Deities Defined

After 100+ posts, it’s a little hard to remember what I’ve revealed about myself and what I haven’t. So I’m not sure if I mentioned this before, but I majored in philosophy in college. Cue all the “blah blah, useless degree, blah blah, enjoy delivering pizzas” nonsense. During my study of philosophy, I often tried to suss out what precisely philosophers do. Which isn’t to say I didn’t know, insofar as an undergrad ever knows anything about their field. But I didn’t have a definition on hand, no sentence-or-two which summed up the task which I was planning to dedicate my life to. I did have a joke answer; “We take things which are simple, make them sound complicated, then con universities into giving us tenure for it.” I’ve found that most people in “useless” majors come up with jokes like that as a means of fending off dickheads who like to question the life decisions of people they don’t know.

I don’t know that the answer I eventually came to would be satisfactory to other philosophers–if I can even call myself that, being a dropout. To me, philosophy is the application logic as a means of attempting to learn the rules of, and to define, that which is considered undefinable, and beyond logical governance. (Kinda recursive if you think about it). Such illogical, undefinable things might include ethics, the fundamental answer to ‘why,’ or even conceptualizations of divinity. And thus do we come to tonight’s subject matter.

Truth be told, I don’t think I’ll ever go back to the study of philosophy as a primary pursuit in my life. But that desire to define is still strong for me. So what if I’ve given up the quest to define the concept of divinity? I’m an atheist anyway! And it’s way more fun to codify divinity within Pathfinder. I actually started this project many years ago. Shortly after I got the D&D 3.0 supplement “Deities and Demigods,” I became fascinated with the concept of “divine ranks.” I can’t imagine myself letting my players be gods, even demigods. I doubt I would ever encourage them to fight a god, either. But I still like the idea of codifying what gods are and how much power they have. If, for no other reason, than because it places limits on what gods can do for their followers. So after a friend on Twitter reminded me that I had started this project years ago, it occurred to me that finishing it would make an excellent post!

Logos
The only truly almighty being, Logos is omniscient, omnipresent, and omnipotent. The power of the Logos is so far beyond understanding that even the mightiest of gods are powerless before it. However, Logos is also non-sentient. It is a vague force which controls the universe according to a logic which no one can possibly comprehend. Perhaps the simplest way to explain Logos is that if the laws of thermodynamics, motion, and conservation of mass are the laws of physics, then Logos is the laws of metaphysics. It is said that the multiverse itself is the mind of logos, and that every event, every insect, every human, dwarf, elf, or god, are all simply the machinations of the Logos’ mind. But this is widely viewed as conjecture.

Knowledge of Logos is reserved largely for those powerful enough to see its subtle workings, which leaves very few besides the gods themselves. Only once has a mortal creature learned anything of Logos. A wizard, whose name and race have long been lost, once learned a single word in the ineffable language of the Logos. The wizard spoke the word, and was so completely obliterated that his soul ceased to exist, and even those who had known him forgot him completely. And through his erasure, the Illumian people were created.

Divine Power
Deific power is gauged by “Divine Ranks.” These ranks define a deities power in a manner similar to a character’s levels, but are functionally quite different. It is a closely guarded secret of the gods that their power is drawn from their mortal worshipers. The greater the number of worshipers, and the greater the power of those worshipers, the greater the god’s own power will be. And while the numbers of mortals are ever-growing, adding more and more potential power for the deities to absorb, the pool of available power between all of the gods is functionally finite. Often, in order for one god to increase their divine rank, another god must lose their own. One might think that a god could simply create more and more worlds, and fill them with worshipers. And, indeed, a god called Hewavaj’Hove did precisely that once. For one brief moment He reigned supreme amongst the gods. Then he was completely obliterated in a fashion which the other gods describe as “painful in a way only a god could experience.” The gods have determined that it is Logos who destroyed their momentary overlord, but have not yet determined which crime was deemed worthy of such a horrible execution.

