Tweaking Classes for Cooler Characters, Parts Deux
As I was gearing up for preparing this week’s game, I reviewed the player’s ‘satisfaction levels’ with their characters. By tackling this early this week, I might be able to address any issues before Friday’s game.
For those who follow the antics of my gaming group (either from my logs or from a Yan’s) you probably noticed that everything is going pretty smoothly for Eric (Book of 9 Swords’ Crusader), Franky (Iron Heroes’ Archer) and Math (Single class Mashup of Duskblade and Arcane Archer).
Also, from a fluff perspective, Yan enjoys playing Lillie (Pixie Sorcerer) quite a lot. More on this in a potential later post as we both are entertaining a few interesting crunch tweaks to make his character concepts fit more with the mechanics.
However, Stef has confirmed that the Dragon Shaman (From the Players Hanbook II) lacks the Oomph he expected from his character. He’s been spending the last 2 games being the group’s punching bag and occupying other tankish functions. His buffing auras, while interesting on paper, really don’t have that much of an effect on fights (and are often forgotten by the other players).
You see, on top of the fact that the class lags behind newer ones on the current power curve, one of the biggest problems with the Dragon Shaman is the glaring discrepancy between the Crunch and the Fluff of this class. The Dragon Shaman is presented as a “Power Hungry Glory-Hound” while it’s class mechanics pegs it as more of a Supporting/Buffing character with auras, breath weapon, medium armour, simple weapons and some healing powers.
Mind you, there’s nothing wrong with the Dragon Shaman, I’d say he sits near or a little over the Bard on the power scale. But what Steph wanted is a class whose Crunchiness corresponds to the Dragon Shaman’s Fluff. Which he doesn’t have right now. And a player that doesn’t enjoy is character is not a happy one in the long run.
Aside: In my opinion, a kickass Support class should be built along the lines of the Druid, whose spells and animal companion makes him a wicked powerful and versatile character.
So I decided to offer a complete re-engineering of Stef’s character. After bouncing a few ideas about tweaking the Dragon Shammy, I realized that what Steph wants is a hard hitting character similar to the 3 other fighter-types of the group, along with a cool flavour of its own. I’m pretty sure that what Stef wants might be better served with a completely different character.
To maintain the draconic flavour of his character, I suggest he takes a character with 3 racial levels of the Half-Dragon racial class. As for the 5 remaining levels, He should take them in the Barbarian (to fit with the Shaman’s savage flavour), Fighter (Feats!!!) or Warblade (A class similar to the Crusader, also from the Book of 9 Swords).
Post publication Aside: Hi, yeah I usually revise posts 4-5 times in the following 8 hours of publication… Anyhoo, the more I think about it, the more I believe the Barbarian is the way to go. The high Str and Con scores make up for the 3 ‘lost levels’ and are synergistic with the Meta-breath feats Stef can take from the Draconomicon.
Finally to tweak the class just a bit more to reach the ‘coolness’ level of the others, I’d consider changing the character’s breath weapon from a 1/day to 1/encounter (or even to a “every 1d4+1 rounds”). At 6d6 damage with a reflex save, it’s pretty much in line with the other ‘powers’ in the party.
Once again, by doing this, I think I’ll have a happier player. And happier players makes for better games.
Tabletops & Tropers: The first stab.
I’m having a successful run with my posts on coolness and applying tropes to tabletop RPGs. Today I’d like to start a new series that tackles the actual tropes that generate from Tabletop roleplaying instead of other narrative media. The idea came to me while reading a tabletop RPG debate on the TV Tropes forum.
Once again, a trope can be defined as:
A common pattern or theme within a narrative (Literature, movies, video games, etc). It’s something that triggers recognition in someone who follows the narrative and often generates expectations.
When a trope gets overused and loses it’s novelty, or ellicits a sigh of frustration or disappointment by the media participants , it becomes a cliché.
I believe that tabletop roleplaying games are just another form of narrative entertainment. Like any other such media, it generated its own share of Tropes. Quite a few of these tropes already feature on the TV Tropes Wiki, and I’ll spend some time on them in the following posts before moving on to others not yet there.
