For my next trick, in January I will be running a one-off d20 Modern-Cyberpunk game in real time. A kind of Gibson meets 24 thing.
At the moment, my thinking is running at between 8th and 11th level, using two house rules - low hit points on a par with Babylon 5, and the corresponding use of Constitution to determine chance to stabilise - using the cybernetics rules from d20 Future, the firearms from Ultramodern Firearms (or at least using some of them for inspiration), and with a wildly complex plot.
Of course, knowing my luck, the party in question will work out the mysteries in the first five minutes, and then it'll just be a case of going through the motions.
Tuesday, 30 November 2004
Monday, 29 November 2004
Customisation
It's worth noting that if players, either individually or collectively, fail to take advantage of facilities of a game system, it is not a weakness in the game system itself. Rather, it a weakness in the players. If all Fighters in your game wield longswords, and have exactly the same feats, that's not because the system enforces cookie-cutter characters, but rather because they have failed to differentiate their characters from the masses.
What would be a flaw in the system, and a fairly massive one, would be if one set of feats and abilities were significantly superior to all others, as with the longsword in 2nd Edition. In such a case, you can still differentiate your character, but it is very costly to do so. However, this is not the case with Fighters in D&D, at least in the current edition.
On the other hand, there is a degree of justification in the argument that all Rangers, Paladins, Barbarians, Monks and Rogues start to look alike...
But even then, it is possible, or even easy, to build several different character types for each, by focussing on different aspects of each class (e.g. the mobile barbarian, the damage-soaking barbarian, and the raging berserker).
What would be a flaw in the system, and a fairly massive one, would be if one set of feats and abilities were significantly superior to all others, as with the longsword in 2nd Edition. In such a case, you can still differentiate your character, but it is very costly to do so. However, this is not the case with Fighters in D&D, at least in the current edition.
On the other hand, there is a degree of justification in the argument that all Rangers, Paladins, Barbarians, Monks and Rogues start to look alike...
But even then, it is possible, or even easy, to build several different character types for each, by focussing on different aspects of each class (e.g. the mobile barbarian, the damage-soaking barbarian, and the raging berserker).
Sunday, 28 November 2004
A Tale of Four Fighters
We had a debate last night at the game about Fighters. It has long been Roger's contention that all Fighters rapidly start to look much the same as they increase in level, due to the relatively limited range of feats available. I dispute this. Therefore, I set out to create some different fighters, and can now present four fighters which I think go some way to proving the point.
These are each created using only the core rulebooks, with 25-point buy for stats, and the standard starting cash. Each retains a small amount of unspent money, and so hasn't allocated the full 27,000 gold for 8th level. It should also be noted that Telak is Gary's fighter in the current campaign, and is therefore the standard against which the others are judged.
Baralan
The scion of an ancient dwarven line, Baralan is a heavily armoured warrior. He focusses purely on melee combat, focussing on tricks rather than on causing lots of immediate damage, and using expertise and armour to avoid damage.
Dwarf Fighter 8
Ability Scores: Str 19, Dex 12, Con 18, Int 13, Wis 8, Cha 8
Skills: Climb +3, Craft (weaponsmith) +12, Intimidate +5, Jump +4, Ride +6
Feats: Combat Expertise, Greater Weapon Focus (flail), Improved Disarm, Improved Trip, Iron Will, Power Attack, Weapon Focus (flail), Weapon Specialisation (flail)
Possessions: Amulet of Health +2, Gauntlets of Ogre Power, Flail +2, Full Plate +1, Heavy Steel Shield +1, Amulet of Natural Armour +1, Ring of Protection +1, Masterwork Light Crossbow, 2,572 gp
Combat Stats:
HP 98, AC 25/24/12, Init +1
Saves: Fort +10, Ref +3, Will +3
Melee: +16/+11 1d8+8 (Crit on 20)
Missile: +9 1d8 (Crit on 19-20)
Baralan typically enters combat with a trip attack, then follows this up with repeated melee attacks. Against powerful opponents, he uses Expertise extensively (to get AC 30!), while lightly armoured opponents suffer repeated Power Attacks.
Jadeel
A bounty hunter from the South, Jadeel is skilled in the use of two blades. Like Baralan, his focus is on melee, but he is also skilled with the longbow, and not averse to tracking an opponent at range.
