Spicing Up The Battlemat: Forests

In the first RPG-related post I made on this blog, I wrote about the importance of adding variety to any battlefield. Even as I posted it, however, I knew it wasn’t enough. The topic is not only rich with detail to be discussed and dissected, but it is essential. Combat is one of the most exciting elements in an RPG, and for D&D/Pathfinder in particular, it plays a central role. Skimping on the options available to our players in combat is not a good idea, and environments provide a great deal of those options.

I think the best way to approach this subject is environment-by-environment. I’ll be starting with one of my all-time favorite environments: forests. These are nothing if not filled with diverse forms of plant life and other obstacles to make combat more interesting. I spent most of the evening making a random chart for my own use, which anyone is, of course, free to use. And below, I’ll discuss each of the elements more in depth, giving some of my own thoughts on how a player might use the items presented to his or her advantage.

Meadows are large grassy areas which can sometimes be found in or around forests. They normally form around water, and are often filled with flowers and bees. If nothing else, a battle here is dramatic, with violence being juxtaposed with flowers. And, for those less interested in poetry, there’s always drowning your opponent in the nearby water source.

Clearings Similar to a meadow, but smaller. Often the result of an old forest fire which opened up an area which the forest has not yet fully reclaimed. More typical forest elements will be present here than in a meadow, and after enough fights amidst trees, the lack of them can seem like a good change up.

Sparse,Medium, & Dense Trees These gradations of tree size and frequency allow for different tactics. While even sparse trees might force a bullrushing fighter to change his tactics, a rogue with intent to hit-and-run through an entire combat will only become more effective the denser the trees become.

Exposed Roots Everyone whose ever gone walking in the woods has tripped over exposed roots now and again. A trip hazard like that could be a detriment–or a boon–in combat.

Fallen Logs Nature’s handy half-wall, ready to protect a diving character from the evil wizard’s Cone of Cold.

Fresh Fallen Tree Nature’s handy half-wall, still covered with protruding branches to make getting over it more difficult.

Low Hanging Branches My ladyfriend informs me that trees with low hanging branches are more rare than I had originally thought. However, as I understand it, they do exist. And aside from making climbing easier, there’s always the opportunity to take some inspiration from slapstick comedy and bend a branch back so it can spring back into position and potentially deal bludgeoning damage to a foe.

Hollow Trees I suppose that once a tree is hollow it’s normally more of a stump than a tree. However, they still make excellent hiding places from which to launch an ambush mid-combat.

Stumps Instant higher ground!

Stream/Pond/Spring Small bodies of water offer a number of tactical choices. Not only can you potentially drown a foe in them (handy for getting rid of spellcasters with low strength, who could turn you into a toad if you let them speak) but if you can cross them more quickly than your opponent, you force them to put themselves at a temporary disadvantage whilst they cross it.

Waterfall Like the meadow, this is great for drama. However, for characters with excellent balance, it also provides them with slippery rocks to fight on. If this lures less-graceful foes onto the treacherous footing, the more well balanced character gains a significant advantage.

Dry Creek Bed This provides an excellent means of stealth for players with a surprise round. Just drop into the creek bed, move along it until you’re positioned favorably compared to your foes, then pop up and strike! Just be sure you’re stealthy enough that you don’t end up fighting from the low ground.

Gradual/Steep Slope While the Pathfinder core rulebook does not list slopes as potential forest elements, every environment has some variations in elevation. Slopes are the most basic element in creating a tactics-rich environment, and should not be neglected.

Boulder/Rock Formation In addition to providing the same benefits as any high ground, some special circumstances may even allow for a powerful barbarian or fighter to move the mighty boulder, dropping it off a cliff or down a hill onto his or her foes.

Ditch/Cliff With a potential depth of 2d6 feet, knocking a foe into a ditch or off of a cliff may deal worthwhile falling damage.

Thorn Bush There are so many uses for the thorn bush. Not only is there the potential to deal damage to unarmored foes, but a particularly tangled bush might require an escape artist check to get away from.

English Ivy This prolific and fast-growing ivy wraps itself around everything, especially trees. And can grow strong enough to provide hand and footholds for climbing.

Irritating Plant While not likely to turn the tide of battle, it felt wrong to ignore the potential amusements offered by poison ivy, oak, or any other poisonous plants.