All gods of divine rank 1 or higher have the following abilities and attributes, both in their primary form, and when represented through avatars:

  • Has access to all clerical spells which would normally be available to that deities’ alignment/domains as at-will powers.
  • Can control weather, landscape, and other physical phenomena within 100 miles of current location for each divine rank. (10 miles/divine rank when represented through an avatar.)
  • Ability to appear in whatever form the deity desires, or to create avatars in whatever form desired.
  • Immortal.
  • Unable to be harmed, save by items which are extremely powerful. Save for a god’s own weapons, anything which could harm a god is likely unique to the god, and a carefully guarded secret.
  • A deity is completely immune to any form of Transmutation, Energy Drain, Ability Drain, Ability Damage, or Mind-Affecting Effect.
  • A deity may, at any time, be aware of everything (including thoughts) which exists within 1 mile of any of its worshipers, holy sites, or other objects or locations sacred to that deity. A deity may also attempt to block the senses of another deity within this range. More information on deity conflict below.
  • Any deity may create a demi-plane. These planes are typically rather small, and can serve as private retreats for the deity.
  • A deity may travel the multiverse as easily as a mortal might walk to the shop down the street.

Any additional power is determined by the divine rank of the god in question.

The divine ranks, as presented here, are infinitely scalable. Each element progresses in a predictable pattern (A deity gains a minor portfolio every rank, gains a domain every two ranks, and so forth.) For my purposes, a maximum divine rank of 10 is plenty.

Divine Details
On the chart above I list five types of powers which progressively grow more powerful as a deity gains divine rank. Domains, Major & Minor Portfolios, Absolute Portfolios, and Avatars.

Domains Any D&D or Pathfinder player should already be aware of what a Domain is, and how it works. When a cleric selects their deity, they choose two of that deity’s domains. These domains represent core values, and sources of power for the deity and their followers. Depending on which domains are chosen, clerics gain access to different spells, and may focus on different aspects of their deity’s teachings. Note that deities below rank two have no domains. This is because they do not yet have sufficient divine rank to grant spells to their followers. They may still have clerics devoted to them, but these clerics draw their power from other sources.

Major & Minor Portfolios A deity’s portfolio is what they are the god “of.” For example, my favorite god, Vecna, might have in his portfolio; Knowledge, Secrets, Magic, and Undeath. Any special powers Vecna has would be derived from these portfolios, and he would certainly have a certain amount of control over items in his portfolio. The difference between Major & Minor portfolios is one of scope, rather than power. (In fact, perhaps “Narrow & Broad” would be better, but we’ll stick with what I have in the image above for now).

A major portfolio is something broad. For example, “Magic,” “Insects,” or “Knowledge.” Whilst a minor portfolio is something more specific, like “Transmutation,” “Beetles,” or “Secrets.” The line which separates major and minor portfolio items can be vague. However, without listing ever possible portfolio item, it must be left to good judgement to determine whether a portfolio item is major, or minor.

Major and minor portfolios may conflict with each other, if the minor portfolio fits within the major portfolio. For example, if a god of magic attempts to exercise their power over transmutation spells, a god of transmutation spells may resist the god of magic with a +2 bonus to their deity check. Likewise, if the god of magic is attempting to affect a conjuration spell, the god of transmutation may still attempt to resist the will of the god of magic, but takes a -4 penalty on their deity check. More information on deity checks is below.

Absolute Portfolio Drawn from the same lists as minor portfolios, an absolute portfolio is a realm over which a deity is considered to have absolute dominion. A deity with secrets in its Absolute Portfolio may have greater control over that realm than a deity who has secrets as a minor portfolio. For example, while a “Secrets: Minor” god may be able to learn any secret which they desire, a “Secrets: Absolute” god might already know every secret, even to the point of learning of new secrets as they are created.

Minor and Major portfolios may still conflict with Absolute portfolios. However, an Absolute portfolio is treated as having a +20 to its deity check, along with any bonuses or penalties a minor portfolio would receive in a given situation, as described above. If, perchance, two Absolute portfolios ever come into conflict, then the loser of the check has their Absolute portfolio permanently transformed into a minor portfolio. A “Supreme” portfolio may exist, which would be similar to an Absolute portfolio, but would apply to Major portfolios rather than minor ones. However, this is a level of power which I don’t want within my games.

Avatars Being within the presence of a god, even a minor one, would be enough to drive lesser mortals mad. Besides–gods do not leave their realms lightly. To remedy these problems, gods may create an avatar. Avatars are small fragments of a god, which operate completely independently. Given the tremendous willpower of a god, they may give their full attention to all of their avatars simultaneously, without suffering from any distraction or deterioration of abilities. In this way, gods may be in two or more places at once.