The 1st one I want to discuss actually features in this post’s title. I’m sure long time players have noticed: in the 70′s, before the oddly named acronyms of the 80′s and the ‘Game: Subtitle’ structure of 90′s, RPG names often featured the…
Magic Ampersand
Any fictional roleplaying game can be recognized as such, because it will have a title consisting of two alliterative plural nouns suggestive of its genre separated by an ampersand. (Sniped Vampire the Masquerade Joke). Bonus points if the two nouns are a place name and a monster name.
While fictional Roleplaying games almost always fit this trope, the freaking RPG industry created it:
Dungeons & Dragons
Tunnels & Trolls
Castle & Crusades
Mutants & Masterminds
Villains & Vigilantes
Bunnies & Burrows
It seems that the Star Wars/BattleStar (god I never realized how close in name both were) shtick of ripping off successful ideas was rampant in the late seventies, early eighties. Now I’m not saying any of these Alliterative appealing games were unimaginative, I haven’t read much less played any of them (though I hear Mutants and Masterminds is a bitching Super Heroes game). But when it comes to names, they could have done better, like those who named RuneQuest, RoleMaster, Traveller, and other classics of the time I dare forget.
Now I can’t for the life of me give you an example of using this trope in an actual game. (Ve4grm mentions Tavern names in the comment… Good one Ve4!). Unless you are writing your own and really feel like making a statement. (hey Dave! What would you name a RPG system if you’ve ever designed one and had to use an alliteration?)
There is one subverted application of the trope. Old timers can have a look at page 111 of the 1st Edition A D&D Dungeon Masters Guide (or read about it here). In the later sections of this cranky grandaddy of RPG books, he talks about mixing AD&D with the Boot Hill Far West RPG (Sixguns & Sorcery) or with the post apocalyptic Gamma World (Mutants & Magic). Old man Gygax knew how to poke fun at himself!
You know what, I challenge you… Give me the best, PG-13 Magic Ampersand name you can find that could apply to a contemporary RPG.
I’ll go first:
- Shylocks & Slimeballs (Financial RPG in the backstreets of New York)
- Condos and Cashiers (A modern-age Yuppie RPG… bonus points! Wee!)
- Whores & Worries (contains the infamous Evil STD name generator)
Min Maxing in RPGs: Mutually Assured Irrelevance?
Amongst my traditional play group, Min-Maxing was an art. Ever seen a Vow of Poverty Cleric/Monk/Divine Fist? How about a Werebaboon Fighter/Warshaper/Exotic Weapon Master/Kensai Spiked Chain user? It’s good you have not. Some us were actually role-players too (but not all) and some chose not to Min-Max either because of a concept (yeah, right) or because they were too busy and/or ineffective to devote the time to Min-Maxing well. In general, being ineffective was the greatest sin as a player. Someone would drive the non-combat moments forward (roleplay), but when the goblins stormed the castle or the dragon pwned the King it was showtime. What follows is a cause and effect analysis of how that affected play: [Read the rest of this article]
DM Chronicles, New Player Intro: The legend of the Broken Dice
This post features extensive spoilers for the 1st Pathfinder Adventure path adventure “Burnt Offering”
Last night we played the introduction D&D game I talked about earlier this week. It was a good game and while I completely realize that I might be expecting too much from D&D, it could have gone better…. but this time, it was the Dice’s fault, and not so much my own set!
I traveled to the Sunny south shore of Montreal, way ahead of traffic and I settled in a Pool bar that offered free Wifi so I could finish up on my day’s work.
Franky and his brother Mike joined me and we played some Magic the Gathering and even some pool (at which we sucked… well I did, Mike and Franky weren’t half bad).
At 5:30 PM, we made our way to PM’s where Vince joined us. We were complete so I went through my prepared introduction: D&D’s philosophy, the character sheets, the dice, adventure I choose, a mini lecture about ‘not splitting the party’, etc.
Here’s a rundown of PC choices:
Vince never played a tabletop RPG. He chose to play the 2 swords wielding fighter.