Human Fighter 8
Ability Scores: Str 19, Dex 15, Con 12, Int 10, Wis 10, Cha 9
Skills: Craft (bowyer) +5, Escape Artist +1, Ride +11, Survival +5.5
Feats: Exotic Weapon Proficiency (two-bladed sword), Greater Weapon Focus (two-bladed sword), Improved Initiative, Lightning Reflexes, Track, Two-weapon Defence, Two-weapon Fighting, Weapon Focus (two-bladed sword), Weapon Specialisation (two-bladed sword)
Possessions: Gauntlets of Ogre Power, Two-bladed Sword +1 of Flame/+1 of Shock, Masterwork Mighty (+4) Composite Longbow, Full Plate +1, Cloak of Resistance +1, 1,850 gp
Combat Stats:
HP 74, AC 21/20/11, Init +6
Saves: Fort +8, Ref +7, Will +3
Melee: +13/+13/+8 (1d8+1d6+7/7/5 (Crit on 19-20)
Missile: +11/+6 1d8+4 (Crit x3)
Jadeel relies on his many attacks to weaken his opponents. At the next opportunity, he should increase his Dex to 17 and gain Improved Two-Weapon Fighting, for another off-hand attack.
Patromir
Patromir is the elven archer/finesse Fighter. Skilled with both sword and bow, he is more lightly armoured than the others, and does slightly less damage overall. However, he has the ability to punish foes far more effectively at range than the other characters, and he is quite lethal in melee combat due to his large critical threat range.
Elf Fighter 8
Ability Scores: Str 12, Dex 19, Con 12, Int 8, Wis 13, Cha 10
Skills: Knowledge (history) +3, Spot +5.5
Feats: Manyshot, Improved Critical (rapier), Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Weapon Finesse, Weapon Focus (rapier)
Possessions: Elven Chain +1, Masterwork Light Steel Shield, Rapier +1 of Frost, Mighty (+1) Composite Longbow +1 of Frost, Ring of Protection +1, Cloak of Resistance +1, 1,871 gp
Combat Stats:
HP 74, AC 22/18/15, Init +4
Saves: Fort +8, Ref +7, Will +4
Melee: +14/+9 1d6+1d6+2 (Crit on 15-20!)
Missile: +11/+11/+6 1d8+1d6+2 (Crit x3) or +9 2d8+2d6+4 (Crit of 4d8+2d6+8) (as a single attack action)
Patromir typically engages in missile fire for as long as possible, switching to melee weapon and shield at the last opportunity (as a free action, due to his Quick Draw feat).
Telak
Gary's character in the current campaign, Telak is the classic longsword-Fighter. He has lately developed some skill with the bow, and so is a dangerous all-round combatant.
Human Fighter 8
Ability Scores: Str 20, Dex 10, Con 14, Int 11, Wis 10, Cha 10
Skills: Climb +3, Jump +1, Listen +4, Ride +5, Spot +5.5, Swim +2
Feats: Cleave, Great Cleave, Improved Bull Rush, Improved Critical (longsword), Improved Initiative, Iron WIll, Power Attack, Weapon Focus (longsword), Weapon Specialisation (longsword)
Possessions: Gauntlets of Ogre Power, Full Plate +1, Heavy Steel Shield +1, Longsword +1 of Flame, Mighty (+5) Composite Longbow +1 of Flame, 1,980 gp
Combat Stats:
HP 82, AC 22/22/10, Init +4
Saves: Fort +8, Ref +2, Will +4
Melee: +15/+10 1d8+1d6+8 (Crit on 17-20)
Missile: +9/+4 1d8+1d6+6 (Crit x3)
Telak typically charges into combat, using his bow only if circumstances dictate this as the optimum choice.
Conclusion
Each of these fighters has a certain core of abilities. All four have Weapon Focus. Three have full plate armour, thre ehave Weapon Specialisation, three use shields, and three own Gauntlets of Ogre Power. However, they are distinctly different. Baralan will make heavy use of trip attacks and expertise, which is quite beyond the others. Patromir will use missile fire extensively, and in combat will rely on critical hits to make up for a relatively weak damage output. Jadeel uses the showy and difficult exotic weapon, while Telak is the classic fighter.
Truth be told, I think Baralan, Telak or Jadeel would make ideal Fighters for any group. They are all different, but fill much the same role. I think I might be hesitant to use Patromir as the only Fighter in the group, although he would fit the current group very well. But that's not really the point - these are four fighters that are reasonably distinct from one another. And all four are clearly distinct from the Barbarian, Ranger or Paladin of the group, even where they seem to step on the Fighting styles of other other classes.
These are each created using only the core rulebooks, with 25-point buy for stats, and the standard starting cash. Each retains a small amount of unspent money, and so hasn't allocated the full 27,000 gold for 8th level. It should also be noted that Telak is Gary's fighter in the current campaign, and is therefore the standard against which the others are judged.