Special Aside from the powers listed on the chart above, which grow more powerful as a god gains more and more divine ranks, there are a number of powers which gods attain as they rise through the ranks. Once a power is attained, the god retains the ability to use this power for as long as they remain at or above the divine rank at which the power is acquired. These powers do not become greater as deity gains more divine ranks.

  • Any deity of Divine Rank 2 or greater can create any type of creature they desire, but these creatures cannot breed, or be replicated in any quantity sufficient to begin a new species. Such creatures are sustained by the deity, and will be destroyed if the deity loses their divine ranking.
  • Any deity of Divine Rank 4 or greater can create new species of animals, or other unintelligent creatures. These creatures will continue to exist even if the deity is destroyed.
  • Any deity of Divine Rank 6 or greater can create any type of new creature species they desire. These creatures will continue to exist even if the deity is destroyed.
  • Any deity of Divine Rank 8 or greater can create new worlds, or layers to an existing plane.
  • Any deity of Divine Rank 10 or greater may create new major planes.

Divine Conflict When deities engage in a battle for divine control, a deity check is used to determine the outcome. This is a very simple check: 1D20 + Divine Rank. Note that a deity check is not used any time deities combat one another, but only when two deities attempt to use their same divine powers affect the same thing in different ways. If, for example, one deity wanted it to rain on the city of Niston, and one wanted the city of Niston to enjoy a bright sunny day, the two deities would make a deity check to determine what kind of weather Niston will see that day.

Divine Rank 0
Divine Rank 0 is special. A new deity typically starts at Divine Rank 1, as a demi-god. Rank 0 is reserved for those gods who have failed to retain enough followers to maintain their divinity. A god at 0 has been forgotten. Perhaps their followers were slaughtered, perhaps the god was simply lazy and did not bother to answer any prayers. A few faithful may remain, but even mortals are sometimes worshiped by a paltry few thousand. That does not make them gods.

An entity at divine rank 0 is in danger of losing their place among the gods forever. They are reduced To but a handful of divine abilities. They cannot be harmed, maintain their immunities, can travel the multiverse, and are able to cast divine spells matching their alignment as a 20th level cleric would. The entity is given one thousand years to regain enough followers to become a Demi-God. If they fail to complete this task, the entity fades away forever.

What precisely happens to these forgotten gods is not known. Given that they are forgotten, documentation on their activities is understandably lacking. A few gods claim that their most powerful angels were once forgotten gods. Some adventurers have discovered intelligent items which have claimed to be the remnants of a forgotten god. And then, of course, there is the rare individual who shouts at his fellow tavern patrons “I was a god once, you know!”

Of course, this might simply be cases of bragging gods, self-important intelligent items, and crazy drunks. There is no way to be certain.

NPC Reactions

Fair warning: the job that pays for my rent has been exhausting lately. I fell asleep immediately after coming home last night, and didn’t wake up until morning. I had a rough outline of this post prepared already, but don’t have as much time as I’d planned on to actually put it together.

Non-player characters pose a real challenge for me, as a game master. Much as I pride myself on improvisation as a general skill, I am not at all satisfied with my ability to conjure up interesting NPCs on the spot. Over the years I’ve found that I default to a handful of naming conventions (Um…it’ll start with a P…”Hello traveler! My name is…Pyort!” *Players all crack up*) and that all my voices, personalities, etcetera start to sound suspiciously similar over time. An entire world full of Pyorts is not a good idea, let me tell you.

To try to remedy this failing of mine, I’ve tried coming up with a number of tools. I once spent a good six months working on a PHP script which would randomly generate a bunch of “seed” information for an NPC. The idea was that you could hit a button, and be given a race, class, personality type, mood, name, etc. All of which were suited to my campaign setting. The whole project had the added bonus of helping me hone my sloppy PHP skills. Unfortunately I had to move just as the project was gaining momentum, so it’s been on the back burner for going on three years now.