Wasp nest / Ant Hill While I avoided including animals in this chart, insect nests are too common to leave out. The benefits of using these against your enemies, and the dangers of not being mindful of them, should be obvious.

Once again, if you’re interested, check out the PDF I made, detailing a method to randomly generate forest elements for your battlefield. While it is functional and, I believe, very useful; it could certainly use improvement. I’ll take any criticism into consideration.

Pathfinder Homebrew: Unusual Spell Materials

Material components for spells are glossed over in the modern Dungeons and Dragons / Pathfinder collective. There are untold hundreds, or thousands, of spells, numerous classes with access to those spells, and all around no room for a complicated system which forces a caster to keep track of how much Bat Guano they’ve got on them. All things considered, I think the current system is adequate. For most spells with material components, those components can be found in the nondescript “component pouch.” Those few spells with more costly components, which need to be purchased and tracked, are generally not those which a caster will find themselves casting very often. It’s not perfect, but it works.

However,

relegating material components to baubles picked up in any town robs us, GMs and Players alike, of a rich element in fantasy storytelling. So many classic tales of adventure revolve around recovering a rare item required for a wizard’s spell. A spell which is, perhaps, the only thing which can wake the sleeping prince, or the best hope of finding the lair of the evil warmistress. Even when spell components are not the in the spotlight, it’s almost a requirement for any story which features a wizard to include a list of strange and arcane items. Usually this list is recited whilst the wizard’s apprentice runs about the laboratory, madly gathering “Eye of Newt” and “Wing of Bat.”

Now, as mentioned above, I think the current system is adequate. There may be a better one, but I’m not concerned with finding it. What I do propose is a system which will allow material components to play a serious role in a game. One which will serve as a compromise between keeping track of each zombie knuckle, or squid tentacle; and throwing everything into a generic “Component Pouch.” What if there were special material components which were not required to cast a spell, but could be added to a spell to enhance its effects. Like tossing a tablespoon of dill seed in the marinara sauce.

I’ll demonstrate with an example from an upcoming game of mine. My players recently helped a town which was ravaged by fire. Turns out the eons-old red dragon king, Kolgoth’Ronnomaktar, has taken to flying around and breathing swathes of flame across the land in his old age. To prevent the same from happening again, the villages request that the party ask a kindly–but eccentric–old wizard to ward their village against fire. After a series of tests, the Wizard will happily comply, however, Kolgoth’Ronnomaktar’s fire is particularly powerful, and normal wards are insufficient. In order to cast the necessary spell, the players will need to gather a branch from a tree which was struck by lightning, but did not catch fire.

This is a very specific example, but I think it shows how powerful and flavorful this element of fantasy has the potential to be. Below, I’ve compiled a list of unusual components and the effects which they might have when added to a spell. This list can be expanded to the limits of your imagination. However, the most important thing to remember is that none of these components should be easy to obtain. If a wizard can just drop into town and buy a bag of celestial’s wing feathers, then all we’re doing is buffing an already overpowered group of classes.

Ideally, casters either:

1) Embark on quests to gather these components for a specific purpose.
2) Receive them as treasure.
3) Harvest them when they happen to cross paths with the source during an adventure.


Items with which to enhance spells


[Color] Dragon’s Tooth: Adds one damage dice to any damaging spell which uses the damage type of the Dragon’s Breath weapon, and adds +1 to the saving throw or attack roll.

Example: Ezren is low on spells and needs to boost his Acid Splash to make it count. Since the spell does acid damage, Ezren uses the Black Dragon’s Tooth he’s been saving. He receives a +1 on the ranged touch attack required to deal damage with the spell, and since the spell deals 1d3 damage normally, it now deals 2d3 damage.

Example: The next day, Ezren is the last of his party standing and needs to clear a room filled with ghasts in a hurry. He decides it’s time to use the Red Dragon’s Tooth he found in a chest yesterday. Normally, his Fireball spell has a saving throw of DC: 18 and deals 7d6 damage. By consuming the red dragon’s tooth, the spell has a save DC of 19, and deals 8d6 damage.

Handful of [Color] Dragon’s Scales: Doubles the effectiveness of protection spells against the damage type of the Dragon’s breath weapon.

Celestial Blood: Adds the [Evil] descriptor to any spell. Doubles the effectiveness of any offensive spell against good aligned creatures.