Baralan
The scion of an ancient dwarven line, Baralan is a heavily armoured warrior. He focusses purely on melee combat, focussing on tricks rather than on causing lots of immediate damage, and using expertise and armour to avoid damage.
Dwarf Fighter 8
Ability Scores: Str 19, Dex 12, Con 18, Int 13, Wis 8, Cha 8
Skills: Climb +3, Craft (weaponsmith) +12, Intimidate +5, Jump +4, Ride +6
Feats: Combat Expertise, Greater Weapon Focus (flail), Improved Disarm, Improved Trip, Iron Will, Power Attack, Weapon Focus (flail), Weapon Specialisation (flail)
Possessions: Amulet of Health +2, Gauntlets of Ogre Power, Flail +2, Full Plate +1, Heavy Steel Shield +1, Amulet of Natural Armour +1, Ring of Protection +1, Masterwork Light Crossbow, 2,572 gp
Combat Stats:
HP 98, AC 25/24/12, Init +1
Saves: Fort +10, Ref +3, Will +3
Melee: +16/+11 1d8+8 (Crit on 20)
Missile: +9 1d8 (Crit on 19-20)
Baralan typically enters combat with a trip attack, then follows this up with repeated melee attacks. Against powerful opponents, he uses Expertise extensively (to get AC 30!), while lightly armoured opponents suffer repeated Power Attacks.
Jadeel
A bounty hunter from the South, Jadeel is skilled in the use of two blades. Like Baralan, his focus is on melee, but he is also skilled with the longbow, and not averse to tracking an opponent at range.
Human Fighter 8
Ability Scores: Str 19, Dex 15, Con 12, Int 10, Wis 10, Cha 9
Skills: Craft (bowyer) +5, Escape Artist +1, Ride +11, Survival +5.5
Feats: Exotic Weapon Proficiency (two-bladed sword), Greater Weapon Focus (two-bladed sword), Improved Initiative, Lightning Reflexes, Track, Two-weapon Defence, Two-weapon Fighting, Weapon Focus (two-bladed sword), Weapon Specialisation (two-bladed sword)
Possessions: Gauntlets of Ogre Power, Two-bladed Sword +1 of Flame/+1 of Shock, Masterwork Mighty (+4) Composite Longbow, Full Plate +1, Cloak of Resistance +1, 1,850 gp
Combat Stats:
HP 74, AC 21/20/11, Init +6
Saves: Fort +8, Ref +7, Will +3
Melee: +13/+13/+8 (1d8+1d6+7/7/5 (Crit on 19-20)
Missile: +11/+6 1d8+4 (Crit x3)
Jadeel relies on his many attacks to weaken his opponents. At the next opportunity, he should increase his Dex to 17 and gain Improved Two-Weapon Fighting, for another off-hand attack.
Patromir
Patromir is the elven archer/finesse Fighter. Skilled with both sword and bow, he is more lightly armoured than the others, and does slightly less damage overall. However, he has the ability to punish foes far more effectively at range than the other characters, and he is quite lethal in melee combat due to his large critical threat range.
Elf Fighter 8
Ability Scores: Str 12, Dex 19, Con 12, Int 8, Wis 13, Cha 10
Skills: Knowledge (history) +3, Spot +5.5
Feats: Manyshot, Improved Critical (rapier), Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Weapon Finesse, Weapon Focus (rapier)
Possessions: Elven Chain +1, Masterwork Light Steel Shield, Rapier +1 of Frost, Mighty (+1) Composite Longbow +1 of Frost, Ring of Protection +1, Cloak of Resistance +1, 1,871 gp
Combat Stats:
HP 74, AC 22/18/15, Init +4
Saves: Fort +8, Ref +7, Will +4
Melee: +14/+9 1d6+1d6+2 (Crit on 15-20!)
Missile: +11/+11/+6 1d8+1d6+2 (Crit x3) or +9 2d8+2d6+4 (Crit of 4d8+2d6+8) (as a single attack action)
Patromir typically engages in missile fire for as long as possible, switching to melee weapon and shield at the last opportunity (as a free action, due to his Quick Draw feat).
Telak
Gary's character in the current campaign, Telak is the classic longsword-Fighter. He has lately developed some skill with the bow, and so is a dangerous all-round combatant.
