Showing posts with label Dragon. Show all posts
Showing posts with label Dragon. Show all posts

Monday, July 11, 2011

You Need One of These

Now, I believe we gamers have all gotten creative over the years with determining probability when the standard dice didn't quite cover it. But some of these options just get tedious after time. Yeah, I'm talkin' to you, d1. I don't know about the rest of you, but my d1 approach is such a game stopper. But you should try it sometime!

Step 1: Locate marble.

Step 2: Roll marble on table.

Step 3: Wait for it...

...

rolls onto floor...

...

...

ricochets off first wall...

...

...

second wall...

...

it's a 1!

- - -

But seriously, there are certain required probability rolls for which the game publishers never bothered to manufacture a concise solution. The most infamous is the d3. I'd say 90%+ of gamers just half the d6, but I always thought we could do better.

A couple years ago I finally found a d3! I gave it a few years to catch on, but I'm still shocked by the number of gamers I encounter who have no idea of its existence (and who salivate at the sight of one!).

Well, there is a legit d3 out there, by GameScience.


The silly letters are--I presume--a way for handless folks to adjudicate Rock-Paper-Scissors. To me, they're an acceptable distraction from the sheer awesome of having a d3.

Now your halfling, or slapfighting human, can have a proper damage die. And for that, we rejoice.




Monday, July 4, 2011

They Like Me! They Really Like Me!

So, me pal Lance is published! He's on DungeonMastering.com with a nice column: The Art of the Small, Analyzing the "Crunch for the Fluff". After two articles published, I can say that it's solid stuff. There's already something I'll be incorporating into my game on Friday. Language barriers, ho!!!!!!

And seeing this wonderful work of art really got me to thinking, "I like writing; why don't I see if I can con someone into putting my thoughts in their 'zine?" I mustered the courage and shot RoleplayingTips.com a note (damn you, Lotus Notes, for that part of my vernacular) and asked if I could contribute to this user-fueled treasure trove of all things fluffy. They obliged.

It looks like the post didn't make it to the website after all, but it's in the newsletter. So, subscribe, and tell 'em to send you a back issue of B'omarr Punk's post! If you get issue 522, scroll to the bottom of this post, you'll see that they liked my character creation guidelines (which emphasize character depth and reward such with tangible bonuses) enough to copy and past them! It ain't much, but it's a start. If you read it, let me know what you think!

Wednesday, March 10, 2010

3.5 Sorcerer, I Can't Stop Myself

I really like the new feel of my sorcerer class, but I feel like it's missing the mark. I wanted sorcery to feel so different from wizardry (in execution, not in power or effect). I thought the pseudospell powers would do the trick, but I quickly learned (thanks to some friendly DMs) that it would be hard to adjudicate. So I scrapped it. But without it, I feel the whole point of my endeavor was unmet.

Something I have considered and am now reconsidering is treating sorcerer spells like psionic powers. Those unfamiliar with psionics...well, instead of spell slots and spells per day, the psionicist gets points which they spend to evoke powers, and they can spend more points to augment those powers as they see fit (increasing damage, extending duration, adding secondary effects, etc.)

In my experience, psionics come with their own set of pains, but (like many non-standard ideas) they work if used responsibly.

A spell point system truly opens up the caster to (near) complete freedom. He could throw everything he has into his fireball, augmenting it to max damage, but leaving himself spell-less until the next day.

Here is a good basic spell point concept. What it lacks is the complete freedom of augmentation (this one only allows for increasing of damage dice from the minimum).

Here's an example of a psionic power and the augmentation possibility: The first-level power force screen (the psionic equivalent to shield) allows this: "For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1."

And another: This is found in the power energy bolt, a third-level Wilder power: "For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1."

In summary, I'm considering changing sorcerer spell slots to spell points, using an amalgam of the variant spell point rules and psionic power augmentation. If I do that, I'll remove the bonus feats from the sorcerer.

Thursday, January 7, 2010

3.5 Sorcerer: Bloodlines




I'm taking a little inspiration from some existing 3.5 books and the Pathfinder RPG on the last leg of my quest to revamp the 3.5 sorcerer. This time I'm talking bloodlines. For those not familiar with the idea, here goes:

The sorcerer, unlike the wizard, has inborn magical ability. When they cast a spell, they pour out innate energy that they shape into tangible effects. A wizard is simply an individual who studies the effects that sorcerers and their ilk (elementals, djinn, dragons, outsiders, etc.) and emulate them through study and ritual.

So, how does a sorcerer end up with the ability to cast spells? They have the magic of one of the aforementioned creatures in their blood.

I'm not quite sure how these bloodlines are going to manifest themselves in game terms, but I'm leaning towards periodic (ever few levels) powers or so.

