A friend of
mine asked for a table of random fey curses because one of the PCs on his table
got a cup or two of Feywild wine. So here is a table of unusual curses and fey
magic effects for when you party break one of the many (contradictory) rules of
the Fair Folk, or just think it is a good idea to get inside Wonderland without
paying attention.
Saturday, February 29, 2020
Friday, February 21, 2020
The Cyclops (DCC RPG Class)
I'm a great fan of Krull and also of DCC so why not place those two together? Here is a new (and totally not playtested) class for DCC RPG - the Cyclops! Hope you liked it.
Thursday, February 13, 2020
Utility powers, level-less effects and the kitchen sink
WARNING: This is a 100% verified rambling post. I started talking about
“utility” effects (that’s a 13th Age term I believe), went over "edition-neutral" abilities, my usual rants and… I guess I’m all over the place (Sanity
1/1d3). So, please enjoy the post but be warned.
Random thought of the day: through the Open Game License, and more recently
the DIY and OSR, everyone is sharing their ideas about their (mostly) d20
Fantasy games and that is awesome, but I often get the impression that we’re
missing a good chance of thinking outside the box.
The thing is D&D created benchmarks for power and effects that are
still taken as sacred cows in most d20s and these limits are in my opinion
mostly arbitrary. In other words, they don’t affect game balance (13th Age
addresses the issue quite well when it discusses utility spells for wizards).
Read this gem! |
For example, why is Augury a 2nd level spell/effect? (i.e. you only get
it at 3rd level) The information provided by Augury does not correlate to level
at all. It is just a yes/no question for something happening in the immediate
future. It is useful at 1st or 20th level. Another example would be Disguise
Self or even Speak with the Dead. These effects are useful at every level (or
potentially irrelevant, given the campaign). They are things that are hard to
quantify with levels. OK, you can quantify/rank them among themselves
(divinations, illusions… practically anything else, that is not a problem), but
that is not the same thing as stating that they correlate to a certain
level/tier/power.
The idea (I guess) is that we could label those effects as “level-less”
effects play more loose with them, especially when creating new stuff (and
variants). This is also (at least for me) a reminder that we can create new
stuff outside of the traditional d20’s effect mold. An example: you may not
like D&D 4E, but at least it killed the idea that teleport must always be a
high level effect. Today, in 5E, we have teleporting elves at 1st level and it
doesn’t break the game (although I know some DMs who hate it).
And they named them Eladrin in 4E... oh, the hate! |
One of the reasons I love the Warlock class is that it kind of steps out
of the traditional class template for D&D. It is a good source of ideas for
creating new and different classes… and really, new classes should only exist
if they do things mechanically different, otherwise just reskin,
multiclass or (if you really must have something different in the rules) try a
subclass or a feat.
There are some “level-less” abilities that are just ridiculous. Tongue
of the Sun and the Moon from the Monk is the perfect example. Why in the Nine
Hells does it take a 13th level Monk to do that?! Usually by that point
language barriers are completely non-existent (i.e. irrelevant) in most
campaigns. Tongue of the Sun and the Moon would be a lot more useful at middle
(and lower) levels.
There are effects that are just hard to quantify “in game”, like all the
flying stuff (levitate, fly etc.) and things like gaseous form. They are
amazingly useful and allow you to bypass a challenge “for free” or completely
irrelevant to adventure, but that is something dictated by the narrative, not
the “innate power” of those effects (unless, of course your flight gives you a
really fast Speed or a new attack form).
An amazing book to show how “level-less” stuff could work on d20 games
(without going completely nuts like Lamentations of the Flame Princess) is
Wonder & Wickedness. This OSR sourcebook creates a
flavorful, simple and entire “level-less” spell system, without shying away
from high level stuff like summoning and teleport. If I had more free time, I’d
be tempted to change all DCC spells to a “level-less” system (after all, they
are all based on rolling the result of spellcasting on a table, so basically
you’re just modulating their effects). I’d probably separate spells by rarity
instead of level if I did that.