PM, oddly enough, chose the Scimitar-equipped Cleric (Subverting two fantasy RPG Tropes in one shot: ‘Who plays the cleric?’ and ‘Clerics can’t use sharp weapons’). Let’s note that PM played a wicked cleric in World of Warcraft.
Mike played D&D back in the day that Dragons were wimps and elven fighters toped at level 7. He chose to play the Sorcerer.
Franky: You know Franky. He picked the last character, an elven Rogue.
Small detail: Apart from the fighter, all pregenerated characters of Pathfinder’s Rise of the Runelord campaign are female.
The game started pretty well, I introduced the characters as a newly formed adventure group seeking historical artifacts and ruins (the main activity of Pathfinders). I actually handwaved a former Tavern Scene. They were in a coastal small town to witness the sanctification of a new Cathedral.
I tried to give them some free time before the 1st scene, but I soon realized that without focus, new roleplayers (and old ones too sometimes) don’t really know what to do. At Franky’s suggestion, I rapidly moved to the adventure’s 1st scene.
Thankfully the ‘DM blabbering’ part of the introduction is rather short, but I did get my feet caught in a bit too many details (Introducing many NPCs, the towns 3 taverns competing by offering their best food at the Sanctification festival…). Regardless, at a certain point during the day’s final NPC speeches, goblins attacked the town!
I must mention that the goblins in that adventure are viscious, insane, high-pitched screaming motherf*&kers! They were an absolute blast to play.
What followed were 3 back-to-back fights against goblins, which ended up taking most of the evening. We played without a formal battle map. Figurines were put on the table, and props on the table were used to represent objects. An eraser became, at times, a Wagon, a Bonfire and a strangely immobile horse. Character sheets were used as buildings and my ‘distance measuring string doohickey’ was used as a barrel. It was soooo cool and refreshing with none of that attack of opportunity crap.
Cool Highlights of the fights:
- PM won the ‘You have Higher Ground’ award by stepping on a wagon in his 1st action.
- A goblin, wishing to get out of Magic missile line of effect jumped into a barrel full of water. The fighter then played ‘spear the goblin’ with his Sword (where Vince discovered the coolness of using a longsword 2-handed).
- When half of the party was in negatives, A goblin bard decided to fight standing on the crumpled form of the elven rogue, stepping on her wounds and cackling like a maniac. Highly ineffective for fighting but who cares when half the party is dying right?
- Some pretty awesome, well timed critical hits occurred. When I saw PM’s face light up like a 100 watt lightbulb after the fighter rolled a natural twenty, I couldn’t resist and pointed out just how deep an emotion a single die roll could generate.
- In the last fight, a goblin broke its sword (called a Dogslicer… cool!) and tried biting the ankles of the fighter when he turned his back on the now weaponless miniature menace.
- In the following round, I asked Vince if he was fighting 2 handed-style with his long sword, which he confirmed. I then described a scarping/sliding metal sound followed by a whoop of glee as I described the Goblin swinging wildly with an oversized shortsword (getting rid of attacks of Opportunity opens up new possibilities).
Pretty cool huh? The thing is, these nuggets of coolness were buried in horrible, horrible bad dice rolls by the players. It was a festival of 2s, 4s and 6s on d20. It ended up stretching the lengths of the fights to a point where players started losing their willful suspension of disbelief.
I did what I could, lowering hit points, reducing the number of goblins, playing them really dumb and insane. Of course it didn’t help that I gave the impression of playing much higher than the players (I did, but let’s not forget that a DM plays a lot more dice rolls than each player).
The damage was done however, while it was only 9h30 when they killed the ‘boss’, we were tired and flustered and it showed in the following roleplaying. The players investigated the cause of the goblin raid (a diversion to rob a grave) and interacted with a few villagers who treated the PCs like heroes.
At one point, a female baker goes to the elven rogue to offer her a loaf of bread to ‘put some meat on them bones’. Franky played the rogue as being deeply insulted by the offer and acted like a real careless jerk. The poor baker ran away in tears.
At another point, both the sorcerer and the fighter got some ‘attention’ by members of the opposite sex. So much so that PM, the cleric, ended up throwing his arms in the air and said ‘what about me?’ That was funny.
