Tindertwigs - aka 'matchsticks' - may impress lost tribes in New Guinea, but they don't really convey the wonder and mystery of a magical medieval fantasy world to people who live surrounded by the technological miracles of 21st century western society. Ditto Thunderstones, tanglefoot bags, smokesticks, and the other barely relevant guff introduced in the Complete splatbooks.

Alchemical flares, flash-bangs and such are simply naff to the point of irrelevance in a game where mid-to-high level characters are going wuxia on one another, whipping up artillery support from bat guano, or bronc-busting creatures of legend to ride around on. Let alchemy do cool and mechanically meaningful things above about 2nd level, and people might just have a reason to respect it and invest skill points in it.

What? You think things like oils of pure darkness, vials of captured time, petrifying powders and dust of antimagic are too 'magical' for the non-casters to play with? Ok, enjoy your caster wank. Ctrl+W will close this tab for you.

All snideyness aside my personal ideal is that a high level character specialising in alchemy should be able to throw together alchemical reagents to create effects similar in scope, scale and wow! factor to the retributive strike from a staff of power. The image of a beleaguered alchemist smashing together two foaming demijohns of glowing liquid and having his own tower (and half the besieging demonic army storming it) blown off the map is classic high fantasy.

So here's what I suggest:

Allow alchemists (that is, people who have invested skill ranks in the Craft (Alchemy) skill) to create level appropriate one-shot minor magic items. These would be limited to thematically-appropriate things like potions, oils, magical grenades, philters of love, and some minor wondrous items. As the creator increases in level they delve deeper into the esoteric nature of matter and master the secrets the alkahest, the elixir of life, the transmutation of metals, and even the composition of the fabled philosopher's stone.

There are limits of course. Alchemy should be confined to (mainly) evocation, necromantic, or transmutation effects. There is little however little precedent for alchemical versions of magic jar, planar binding, teleportation, or the like.

Mechanic
Base DC = 15 + 2 x CL required to create effect.
Modified as follows:



ConditionDC
Effect desired not a known spell:+5
Effect desired not part of class spell list:+5
Character is a non-caster:+5
The price to create alchemical items is per the magic item creation rules in the SRD.

Note: I use the Tome Series level limit on item creation IMG. This limits a character to creating only a single magic item of his full CL per character level. Any number of items may be created at CL-4.

That means a 9th level non-caster alchemist would be able to create a one-use globe of stinking cloud as a CL5 item. The crafting DC would be (base 15 + 2xCL5 + 5 + 5 + 5 = ) 40.
A 9th level caster class alchemist who had stinking cloud as a known spell would be able to create an identical item at a DC of (base 15 +2xCL = ) 25.

Thoughts please?
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