Wonder & Wickedness |
Now, the worst offender in 5E might be Timeless Body. It is usually
given as a high level class feature. It is awesome as a dramatic trait but
completely useless as a class power. I’m more biased here because I usually see
classes as a set of “combat powers”, so anything outside of combat usually
doesn’t have a “minimum level requirement” for me. To make things worse, we
have the same class feature giving different things for different classes in 5E
(check the Druid and the Monk). Timeless Body would be a lot better as a feat
(actually as a boon/reward it would be perfect). Anyway, I don’t have anything
better to do right now so here is a feat:
Timeless Body
You’re untouched by the ravages of mortality. This may be because of a
divine blessing, magic, esoteric training or ancestry. You suffer none of the
frailty of old age and can’t be aged magically. Also, choose one of the two
options below:
- You do not need air, food or water.
- You can use a short rest to remove 1 level of exhaustion or transfer 1
level of exhaustion from someone else to you. You need a long rest to regain
this ability***.
Define the source of your longevity. You might be an elf of an ancient
bloodline, a warrior trained in mystic forms of mediation or a druid stepped in
the Old Lore. You must also determine if you age at a slower rate or if you’re
immortal. The last option is more interesting if bound by some condition or
circumstance. For example, your druid might not age, but only while living in
the Greatwood.
(With the Dungeon Master’s authorization, after completing a specific
quest, you can use downtime to gain the other option.)
***Sidenote: Exhaustion is a weird thing in 5E. I think there is just
one 5th level spell and one magic item - Potion of Vitality - that can recover
Exhaustion. Sometimes it seems almost like an afterthought, not widely used but
at the same time lethal and hard to recover. The Exhaustion chart is a
brilliant mechanic that completely ignores level and hit points, which is
something that I like. I wish it was more integrated into the game (the same
holds for Hit Dice, which sounds a lot like Recoveries from 13th Age but
doesn’t receive the same attention).
Since we’re talking about Timeless Body, I remember that when I started
playing RPGs one of the most overrated abilities was longevity. To be an
immortal elf or wizard was seen as so crazily awesome. The funny thing was that
most of the time it was completely useless (that’s why it is usually so cheap
to buy Ageless in GURPS). In my almost 30 years of gaming I remember longevity
being important just ONCE: we were playing Dragonlance and (rather suddenly) the
DM declared that, after an adventure, 20 years have passed. Everyone at the
table was pissed off (except the elven players), and I think the half-ogre
player even tore his character sheet at that moment and stopped playing. My
point is: the problem there was not even the party’s lack of longevity, but an
arbitrary decision by the DM, who should have told everyone that the campaign
would have long time jumps between adventures.
Don't worry, 5E has no "old age" rule. |
Still on longevity and immortality: so, it obvious I believe both are
“level-less”. Time for an extreme example: in Brazil the most famous fantasy
campaign setting is Tormenta and it has a god of prophecies and resurrection.
Yes sir, a “deity of raise dead” (I can’t think of a more authentic
“D&Dish” god and I love it). His name is Thyatis (I’m not sure if it is a
homage to Mystara’s Thyatis or not, I hope so). So, Thyatis’ clerics can cast
raise dead at 1st level and sincerely that is great! It solves A LOT of
problems regarding lethality at low levels (particularly for AD&D 2nd, Tormenta’s
original system), it keeps the game going and (most important) it is fun!
If you think that the above example is absurd then please let me
introduce you to Thyatis' paladins: the dudes are immortal. Yeah, you kill one
and she eventually will come back from the grave. Oddly, that doesn't generate
any kind of balance problem at the table. Quite the contrary: Thyatis’ paladins
are one of the coolest character classes in Tormenta and at the same time they
don’t rule over the table’s dynamic while in play. They don’t come back from
the dead right away and when they die they don’t get any XP for the game
session in which they died. Now, the funny thing is that some players (dare to)
complain that losing XP is too much. It is interesting, but XP is a lot more
important than dying in D&D (oh boy, I miss the old energy drain rules), so
in my opinion it balances quite nicely. And the fact that your PC will come
back from the grave is pure badass. And no, Tormenta’s parties aren’t filled
with Thyatis’ clerics and paladins.