I think the players liked the game on the whole, we laughed and there were quite a few ‘yes!’ moments , but I couldn’t shake a feeling of vague disappointment when I returned home.
For those who intend on playing the adventure, you may want to remove one of the 3 goblin encounters. It’s a bit much for 1st level characters, even when you do play the goblins like complete idiots (like using torches instead of swords). By the start of the 3rd fight, the cleric was out of spells and the Sorcerer was down to 4 level 0 spells. (But Daze is quite a good spell!).
Rant-like Aside: 1st level characters are really incompetent as far as high heroics should go, ressources are too scarce and a streak of bad luck is invariably fatal if a more evil DM than I is at the end of the table. I hope 4th edition will address this as D&D 3.5 really hits the sweet spot at level 5.
What’s next: I’d like to continue this game, maybe on a monthly basis or once every two months. But I think I’ll let Franky start his MCWod game with those players instead.
I hope they liked it more than I feel they did…
Pulling the plug…on ads
After nearly 2 months of Ad Sense and referral adds, I pulled in a Whopping 2$ (Canadian, mind you). I initially put ads on the page because I was curious to see how it worked.
Since I’m nowhere near the threshold 1000 pageviews a day point (which would land about 0,15$ a day), I average between 200 and 300 page views a day (sometimes mostly mine it seems… lol!), its just not worth the bother to the readers I think.
Having had discussions with some very passionate people about using a blog as a side-buisness, I realized that I really do not need the money. Managing a Genetics lab’s Quality covers that (plus I married a Speech Pathologist).
I really do this because I like doing it and I have this near-OCD need to spew walls and walls of RPG stuff on the Web. I don’t even host my own site so Bandwidth is not a problem (yet).
So as I write this, I’m pulling the plug on ads for the foreseeable future. I’ll probably use the space for new widgets. I’m open to suggestions. In fact, if a kind soul could point me toward a Blogger-compatible ‘top commenter’ widget I’d appreciate greatly!
Have a nice weekend one and all!
Negotiation and Wacky Futures
Nearly every multi-player game has some aspect of negotiation, whether overt or implied. Many games boil down to “attack the leader” which is a form of negotiation. You give up something- your turn- to gain something in return. This is the essence of negotiating.
However, some people object to these kinds of negotiations, and in some games, such behavior is out-right banned. For example, in a poker tournament, any kind of overt negotiation is considered collusion and banned. “Checking it down” to eliminate a player is a form of implied negotiation that is allowed… as long as nobody says outloud that’s what you’re doing. And there are plenty of games where the players have their own meta-rule about table talk that prevents these deals, because they feel that it’s not within the spirit of the game. (I personally think a game that breaks down when the players can’t talk has a problem… but then again, I still play poker, where this is almost always a rule.) [Read the rest of this article]
Finding the Path: Pathfinder #2 First Impressions
Image Source: Paizo’s Pathfinder Wallpaper found here*.
According to Google Analytics, the 1st search result that lands people here is ‘Pathfinder’ (at 11,6%), right before my ‘Nom de Plume‘ (which doesn’t mean ‘My name is Plum!’). So there seems to be some genuine interest in Paizo’s Pathfinder Adventure Magazine on the Web. Since I just got issue #2 from the the mail this afternoon (as my final Dungeon Mag-equivalent) , and since I plan on subscribing tonight, I might as well continue to share my thoughts on them…
After having posted my initial impressions on the 1st issue and then a more complete overview of the adventure a few weeks ago, I’d like to repeat this for the second one.
The second installment in the ‘Rise of the Runelords’, called ‘The Skinsaw Murders’ has the same top notch presentation values as its predecessor. It features the following sections:
- Foreword by James Jacob. Talks about the much more sinister tone of the adventure and GM tips on running an horror-themed/grim campaign, which is where this one is unmistakably going.
- The Skinsaw Murders, by Richard Pett. Another great looking 50 page adventure for 4 level 4 characters.
- Magnimar, a 10 pager description of a large city in the vicinity of Sandpoint, the campaign’s home base village. Part of the adventure happens there.