The project may have been overly ambitious in the first place anyway. These days I’m convinced that there must be a simpler, more elegant way to make NPCs distinct from one another. One which doesn’t require that I have a laptop behind the GM screen. There are, after all, a number of identifiable things which modify a person’s attitude and behavior. Cultural traits, for example. There have been some interesting studies about how culture modifies a person’s behavior, even within the united states. For example, as a statistical average, people in the south are more likely to be polite, but they’re also more likely to become violent if they feel they’ve been insulted or marginalized. Whereas my experience in the pacific northwest for 24 years has led me to expect that people are largely passive aggressive about their feelings. That’s a pretty big difference, and it’s the same species within the same country. Imagine a world like Pathfinder’s where there are literally different races. (In fact I did look at that question just recently.)

Over the last few days, however, I’ve been thinking much more about what makes people act the way they do in my own life. If I go outside and talk to my neighbors, or to my girlfriend, or to my coworkers, or to my friends, what will affect the way they act towards me? We’re all the same species, and we all live in the same area, so ostensibly we would have the same basic rules about social interaction. Yet even day to day a given person can change the way they act. So what’s going on, and how can it help me make a better NPC? The way people act around one another is heavily influenced by their mood, their reaction to your mood and appearance, and a myriad of other tiny details which could be placed on a simple random chart for quick NPC generation.

  • Just received good/bad news/experience This can be small news, like receiving a discount on an item at the shop, or stubbing one’s toe. Or it can be bigger things, such as when a merchant arranges a deal which will ensure long-term profits for them, or when a farmer learns that his neighbors farm has been ravaged by locusts and fears he may be next. People are more likely to be helpful and friendly when they’ve received good fortune, and more likely to be unhelpful and dour when they’ve received bad. And, of course, the level to which their mood affects them is proportional to how good or how bad the news is.
  • Looking forward to something with anxiety/excitement Anxiety and Excitement can manifest themselves very similarly to having just received good or bad news, but in either case a person is likely to be preoccupied with something which is going to happen soon, and may not have as much time for strangers.
  • First impression of you is good/bad People have many standards by which they judge a person. The aristocracy, or other contributing members of society, might find you dirty and unpleasant due to your adventuring lifestyle. However, they might also look on you as a curiosity. Someone with interesting tales to tell. Likewise a farmer might see an adventurer as a compatriot. Many adventurers are low-born folk, and they live roughly as low-born folk do. Unlike knights, adventurers are just trying to get by rather than serving a lord. But adventurers also have a nasty reputation for wooing farmer’s daughters (or sons).
  • Likes/doesn’t like members of your gender/race/class/etc The fantasy worlds that many of us play in are based on a medieval world which, in reality, was insanely prejudiced. Now, I am strongly of the opinion that in most fantasy adventure games, history should be ignored on this point. I won’t go into that here, because I could write an entire post on that topic. However, it’s perfectly legitimate for individual people (or towns or cultures) to hold a particular prejudice which makes them difficult for specific player to deal with. Wizards or Sorcerers could be viewed as untrustworthy, or as offensive to reality. Perhaps men are viewed by a particular culture to be brutish and rude. And elves, don’t get me started on those slack-jawed daffodils…
  • Generally outgoing/introverted This one seems pretty simple, really. Some people are friendly and eager to interact with new people. They’re most likely to be helpful on minor issues, though it doesn’t necessarily mean they’ll go out of their way for strangers. More introverted folks may be no less friendly, but they’re not going to be as comfortable dealing with people they’re not already familiar with.

Theoretical RPG

After the recent announcement of Dungeons and Dragons 5th edition, and the news that Wizards of the Coast is looking for fan input to help them design it, I’ve seen a lot of talk around the web. Thoughts on what people think it will be like, and thoughts on what people think it should be like. Personally I have no talent for prediction, so I won’t waste anyone’s time with my expectations. I do quite like to theorize about game mechanics, but I see no reason to restrict myself to the D&D model.

Dungeons and Dragons has been a great game in the past, and I will always love it for that. But lets be frank. Gary Gygax and Dave Arneson are dead, the company they founded defunct, and the 5th edition of D&D will be the third edition since they had any input on the game’s development. These days, Dungeons and Dragons is nothing but an IP. It is the continuation of the world’s oldest role playing game in name only.