Here are the bloodlines (and their sources) I'm going to allow:

Abyssal - demons
Celestial - good outsiders
Draconic
Elemental
Fey
Infernal - devils

I'm either going to give the sorcerer decent bloodline powers every 4 levels, or I'm going to give them the option to select from a slightly more powerful bloodline power or a bonus feat (from the Complete Mage reserve feats) every 5 levels.

Any suggestions?

Tuesday, September 11, 2007

A Gradual Approach to Herodom

Granted, when you're playing a fantasy RPG:
1) You want to be able to do extraordinary things
2) You're able to TRY to do anything

But beyond that, it's all up to the DM. My interpretation may be the minority; I'm not sure. I think my heroes should be able to do a lot less amazing things at levels 1-5 than 6-10 and so on. I believe it's a logical thought process, supported by most gamers and even the rules of the game. You don't even think about sucker punching a great wyrm Red until at least level 20, right? (If even then!)

But where's the line? I talked to a DM years ago about how he runs his Star Wars RPG crew, and they can't expect to be 'heroes' for a while. The biggest reward he gives his players is the ability to modify a bowcaster at level 5 for a +1 attack. Their job until level 10 or so, in this guys mind, is to simply survive the environment. Everything else is flourish!

I'm not that bad, I have to say. But I definitely am not liberal with my distribution of power and wealth. My heroes can expect to do good things, but there's a limit. I once had a DM that pitted my level 5 or 6 crew against a young adult green dragon. Um...ok? Let's see where this goes. As the skinny bard with little combat prowess, you can guess what I did. That's right! I lassoed it around the neck with my grappling hook. I mean, isn't that a no-brainer? My DM and I rolled it out, and it stuck, a perfect shot that wrapped around the beastie's neck five times. Then the DM just threw his papers in the air in a lighthearted "you win" gesture.

Really? Is that all it takes to best a dragon? It's silk rope at best, and my bard weighs about a buck-o-five. I should have been used as a Swiffer to dust the undergrowth of that forest. Sadly, I cemented a five-round knock out of that beast. Come on, dragon! I mean, your breath is corrosive! You can polymorph, I saw you do it before the battle. Sure, my bard can now sing a song throughout the Realms about himself for a change, but... I feel like I was robbed a bit.

I always try to find that perfect balance between allowing my heroes to do amazing, bard-worthy things, and making sure there's something to look forward to. If my bard can do that at level 5, I'm going to hogtie a Tarrasque at 10!

Again I ponder...where is that line? This is all brought about by a play by e-mail game I'm running while I sit in Baghdad. (http://groups.google.com/group/saga-of-the-realms) It shouldn't be a big deal, but somehow it eats at me: Did I make the right call, or should it have been a simple success? Here's the story:

A group of PCs are in a rowboat on the waves, stranded. Three humans, an elf, and a halfling, plus gear. Suffice to say it's barely floating at best. The waves crash here and there and it's taking on water. The paladin summons his mount: a hippogriff. His plan is to ride off on it in the air so that some of the weight is gone. He summons her, and she has to appear adjacent to him. He's on a rowboat in the ocean. She can't hover according to her stat block, so she appears in the boat. That's right...its taking on water and we've just added a winged horse with barding. Hardly the ideal situation. So the pally has her take off immediately, as the ship is about 1/3 full of water. Off she flies, and he wants her to wheel about and fly by, and he'll just mount up as she returns.

What's the issue to me? At level 6, should a fully armored guy in a sinking boat on the seas be able to just mount up on a passing mount? I figure, let the Ride check decide. Not a good roll, but he's holding on. So now he's hanging onto the saddle as she flies. He tries to climb up her, and I make some more rolls. Nat 1. Nat 1. He grabs and pulls her reins and down they go into the ocean. Sucks, right? I could have just said, "Yeah, you're all good. Let's press on." But if they can do that in those circumstances, what is there to look forward to?

At low levels, I want my players to remember how they struggled to navigate the traps of the mummy's pyramid, narrowly escaped (not defeated) the deadly maw of a kraken, and had to pull out all the stops to drop the ogre mage. Because they'll be less cocky, less sure that everything they encounter is a battle to win. Drizzt, Kelemvor, and Han Solo all ran. They were all crafty in overcoming situations. And overcoming seldom meant bludgeoning to death in three rounds.

I want low level players to look forward to the times when they'll be able to do battle those epic baddies, not battle them right away. So they'll savor the tough tasks now, and not think that the DM fudged some rolls in order for them to do the impossible. And when the time comes, they'll sail back out to sea ready to slay the kraken that took their left hand.

I guess at the end of the day I want my guys to accomplish the improbable, not the impossible.

What are your thoughts?