- Desna, another 10 pager, describing one of the major gods of the setting, by Sean K. Reynolds.
- The Pathfinder’s Journal: 6 pages of the second installment of gameworld specific Fluff by Jason Bulmahn.
- A Bestiary featuring the following monsters (some appear in the adventure, some don’t)
- Carrionstorm : Undead bird Swarm
- Boggard: Frogmen
- Lyrakien: Fey-like outsider
- Faceless Stalker: Featureless humanoid-shaped Aberration
- Revenant: Corporeal Undead
: (Adventure Boss): I Don’t want to spoil it… Hint: Its a cool ‘upgrade’ to a Core Monster.
The adventure really seems to take a gruesome turn and focusses on a series of mysterious murders and mutilations in Sandpoint. Just the term ‘Skinsaw’ is creepy enough. Expect Undead and Homicidal cultists!
As was the case for the 1st issue, the adventure comes with gorgeous color maps and is sprinkled with little Boxes of shaded text where the author shares his views on key issues of the adventure. One in particular gives hints on breaking up the adventure and use bits and pieces for other campaigns. The adventure even has a modular design to make ‘cannibalizing’ easier. It’s a sensible proposal, given that the Softcover does cost about 20$ and isn’t all that useful for anyone who don’t intend to run the campaign.
So at first glance, I think we have another winner product. I’m so looking forward to try the 1st adventure tomorrow!
I’ll read the whole thing next week and come back with a more detailed review of the adventure.
With or without spoilers? You tell me…
*The awesome cool female character is Seoni the Sorcerer, one of the 4 Iconic Pre-generated characters. (Who wants to play her tomorrow?)
Real Ultimate Showdown: News Updates and Sponsors
We’re preparing for our next Showdown. And this time, it’s going to be a smackdown between various hero-types. Who’s the most badass hero of them all? We’ll find out.
This next round will be run a bit differently than the last, allowing more people to pick, and more chances for prizes until the very end. The selection will start on Thursday, November 8th along with the contest rules.
Speaking of prizes, we’ve already managed to line up a sponsor: Blockbuster. We’ve been given a copy of 1408 and Planet Terror on DVD to give away. You can check out a Flash widget about the two movies provided by the sponsor.
I’m also going to be trying to get prizes from other sponsors, especially from the game companies I know. That way, we’ll have a couple prize winners, and we’ll be able to send you some cool stuff, just in time for the holidays.
In the meantime, be sure to tell everyone to stop by who participated in the showdown for the next round. And for now, if you want to lobby for someone’s specific inclusion, now’s the time! (We could also use a kickass name for the new contest.)
Mining Tropes for RPG nuggets: Grab a can of Evil
Image Source: The one and only PM!
This is part of a continuing series of articles that tackles the concepts of tropes and how they can be applied by a DM/GM to improve their favorite Role-Playing game adventures. It is heavily inspired by the sheer goodness of the TV Tropes Wiki.
Ahhhh Evil, evil, evil… Misunderstood, detectable, and too often Color Coded so the characters can know, beyond the shadow of a doubt, who to kill without any remorse.
You have your garden variety evil: Bullies, Mooks, RPG Fluff Authors. And then you have your major league evil: Demons, Evil Overlords and … successful RPG Fluff Authors.
But there is a more sinister evil, one that makes a Lich Lord shiver and a Pit Fiend break out in a sweat. An evil so ancient and powerful that the only way to beat it was to seal it…. in a Can.
Sealed Evil in a Can
A long time ago, some great evil was beaten. However, it was beaten in such a way that meant it was imprisoned as opposed to killed. Said prison usually ends up preserving said evil so well that 100/1000/5000 years later when it escapes, the civilization that imprisoned it, and their abilities to do so, are long gone.