While some small part of me likes to hope that Dungeons and Dragons 5th edition will be good, I do not believe it will be. I think it will be more to my liking than fourth edition has been. That’s only logical to conclude, since Wizards has no doubt noticed that Pathfinder has held onto more market share than D&D for two quarters straight. However, at this point I doubt we’re ever going to get away from things like healing surges, “powers,” and endlessly ascending player stats. If that’s your cup of tea, I bid you enjoy it. But I’ve no interest in pouring any for myself.

Huh, I guess I ended up making some predictions after all. Sorry about that.

So in light of everyone else on the Internet talking about their ideas for Dungeons and Dragons fifth edition, I thought I would share some of my own ideas for a future RPG. I’ve been pondering these for several months now, and they have little to do with Dungeons and Dragons. It just seems like an opportune time to write about some of them.

Two-Tiered Rule Complexity

Oldschool Dungeons and Dragons had a “basic rules / advanced rules” division, but they were two separate games. I’d like to see an RPG which allows groups to play in either a rules-heavy, or rules-light mode, without breaking gameplay when switching between the two. Because sometimes you’re looking for a deep, gourmet gaming experience, and other times you’ve only got time for a one-shot with whoever happens to be around at the time. Your players may want to spend hours fine tuning every ability on the character they’ve been playing for years, but if that character is out of commission for a session, they don’t want to waste any time at all building the throwaway character they’ll be playing until their main is available again.

Ideally, these two modes of play could even be run simultaneously. With new and inexperienced players using the light rules, and more advanced players using the more detailed rules. For example, “rules light,” players could be given a selection of classes to pick from, and that class would provide the player with all the information the player needed on what their character could do. Perhaps some minimum level of customization would be available under the light rules (such as selection of race, and the assignment of something like skill points) but the goal is that everything the player needs to know about their character can be found on 2-3 pages of the sourcebook.

Players using the heavier rules would have no class. Instead, they would build their own class by selecting various skills and abilities using a point-buy mechanic. All the skills available to rules light players would be available here, as well as a plethora of alternative options. However, it would be difficult or impossible to create a character using the heavy rules which could completely outclass a character built using the light rules. The classes available to light rules players would simply be pre-optimized characters, built using the heavy rules by the game’s designers.

Theoretically, the game could even include 3 tiers of rules. Simple, Normal, and Complex. I think that could be really fun, but even two tiers would require a lot more pages than a game with a single tier of rules. To mitigate that, the core rules would be stripped down to precisely that: the core of what an RPG requires. Character creation rules, and combat resolution. Everything else would be handled by my next idea:

Modular Rules

Every GM knows that rule 0 is always at their disposal. If they don’t like a rule, they can change it, or drop it from the game entirely. The problem with doing so is that removing a rule often causes problems elsewhere in the game. To use Pathfinder as an example, if you stop using the diplomacy skill because you prefer to have your players role play through situations that require diplomacy, then the player who put points in the skill gets screwed.

So what if non-core rules were presented as “modules,” which could be inserted into or removed from a game without penalty. For example, the game could include the encumbrance modular rule. Everything to do with encumbrance, its effects, and ways to mitigate them, would all be contained in the same place. The game would be designed to function completely with or without encumbrance. So instead of “Is this unfun enough for me to justify invoking rule 0?” the question becomes “is this fun enough to include?”

There could even be multiple modules for a single mechanic. Many games have come up with many different ways of handing encumbrance. And while the game might have a “primary” version of the encumbrance rules available in the core rulebook, alternate encumbrance rule modules could be released with supplemental books, providing groups with a handful of different mechanics to choose from.

Bell Curve Die Rolls

There’s not a lot which really needs to be said about this which wasn’t already said by one James Beach back in 2001. So I’ll spare you the lengthy recap. Simply put, die rolls should be handled in such a way that they produce a bell curve of results, rather than a linear progression of results. Personally, I like the idea of rolling 3d6 or 2d10 to resolve most problems.


I recognize that these ideas have flaws. Perhaps insurmountable flaws. For example, wouldn’t modular rules prevent classes from interacting with them, lest the GM decide not to use the rule? I’m not saying I have actual answers to these questions. These are just thoughts I’ve had rolling around in my head for awhile, and I thought I’d put them down.