Demon Blood: Adds the [Chaos] and [Evil] descriptors to a spell. Doubles the effectiveness of a spell against Lawful or Good creatures. These bonuses stack.

Devil Blood: Adds the [Lawful] and [Evil] descriptors to a spell. Doubles the effectiveness of a spell against Chaotic or Good creatures. These bonuses stack.

Lock of hair from a King/Queen: Enchantment spells cast as two caster levels higher.

Shed Angel Feather: Adds the [Good] descriptor to any spell. Doubles the effectiveness of any offensive spell against evil aligned creatures.

Treant Branch: Allows a caster who has prepared “Summon Nature’s Ally” to cast one level of the spell higher. This does not require a higher spell slot.

Vampire’s Fang: Necromancy spells cast as two caster levels higher.


Balance could be improved on these. I have to admit I’m a little conflicted about whether I want to beef up the power on some of the low powered ones to make them more worth the time it would take to acquire them, or if I want to nerf the power down on some of the higher powered ones because casters are already overpowered.

Still, I think the above examples make the point.

Pathfinder House Rule: Ability Penalty Flaws

Just as I knew I would, I forgot an entry into my current list of house rules. Truthfully, I probably missed even more, but this is the only one I came across whilst perusing a recently filled notebook. It comes from the superb Blog of Holding, which I love, and read every day despite their focus on a system I don’t play. The outline of the system is detailed on a post from July 20th. You’ll notice, however, that my version detailed below is significantly different. Brilliant as Paul’s idea is, the flaws listed seem at best goofy, and at worst unbalanced.

In most systems, flaws are used as a kind of reverse-feat. The player agrees to allow his or her character to suffer from some frailty, and in exchange, they earn a benefit of some kind. On the surface it seems like an awesome idea, and I recall being very excited about it when I first read about them. As I’ve gained experience, however, I’ve come to the conclusion that it’s impossible (or at least very difficult) to implement such a system without inadvertently creating unbalanced characters.

This begs the question: why should flaws come with buffs to characters at all? You and I have flaws, and those don’t come with benefits. I’m overweight and dropped out of college due to financial problems. That doesn’t mean I got to pick “hilariously funny,” “devilishly charming,” and “god damned brilliant” to make up for being fat, uneducated, and poor. I have those positive traits despite my failings.

Using the rule below, flaws have no upside. And, since only the most hardcore role player would take such a flaw, flaws are also mandatory under certain circumstances. Please note that none of these flaws are overly harmful to a character. These flaws merely enhance a per-existing lack of ability in small, flavorful ways.

Without further ado:

Pathfinder Flaws System

If a character has a score of 9 or lower for any of their 6 base ability scores, they must select a flaw from the list below related to that ability score. For each ability modifier lower than -1, the character must have an additional flaw related to that ability score. For example, a character with a Charisma modifier of -1 must take one Charisma flaw, a character with a Charisma modifier of -2 must take two Charisma flaws, et cetera.

If any of the ability scores with associated flaws are ever permanently increased, then flaws may be removed at the same rate as modifier penalties are removed. If the ability score modifier reaches 0, all flaws associated with that ability score are removed.


Strength


Puny: You are treated as though you are one size category smaller than your racial norm with regards to weapon proficiencies.

Weak Grip: Any time you miss with a melee attack your opponent may make attempt a disarm combat maneuver as a free action.

Bad Swimmer: You cannot succeed on any swim check with a DC higher than 10.

Bad Climber: You cannot succeed on any climb check with a DC higher than 10.

Insufficient Block: If you use a shield, you only gain half of its AC bonus. If your game utilizes the “Shields Will Be Sundered” rule, you may not take advantage of it.


Dexterity


Slow Starter: You cannot win an initiative roll. If your roll is ever highest, you move to second place in the initiative order.

Butterfingers: Upon rolling a natural one in combat, you drop your weapon.

Two Left Feet: When moving over difficult terrain, or trying to move over an obstacle, the character must make a Reflex save (DC: 13) or fall prone.

Pushover: Upon being struck by a critical hit, you fall prone.

Awkward Fall: Add +1 to the falling damage for every 10 feet you fall.


Constitution


Medicine Dependent: You require a daily dose of medication to avoid the fatigued condition. After two days you gain the exhausted condition.

Slow: You can run at a maximum of twice your normal move speed, rather than four times your normal move speed.