Human Fighter 8
Ability Scores: Str 20, Dex 10, Con 14, Int 11, Wis 10, Cha 10
Skills: Climb +3, Jump +1, Listen +4, Ride +5, Spot +5.5, Swim +2
Feats: Cleave, Great Cleave, Improved Bull Rush, Improved Critical (longsword), Improved Initiative, Iron WIll, Power Attack, Weapon Focus (longsword), Weapon Specialisation (longsword)
Possessions: Gauntlets of Ogre Power, Full Plate +1, Heavy Steel Shield +1, Longsword +1 of Flame, Mighty (+5) Composite Longbow +1 of Flame, 1,980 gp
Combat Stats:
HP 82, AC 22/22/10, Init +4
Saves: Fort +8, Ref +2, Will +4
Melee: +15/+10 1d8+1d6+8 (Crit on 17-20)
Missile: +9/+4 1d8+1d6+6 (Crit x3)
Telak typically charges into combat, using his bow only if circumstances dictate this as the optimum choice.
Conclusion
Each of these fighters has a certain core of abilities. All four have Weapon Focus. Three have full plate armour, thre ehave Weapon Specialisation, three use shields, and three own Gauntlets of Ogre Power. However, they are distinctly different. Baralan will make heavy use of trip attacks and expertise, which is quite beyond the others. Patromir will use missile fire extensively, and in combat will rely on critical hits to make up for a relatively weak damage output. Jadeel uses the showy and difficult exotic weapon, while Telak is the classic fighter.
Truth be told, I think Baralan, Telak or Jadeel would make ideal Fighters for any group. They are all different, but fill much the same role. I think I might be hesitant to use Patromir as the only Fighter in the group, although he would fit the current group very well. But that's not really the point - these are four fighters that are reasonably distinct from one another. And all four are clearly distinct from the Barbarian, Ranger or Paladin of the group, even where they seem to step on the Fighting styles of other other classes.
Monday, 22 November 2004
Withdrawal
Damn, it hurt not to have the regular game on Saturday this week. I had a tough week, and could really have done with watching my monsters get minced.
And, to add to the pain, the commitment that I couldn't get out of turned out to be completely unnecessary. Life sucks sometimes :-(
And, to add to the pain, the commitment that I couldn't get out of turned out to be completely unnecessary. Life sucks sometimes :-(
Tuesday, 16 November 2004
Exalted: Lunars - I don't get it...
Over the past several months, I've been reading Exalted, starting with the core rulebook, then moving through the so-called 'fatsplats'. I've now read them all, apart from Abyssals, and am rather perplexed.
Over on RPGnet, there seems to be a massive love for the game. No suprise there, but the message-boards are also abuzz with a dislike of Lunars. Which I really don't understand - I found that book by far the most enjoyable of the four so far (and, since I've now started Abyssals three times, and am yet to get past the first chapter, I don't anticipate that changing). Perhaps it was just that I was between "White Wolf" by David Gemmell and "Fortress of Grey Ice" by J.V. Jones at the time, and so was receptive to the themes, but it really grabbed me in a way that Abyssals, Sidereals, and even Dragon-blooded haven't (but the core rulebook was excellent).
Since I'm on the topic, I'll mention that I think the area where they went wrong, at least with Abyssals and Sidereals, is by starting these books with long chapters on the Underworld and Heaven, respectively. Valid topics, to be sure, but they're really quite dull.
Or is it the assumption that people won't actually read these chapters - they'll just skip to the exciting charms their characters can be munchkinned with?
Anyway, I'm torn - do I build an Exalted chronicle for when the Shackled City comes to an end (some time next year)? Or do I refuse to run it, and drop endless hints that it would be really cool...?
Over on RPGnet, there seems to be a massive love for the game. No suprise there, but the message-boards are also abuzz with a dislike of Lunars. Which I really don't understand - I found that book by far the most enjoyable of the four so far (and, since I've now started Abyssals three times, and am yet to get past the first chapter, I don't anticipate that changing). Perhaps it was just that I was between "White Wolf" by David Gemmell and "Fortress of Grey Ice" by J.V. Jones at the time, and so was receptive to the themes, but it really grabbed me in a way that Abyssals, Sidereals, and even Dragon-blooded haven't (but the core rulebook was excellent).
Since I'm on the topic, I'll mention that I think the area where they went wrong, at least with Abyssals and Sidereals, is by starting these books with long chapters on the Underworld and Heaven, respectively. Valid topics, to be sure, but they're really quite dull.
Or is it the assumption that people won't actually read these chapters - they'll just skip to the exciting charms their characters can be munchkinned with?
Anyway, I'm torn - do I build an Exalted chronicle for when the Shackled City comes to an end (some time next year)? Or do I refuse to run it, and drop endless hints that it would be really cool...?