Of course Thyatis is a phoenix! |
Another example of an immortal class is from Castles & Crusades
(C&C), from Troll Lord Games. The first book that I got from them was Codex
of Erde, a flavorful Tolkien-like setting for D&D 3.0, published back in
2001, which also presented the first “races as class” for 3rd Edition - The
High Elf (haters went crazy at the time). As I was telling, the Player’s Guideto Aihrde, a more recent sourcebook for C&C, has an Eldritch
Goblin class called the Ieragon, which is immortal, only dying under specific
circumstances. Each Ieragon has a unique knack or gift. It is a very flavorful
class and the fact it can “raise dead itself” doesn’t seem to break any balance
during play (I believe there is a 5E version of the class).
That cover! |
Let me dig more crazy stuff.
Another area where I believe that “level-less” works nicely: weather.
I’m not talking about raining lightning bolts upon your enemies, or destroying
castles with tornados, but changing the weather (from a sunny day to rain for
example). It is narratively powerful, definitely, but not game breaking (unless
playing Dark Sun I guess). Most players love to have that kind of influence. I
think Dungeon World’s druid has a move that does that (and I don’t understand
why it is a high level move… especially in a Powered by the
Apocalypse© game).
There is a Golden Age of Piracy sourcebook for D&D 3rd called Skulls
& Bones. It has a lot of amazing subsystems, but I remember in particular a
mystic sailor prestige class who could create small islands in the middle of
the ocean. That is an awesome power, definitely not unbalanced and quite
interesting in terms of narrative consequences.
The system was clunky (D&D 3.0) but full of good twists. |
Another good source of weird and new powers is Legend of the Five Rings
(1st Edition! Before “game balance” was an issue… 4E is so boring and I still
have to read the last version). Take for example the (original) tattooed monk
from the Way of the Dragon sourcebook. It would be an excellent starting point
for a new class in 5E (maybe just reskinning the warlock would do it). For
example: the Centipede Tattoo allows the monk to start running and reach
anypoint in the same continent by the next mid-day. It is something different
and potentially useful (but not abusive, because the monk can’t carry anyone
with him). The power also has a drawback: the monk is considerably tired after
running at such speed, which could be represented in 5E by 1d4+1 levels of
Exhaustion. The power has so many conditions and limitations that it would work
fine as a 1st level thing.
Probably unbalanced, but fun as hell! |
Let’s keep digging: Monte Cook’s Arcana Unearthed, which was a huge
influence for all d20 spellcasting systems that came later, including 5E, has a
wizard’s class feature where your character can hear when someone else in the
same plane speaks his name. That is an ability which should be available at 1st
level because (if you stop to think about it is 100% controlled by the DM). Is
it flavorful? For sure! But there is no excuse to wait for like 10 levels
before getting that mojo (unless it gave you a distinct advantage, like
allowing you to teleport to the side of the speaker, for example).
Still one of the best D&D variants. |
Now, want a (crazy) source of ideas? Check the “D&D Next”, that was
the name of 5E playtest, before fandom and commercial interest brought things
back to a more common D&D experience (playtests are always the best spot to
see different rules). See, for example, the initial idea for the Sorcerer. It
was a class that used magic points (I believe the name was willpower), instead
of slots. That is not the point, the interesting bit about the original
Sorcerer was that it gained powers when his Willpower (i.e. Magic Points)
started running low: for example, a Draconic Sorcerer would start manifesting
claws and scales when its magic points were finishing. That is an original and
cool idea both from a narrative and mechanic point.
I must also (morally and totally) suggest the Red Box Hack.
I don’t have the slightest idea how it started, it is not a d20-based system.