Cheap Drunk: Even a slight amount of alcohol, as much as half a cup of weak brew, leaves you impaired. You take a -4 to all Dexterity checks & Wisdom checks until you’ve rested for 8 hours.

Weak Frame: If you wear any armor in excess of 40lb, you are treated as encumbered.


Intelligence


Illiterate: You cannot read or write.

Ignorant: You cannot succeed on any Knowledge check with a DC higher than 10.

Inexpressive: You take a -2 on any check which requires you to express yourself to another. This includes Diplomacy checks, Bluff checks, Perform checks, or any abilities or spells which require a subject to understand the character.

Bad Eye for Value: You always pay 10% more than market value when buying items from merchants. You always sell for 10% less than market value.


Wisdom


Tempted: Select a temptation from the list below. Whenever presented with your temptation, you must make a will save (DC: 10 + Your Character Level) or indulge in that temptation. This flaw can be selected more than once, its effects do not stack. Each time it is taken, select a different temptation. List of temptations: Alcohol, Food, Sex, Drugs

Overly Honorable: You cannot make bluff checks.

City Slicker: You cannot succeed on any survival check with a DC higher than 10.

Day Dreamer: You cannot succeed on any reactive perception check with a DC higher than 10.

Spendthrift: For every day your character spends in a town or city, he or she loses 1d10/level gold on purchases of food, drink, and baubles.

Gullible: You cannot succeed on any sense motive check with a DC higher than 10.


Charisma


Rude: You’re unable to bite your tongue. You cannot succeed on any diplomacy check with a DC higher than 10.

Meek: You’re unable to assert yourself. You cannot succeed on any intimidate check with a DC higher than 10.

Magically Inept: Any successful Use Magic Device check has a 25% chance to misfire, causing the target to be determined randomly. If the target is self, the spell merely fizzles.

Bad With Animals: Animals which encounter you are unusually aggressive towards you. Those which would normally be friendly are unfriendly. Those which would normally be unfriendly may attack you.


One of the best things about this house rule is that it is nearly endlessly extendable. The flaws are both simple, and entertaining to come up with. As much as I like it, however, it really isn’t for everyone. Players will almost always be resistant to something which reduces their effectiveness. As always, the best policy is to work out what works best for your group, as a group.

Pathfinder House Rules

For a long while, I have wanted to document all the House Rules which I like enough to make use of in my games. I’ve always been somewhat bad at codifying House Rules. Many of them come and go, their effect on the game only occurring when I remember to implement them, or when they seem appropriate. In some cases, I haven’t even figured out a good way to get the rule down on paper, simply allowing certain actions sometimes, and disallowing them at other times, all by GM fiat. All of the players spread throughout the games I GM are very understanding, laid back folk, so it hasn’t become an issue. However, I know only too well that my failure to solidify what is and what is not in the rules has a potential to come back to bite me in the future.

And so this page has been born. Below are all the House Rules which I include in my games. If, in the future, I add or remove any rules, I will make a new post describing the rule (or why I felt it no longer had a place in my game) and I will update this post to reflect the new ‘House List.’

Let me say right off that I do not have sources for most of these rules. Many of them were penned by far more inventive GMs than myself. However, due to acquiring them from my brother fa/tg/uys or from some other un-citable source, most will not have sources. If anybody would like to make a correction, please leave a comment, and I’ll make sure credit is given where it is due.

Natural 20 Crits: Any roll of a natural 20 on an attack roll is an automatic critical hit. Any other rolls within critical range must still be confirmed normally.

Skill Check Critical Success/Failure: When rolling skill checks, a natural 20 is treated as a roll of 25 (20 + 5), while a natural 1 is treated as a roll of -4 (1 – 5). Add skill ranks and other modifiers normally.

Shields Shall Be Splintered: Anytime a character who wields a shield takes physical damage, they can opt to sacrifice their shield to avoid taking that damage. Masterwork or Magical shields can block a number of blows per day equal to the shield’s equivalent numerical bonus (+1 to +10) without sundering. If the shield is used to avoid damage a number of times in excess of it’s equivalent numerical bonus, it is destroyed. Magical shields can also be used to automatically save against damaging spells. Treat this as two blows against the shield. Magical shields regenerate this damage whenever the character rests for 8 hours. Shields otherwise act normally.