Training Groups of NPCs

Over the many many years which I’ve played my Rogue/Warlock, Zalekios, he has often run into a group called the Dragon Forged. Truth be told, I don’t even recall our first encounter. I believe they tried to accost me on the road, followed by a healthy dose of torturous murder on my part. If I recall correctly, I was so annoyed with their attempt to burgle me, that I performed the closest thing to a good deed which Zalekios has ever attempted. I rooted out their evil plan to trick the nation of Alamon into going to war with their southern neighbor, Mulgran, and foiled it simply to spite them. Alamon awarded me with a rather rare artifact, and I believe I’m still considered a minor hero in that kingdom, since I never had a second adventure in that area.

The Dragon Forged have been a pebble in my shoe ever since. And as I’ve gained higher and higher levels, my dealings with them have become ever more comical. Most recently I was awakened by one of my goblins and alerted to the fact that my tower was under siege. I look out over my balcony, and what do I see but two small warbands of Dragon Forged, impotently attempting to break down my door. So I spend a few rounds lobbing Eldritch Blasts at them before I get bored, jump off the third story balcony, and attack the low-level twats in melee.

What? Zalekios has a wisdom modifier of 0. It’s ROLE PLAYING. >.>

The rabble is dispatched quickly enough, and I’m left wondering why my GM would waste time on such a pointless little skirmish. I actually made sure I kept a few of the pests alive, just so I could torture them and hopefully discover why the GM had chosen to send them against me. But first, I resolved, I would finish my night’s rest.

Yet no sooner had I laid my evil head to my evil pillow, than I was awakened yet again. I seriously considered killing the goblin this time, but Zalekios is trying to work on conserving his resources better, and I resisted. The goblin had a good reason to awaken me anyway: there was a dragon circling the tower. Thinking my GM was sending me a somewhat more deadly challenge, I rushed to the balcony, skeletal hands glowing black with eldritch might. But the dragon didn’t attack. It alighted on my balcony, and morphed into a human shape.

This dragon, as it turned out, was the dragon in ‘Dragon Forged.’ Apparently his goal all along has been to cause all the great nations on the continent to go to war with each other, and continue warring until nothing is left but ruination. Being Chaotic Evil himself, Zalekios is fond this this notion. The dragon had also noticed that, given his follower’s repeated failures, and my repeated pwning of them, that perhaps I was just the psychopath to lead him to victory. He offered me a position as his chief lieutenant, with complete command over the forces of the Dragon Forged, to the end bringing about the catastrophe we both desired.

It took me a few days, but I came up with a rather solid plan I think. It’s not only multi-layered, but has fail-safes which kick in if some element of the plan fails. Made me feel like god-damned Xanatos. The details of that plan, however, may be written about at a later date after I’ve had an opportunity to see how the plan unfolds. However, one of the elements of the plan was that I required the Dragon Forged to not suck. To that end, my GM and I worked out some simple rules for training large groups of NPCs. I’m not sure if I’ve seen rules for anything like this in any official supplements, so they may be of use to you if you are ever in need.

  • A character can train a group of NPCs in any class that character has at least 3 levels in. For example, a 4th level rogue / 2nd level fighter can train a group how to be rogues, but not how to be fighters.
  • A group of NPCs can never be trained to a class level higher than 2 levels below the current class level attained by their teacher. For example, a 10th level rogue can train a group of NPCs to be level 8 rogues, but not level 9 rogues.
  • Each level requires [2 * The Level Being Trained To] months. For example, training a group from level 6 to level 7 requires 14 months.
  • Training costs [1000 * The Level Being Trained To] gold pieces. For example, training a group from level 6 to level 7 costs 7000 gold. This cost is for training only. Items such as training equipment etc. Any cost for food and lodging of the trainees would be extra.
  • Training more than 10 people at a time adds a 2% failure rate for each additional person. For example, if you’re training 10 people, then there is no failure rate. However, if you’re training 11 people at once, then you must roll a D%. If you roll 1-2, then the training fails and the materials and time is wasted. Training 12 people at once has a 4% failure rate, training 13 has a 6% failure rate, and so on.
  • Hirelings can be used to train groups in classes which they have.
  • New Feat: “Teacher:” Characters who have this feat only need to spend half as much money when training groups of NPCs.
  • New Feat: “Improved Teacher:” Characters who have this feat reduce their failure rate for students above 10 to 1%. (11 students has a 1% failure rate, 12 students has a 2% failure rate, and so on.)