Red Box Hack is a free RPG with a splendid assortment of classes. Each
class (except maybe the warrior) is a box of cool mechanics and they touch on a
lot of topics described in this post. Read it, it is definitely worth of your
time. Pay attention on how most classes do stuff completely different.
I started this post commenting (complaining?) about D&D traits and
how they are compartmentalized in arbitrary limits and effects. I think I ended
up quoting a lot of what I call “edition neutral” traits - that is, stuff that
could work on any edition (and theoretically level) of D&D. To finish this
rambling I’d like to share one last source of crazy powers, if you don't mind
“narrative RPGs”: Spire. It is a very original take on fantasy stereotypes
(drows, elves and gnolls in particular), with interesting rules (the Resistance
System). However, Spire shines on its wild take on “classes”. There are good
ideas worth mining there for any RPG. Take a look.
What a wonderful twist on D&D tropes. |
Sunday, February 2, 2020
RPG with my kids
Our first game, just lots of Lego, toys, tokens, a die and a map. |
I’ve been running a few games for my kids for the
last few years. Right now they’re 7 and 4. I’m still focused on light game
sessions of 30-40 minutes. When I started the “RPG” (my kids called it the
“Monster Slaying Game”) it was a mix of dice, minis (Lego!), ludic and
playfulness, to keep them engaged (they even started associating RPGs with that
way of playing and today I’m trying to teach them the difference). Last year,
with my wife’s help, I managed two “true” RPG sessions, where I narrated DCC
RPG’s Doom of the Savage Kings (heavily reskinned as a mix of The
Hobbit, Super Mario Bros. and Disney). It worked great but I noticed that they
still weren’t thrilled by the RPG experience and prefered something more
“ludic” (they usually tell me that they like the dice and minis, but love it
when I insert challenges in the middle of the adventure, stuff like “Run to
your room and look for the lost magic sword hidden amid the dinosaurs”).
Digging out my old AD&D First Quest box. |
My search for a good system was interesting. I
searched for RPG for kids and was initially impressed by Faery's Tale, but later found it too complex for my kids. Because I loved the OSR, I
jumped instantly to Dagger***, which is probably the best option. The funny
thing is that I left Dagger because of one of its best features - it didn’t use
Ability Scores, focusing on Classes, which is great to simplify the game. One
the other hand, Ability Scores are some of the RPG’s most compelling aspects
for beginners - the fact that you can build a super strong hero or a very smart
one, is something that my kids love. Also, I want them to understand the rules,
which is why Ability Scores also help - they’re easy to explain. The end result
was that I used Black Hack 1E (with armor rules from 2E) to run my reskinned Doom
of the Savage Kings. I kept the players focused only on the Ability Scores,
Class and Hit Points. I used ICRPG’s approach to hit points (Hearts) and Target
Number, which was excellent for my kids to keep track of (the big d20 in the
middle of the map is hard to miss). I created the idea of “1 power per level”
so they would feel the difference of leveling up and that worked great for the
game. However, my youngest still didn’t pay attention for more than half an
hour and although they loved their character sheet (in great part because of
the art I guess), I needed my wife as a player to keep their attention.
***OK, I might have confused Dagger with Kids & Dragons, which is the brazilian version of this awesome post
from The Contemptible Cube of Quazar. Both seem to be the same game. Anyway, I
just want to give all the sources right here.
We didn't play S&W White Box, but I want my kids to love the sight of that dragon. |
So, I went hunting again for other games...
The first was Hero Kids, which I found nice because
of the dice pool, it was simple to visualize. But in the end, Hero Kids didn’t
clicked for me. I think it was mainly because of the art (c’mon, kids playing
RPGs don’t want to see themselves dressed up for Halloween as the characters!)
and the lack of rules for building new characters at the time.
Princess Peach against the Doom of the Savage Kings! |
And valiant Sr Owen, Dinosaur Knight. |
I got really good recommendations from a friend to
try Adventure Maximus!, but I never managed to get a copy and the game requires
a lot of props.