Shields Shall Be Splintered was originally put forth by Trollsmyth.

Diluting Bad HP Rolls: At each level, players roll their character’s total HD, and add their Constitution modifier * their character level to it. If the resulting number is higher than the character’s current max HP, then it becomes that character’s new max HP. If it is lower, then the character retains their current max HP. Here are two examples:

Valeros the Fighter is level 5. He has a constitution modifier of +3, and a max HP of 40. After killing some Skeletons, Valeros has gained enough XP to reach level 6. Normally, he would roll 1D10 + 3, and add that number to his HP. Using this House Rule, though, he instead rolls [6d10 + (3 * 6)]. He rolls exceptionally well, getting a result of 70! Valeros Max HP is now 70, up from 40 in one level.

Valeros continues to adventure, and eventually gains enough XP to reach level 7. He rolls [7d10 + (3 * 7)] for his new max HP. Unfortunately, his rolls are not so good this time, and he only gets a total of 64. Since this is lower than his previous roll of 70, his max HP does not change.

This list will change a great deal over time, I imagine. Particularly as I am sure I’m forgetting one or two that I normally employ in my games.

To Battle!

The Battle of Bosworth by Graham Turner

Even after years of running D&D games of all shapes and sizes, I still run a dud from time to time. One such time was just a couple weeks ago, when I thought it would be great fun to give my players two days to direct some settlers in the construction of a town, which would then be attacked by Zombies. While I stand by the idea as a solid one, it played out poorly. Granted, most of the difficulty came from the fact that the game was played online, I think. But aside from that, I’m starting to find that I’m simply not very good at running combat encounters.

Given how central combat is to the Dungeons and Dragons & Pathfinder games, being bad at running it has made things difficult for me throughout my DMing career. In the last few days, as I’ve been reflecting on this fact, I’ve started to see that almost every combat I’ve ever run has taken place on an open field at noon on a Summer’s day. In light of that, I’ve made a concerted effort to think of things I could do which would make battle more entertaining for my players.

Without a doubt, the most important thing conclusion I’ve come to is that I need to make a concerted effort to make my environments more detailed and interesting. There’s almost never a reason for combat to take place in an environment which doesn’t provide some kind of interesting tactical options to the player. Even in the most plain environments imaginable (for example, a desert) there are things the GM should be aware of (such as the poor footing offered by sand, or the fact that visibility is limited due to the rise and fall of sand dunes.)

And really, how often is a desert, or a plane, or any other near-featureless environment going to be part of a game?

In a forest there should be trees for players to climb, or bash foes into. Now and again there should be cliffs or other falling hazards for players to beware of, and use to their advantage. In a city there could be anything from an entrance to a sewer to drop down into, to a criss-crossing web of clothes lines to climb up.

And if static parts of an environment can make things more interesting, certainly living elements can have the same effect. In the wilds, combat may take place in some beast’s hunting grounds, or even in a cave which a dire bear is about to return to. And while a noncombatant character is most likely going to try to stay out of the way of a dangerous wizard’s dual, when there are 100 onlookers gathering around the back-and-forth casting, there’s a good chance one of them will throw a rock at the caster they would prefer to see lose.

And speaking of thrown rocks, there are a multitude of situations where improvised weapons would be appropriate and flavorful. Not every hoodlum in a bar is wearing a short sword. Or hells, there could easily be cities with bans on weapons. The players could be forced to grab broken bottles themselves when faced with sword-wielding thieves. Or, away from civilization, one of the goblins they’re fighting might withdraw, only to appear on the ledge above 3 or 4 rounds later, pushing desperately on a large boulder.

Even if the players are fighting folks who do have weapons, they don’t always need to have them in hand. Giving the players a round to make use of the element of surprise while 30 goblin warriors all scramble for the weapons racks would allow the players to really feel like taking the enemy by surprise meant more than getting one standard or move action at the beginning of combat.

Weather and seasonal elements have also been severely underutilized in my games–and not just in combat. Snow leaves tracks and makes it difficult to move, while piles of leaves in the fall could hide traps to make up for the fact that the branches are too bare to hide stalking enemies. Torrents of wind and falling rain can disrupt spell casting, and darkness can offer partial concealment against ranged attacks.

I’d be interested to hear from anybody else who has ideas on what kind of extra environmental options GMs can make use of.