This trope is so compatible with Fantasy Role Playing games. In D&D there even an item based on the Trope, although a bit on the lamish side of the power scale. Here’s a few other ways to play on this trope:
- It’s the last seal to a portal to a prison world where some sort of God/Abomination sits since the dawn of time. Using the weakening seal to seep sweet maddening whisperings to overly receptive potential cultists. (That one has been done to death in D&D, but you have to respect your classics)
- It’s a sword that has trapped the spirit of some ancient, lost Demonic entity and it’s wielder is subtly nudged to break the sword whenever it’s used. (Nitpickers alert: yeah I know Stormbringner IS a Demon and not the prison for one,
)
- The ‘Can’ actually contains a whole world of beings of ultimate evils that start rampaging the whole world right after the power-hungry-but-not-necessarily-evil wizards pops it open.
Monte Cook, no stranger to all things evil (his work overflows of Lovecraftian influences) has created a whole D&D adventure, called The Banewarrens, around the idea of a Dungeon-Sized Sealed Can filled with evil items, monsters and artifacts. Guess what happens to the seal in the 1st chapter? (Truly one of the most psychologically evil, non Gygaxian adventures I’ve ever DMed…. the players NEVER get a break!)
Sealed Evil In A Can, as the name suggests, is a way to introduce a villain suddenly, especially one that is legendary and powerful. It also explains why the villain hasn’t done anything up to that point. (It just escaped recently.)
That part of the trope’s description can be applied directly to tabletop RPGs. The DM gets bonus points if he gets the player to open the Can out of greed instead of trickery.
Alternatively, once the characters have just vanquished the campaign arc’s Big Bad, the Can can be part of the loot, waiting to be opened to perpetuate the very RPG-applicable trope of replacing dead Big Bad with new and improved Super Big Bad.
Anyway, if the characters are smart and decide to give the can to the proper authorities, they just gave you the keys to having it opened whenever.
Extra Sealable-in-a-Can Evil DM Bonus Points if you make the Can the actual Phylactery of the Campaign’s Lich Lord. (Translation for non D&D heads: A Lich is a Wizard Undead dude that traps his soul in a doohickey. The Lich is immortal unless you destroy said doohickey, Mwa HA HA HA!).
Sometimes, the Big Bad‘s plan is to unseal the can, gaining them the power of the ancient evil; if they succeed, it almost always turns out that the Sealed Evil was manipulating them into freeing them, making the Big Bad a Fake Boss and the Sealed Evil the true Big Bad. Sealed Evil almost never rewards those who release it. In fact, they usually kill their releaser.
That’s basically a campaign in a Can if you’ll allow this failed novelist a poor attempt at wit.
But what is a discussion on tropes without a short blurb on subverting them!
- An evil, corrupted and ruined kingdom keeps a Urn made out of Abyssal Iron, Coated in Hellish lead and stored in a pool of Liquid Evil(TM). The Urn actually contains a being of pure good that used to be the kingdom’s benevolent, if somewhat aloof, leader in centuries long past.
- After following rumors of a vile artifact containing the most gruesome of Demons, the characters defeat a host of demonic beings led by a Demon baddie at the very limit of the unbeatable. Once they get their hands on the Can, they find clues that cast some doubts on the denizen of said container. Opening the Can reveals a stupid and sheepish apprentice Demon summoner…
And as usual, if you want to play this subverted trope to its extreme:
The Crystal Orb of Lost Hopes, sealed with magic stronger than the gods of this world can wield, was recently recovered, after being lost for eons, by the evil Baron Von Schmuck. Having finally assimilated the arcane knowledge of the 9 Shadow Lords, the power of the 5 Fingers of the Iron Fist and the forbidden knowledge of the Unspeakable Divine Word, Von Schmuck now yields more power than all.
His eyes filled with greed, he invokes his all to open the Orb…. only to find himself surrounded by four level 6 player characters. They are bit surprised to be here, suspecting that the DM just pulled yet another fast one on them.
The four then proceed to open a Can of Whoopass on the Baron only to realize that finding a way home from a world where Epic = 5th level might be harder than expected.
Have you other examples of this Trope applied to RPGs?
With God's Help – a short movie
If you want to see a good portion of the crit-hits staff in a short movie (done for the Assassin’s Creed contest) then head on over to this link to give it a look see.
Feedback is welcome.
(embedded after the jump –editor)