Next one was was FirstFable. I remember enjoying
reading FirstFable because it really considered that you were running games for
kids. Take Hero Kids, for example, where you just have a D&D with kids’ art
and a new system, but at the end of the day you’re still killing things and
taking their stuff. FirstFable was different, and the adventure was focused on
challenges and interaction (I remember when the party has to find a mythical
creature that they made up at the beginning of the adventure, it was a great
idea to engage the kids). The advice and the material in FirstFable were spot
on and I ended up using most of it in other systems. The irony is that I
couldn’t find a way to teach my kids the FirstFable rules.
Clone Troopers run from (a definitely cute) Cthulhu in a forgotten star system. |
Roughly one year ago I started using a homemade system. It was something
really simple but visual, and they liked it. Basically, each player has a half-page
character sheet with 3 stats - a Heart (for physical stuff), a Wing (for
dexterity and precision) and a Light Bulb (for perception and mental actions).
Just 3 stats and a die for each. It worked! (the toys above were equipment) |
After giving my kids the character sheets I would give them a d8, a d6
and a d4, then place a die inside each stat. I told them that bigger die were
better. The rule was simple: roll the stat you wanted to use and try to get 4
or bigger to succeed (I think I stole that from Savage Worlds, but I believe
both Hero Kids and FirstFable use a similar TN).
Behold the power of Lego! |
Each character has 10 hit points (as in ICRPG) and usually a strike
deals the character’s Heart in point of damage (so a strong PC, with d8 in
Heart would deal 1d8 of damage in melee hits). Ranged attacks would deal damage
with Wing and Magic would use (I guess) the Light Bulb stat.
Each character would also have a theme, like “Dinosaur Rider” or “Jedi”,
to keep the player focused on what kind of actions they could do (otherwise
they would use their imagination and create all kinds of superpowers and
sidekicks to help them… all the time! I can’t forget my son using “summoning a
T-Rex” to save the day). I discovered that open-ended themes worked a lot
better than a specific set of powers, like feats (Cleave, Power Attack etc) or
spell lists.
Lots and lots of Lego! |
My last attempt added a 4th stat - Spirit - used for courage and
willpower (represented by a golden circle, because all stats must be graphic,
so that the player can place the die inside). So far this system (with maps and
tons of Lego) is what they like more as an RPG. “Advancement” is done by loot
(like getting a lightsaber) or new themes (usually at the end of a “campaign”,
like after 2-3 adventures).
Last version of our home game. Rey and BB8 from Star Wars hunting for lightsaber crystals. |
As they get older I’m tempted to return to my hack of Black Hack. I’m
not sure if I would keep the D&D Ability Scores and the classes (probably
yes because I want them to play d20 games) . I would definitely use ICRPG
approach to Heart and Effort, probably skipping attack rolls and using just
damage, as in Into the Odd (which also avoids the whiff factor of ICRPG, where
you roll great at the Stat, but poorly at Effort).
This used to be my "RPG Kid" game kit. |
Finally, there was the “Dinosaur Battle Royale
game”… this came in one afternoon where my daughter didn’t wanted to play, but
my boy was begging for a RPG. He has a lot of dinosaurs (and knows a lot about
them) and also loves rolling my dice, so I drafted a small table (calling it a
combat matrix is a bit much) and we started rolling battles between his team of
dinosaurs and mine. Later I added some tactical choices - like choosing to get
an extra attack with the risk of suffering damage - and also a common enemy: I
placed a Bowser (from Super Mario Bros.) in the middle of the battlefield.
Every attack roll had a chance of “triggering” Bowser to attack you, so you had
to decide before rolling if it was worth to attack first Bowser then go for
your enemy (at the time my daughter was also playing with her stuffed animals
team, so choosing the right target was important, and alliances also occurred).
It was a lot of fun (definitely not a RPG) but I’m tempted to try something
more complex.
I found this online and love it. Still hope my daughter will enjoy it in a few months ;-) |