Tuesday, 9 November 2004
Four hours of combat later...
I've just about recovered from Saturday's epic combat.
For the benefit of anyone reading who wasn't there, the entire session consisted of a single extended battle between the seven PCs and a number of kua-toan archers and priests, an Erinyes, and some half-dragon kuo-toa spawn. The battle took place across three levels of the dungeon complex, several rooms, and used every spell every PC had prepared, rage from both barbarians, and left four of the seven PCs bleeding to death when the final killing blow was struck.
There have been some really good combats in the current campaign (The showdown with Tongue-eater is a personal favourite), but that was the best. Giving some thought to it, I think this is a partial list of why that was:
1) Challenge. This combat took the group right to the edge of their capabilities. In fact, it was probably a little too tough, but since no-one actually died, that's okay. Too many combats are routine matters of the PCs just dishing out the damage, and then stopping to heal whatever few wounds they've taken.
2) Intelligent opponents. The NPCs knew that various events were timed to go off, and acted accordingly. Another retreated to heal when things got too tough. The opposition also made good use of the 'falling rope bridge' trick that's been used before. (That said, it was a fairly major oversight on my part to not mention the existence of those rope bridges, but again, no PCs were standing on the first one when it fell.)
3) Interesting terrain. We had three levels, ropr bridges, dangerous pools, stairways, and all sorts. This opened up a lot of options that are often missing, as well as dropping the PCs in no end of trouble when they were being harried by the Erinyes, and couldn't easily get back to their entry point.
4) It was fast. Okay, spending over four hours playing through what amounted to just over 7 minutes of game time (I counted) doesn't sound fast, but the key thing was that it felt fast. No-one took too long deciding their actions, one turn followed the next, and there was a terrible sense of urgency, especially at the end when everyone was down to hit points in the teens.
(This last is something that d20 excels at. There are lots of flaws with the system, most minor but some major, but this is perhaps the biggest strength - a well-run combat can be really exciting.)
5) Fun tactics. The notion that Antrak would start the round hanging by his fingertips from a ledge (having voluntarily crossed the rope bridge knowing it was about to fall), and would proceed to pull himself up and bull rush the kuo-toans so that one fell from the ledge, is surely against the rules. There's no way that should be allowed. But, hell, it was fun!
Anyway, add that to the list of reasons why I'm enjoying this campaign and, by extension, running games again!
For the benefit of anyone reading who wasn't there, the entire session consisted of a single extended battle between the seven PCs and a number of kua-toan archers and priests, an Erinyes, and some half-dragon kuo-toa spawn. The battle took place across three levels of the dungeon complex, several rooms, and used every spell every PC had prepared, rage from both barbarians, and left four of the seven PCs bleeding to death when the final killing blow was struck.
There have been some really good combats in the current campaign (The showdown with Tongue-eater is a personal favourite), but that was the best. Giving some thought to it, I think this is a partial list of why that was:
1) Challenge. This combat took the group right to the edge of their capabilities. In fact, it was probably a little too tough, but since no-one actually died, that's okay. Too many combats are routine matters of the PCs just dishing out the damage, and then stopping to heal whatever few wounds they've taken.
2) Intelligent opponents. The NPCs knew that various events were timed to go off, and acted accordingly. Another retreated to heal when things got too tough. The opposition also made good use of the 'falling rope bridge' trick that's been used before. (That said, it was a fairly major oversight on my part to not mention the existence of those rope bridges, but again, no PCs were standing on the first one when it fell.)
3) Interesting terrain. We had three levels, ropr bridges, dangerous pools, stairways, and all sorts. This opened up a lot of options that are often missing, as well as dropping the PCs in no end of trouble when they were being harried by the Erinyes, and couldn't easily get back to their entry point.
4) It was fast. Okay, spending over four hours playing through what amounted to just over 7 minutes of game time (I counted) doesn't sound fast, but the key thing was that it felt fast. No-one took too long deciding their actions, one turn followed the next, and there was a terrible sense of urgency, especially at the end when everyone was down to hit points in the teens.
(This last is something that d20 excels at. There are lots of flaws with the system, most minor but some major, but this is perhaps the biggest strength - a well-run combat can be really exciting.)
5) Fun tactics. The notion that Antrak would start the round hanging by his fingertips from a ledge (having voluntarily crossed the rope bridge knowing it was about to fall), and would proceed to pull himself up and bull rush the kuo-toans so that one fell from the ledge, is surely against the rules. There's no way that should be allowed. But, hell, it was fun!
Anyway, add that to the list of reasons why I'm enjoying this campaign and, by extension, running games again!
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