I quite like the system. At first glance, and for our game, it balances well. Each level of training comes with a cost in both time and money which keeps the system from being abused to create massive armies. Also, note that this system says nothing about loyalty. Simply that skills are imparted from one high level character, to multiple lower level characters. If the GM is feeling particularly dickish, he or she could simply have the students turn on their teacher once they have nothing more to learn.

I’m sure the system has numerous flaws, though. It was really just slapped together by the two of us chatting back and forth one evening. I’d be interested to hear anyone’s thoughts on what flaws it has, or how it could be improved.

Proto-Alpha Brainstorming for NPC Interaction Rules

On the off chance that you don’t already read -C’s awesome OSR blog, Hack & Slash, you may be interested in checking out some of his recent posts on skill deconstruction. Post by post, -C is applying his impressive analytical ability to identifying the benefits and drawbacks for each of Pathfinder’s 26 skills in turn. Recently he deconstructed two skills which have been an increasing source of anxiety for me over the years: Bluff, and Diplomacy. These two skills annoy me. Tabletop RPGs are supposed to facilitate social interaction, not just between the people playing them, but between the players, and the non player characters. Skills like diplomacy and bluff replace these entertaining and valuable interactions with dice rolling.

No matter how good or bad the argument/lie a player attempts, the most they can achieve through role play (using Pathfinder’s core rules) is a modifier of some kind to their skill roll. Certainly, it can be entertaining when a character with high bluff skills steals something right in front of a guard, then says “You didn’t see me steal anything,” and rolls a 35 on their bluff check. Truthfully, I’ve had a lot of fun with those kinds of players in the past. But it’s a somewhat less entertaining when the players approach a local regent, present maps and evidence of an incoming attack on the regent’s town, but are ignored because they rolled a diplomacy of 8. Even if good role playing & evidence gathering earned those players an unprecedented +10 bonus to their roll, they would still fall short of the DC of 20 required to affect an attitude shift from unfriendly to indifferent.

And none of that even mentions how the current structure of the diplomacy check slows games down. If a player wants to try influencing the attitude of an NPC, the GM needs to pull out the core rulebook, and find the spot in the chapter on skills with the Starting Attitude / Improvement DC chart. I suppose the chart could be memorized, but it seems silly to ask a GM to memorize a chart of arbitrary numbers. Diplomacy also harms gameplay because it turns NPC interaction (which should be part of game play) into a binary proposition based on die rolls. Either you succeed, or you fail. Either way, that NPC can’t be influenced again for another 24 hours.

And on top of all of that, the skill check is so utterly and completely broken that playing it as written in the core rulebook allows a player to rule the world by level 13.

Of course, any of these issues could be softened with house rules, or simply avoided by throwing the entire diplomacy/bluff check system away. Let the players role play with the NPCs, and let the GM decide how NPCs react based on how well the characters influenced them. This is fine, it’s why we have rule zero. It’s what I’ve been doing myself for a number of years now. But that doesn’t make Pathfinder’s broken rules on this subject okay. Just because the individual gamers can fix the problem doesn’t mean the problem doesn’t exist. That’s called the rule zero fallacy, and lets get it out of the way right now. We shouldn’t be okay with our favorite games having bad mechanics, we should want those games to improve on those mechanics. Not just for our sake, but for the sake of new players who may not understand that they have the option of throwing rules away.

NPC interactions deserve a better mechanic. Modern video games have managed to turn conversations into a mechanically relevant and interesting feature, so it should be no problem for tabletop RPGs. Such a system must be simpler to use than Pathfinder’s current chart-reference method. Yet it must also provide a conversational experience with more depth than simply rolling to determine a binary result. It should also be impossible for the system to completely break the game.

Below, I’ve pieced together a simple mock-up of where I’ve started thinking. Bear in mind that this is not intended to be a complete and functional mechanic. It is, as the title of this post suggests, only the very beginnings of the idea. My hope is that we can build a dialogue from this starting point, and eventually produce a usable system. I’ve chosen to present the initial version of this ideas as one which builds off of Pathfinder’s basic structure. I believe that, eventually, a good system for NPC interactions will need to be divorced from any existing system. However, at this early stage, I think there is value in connecting the system to a frame of reference.

Simply stated, my rule is thus:

When attempting to convince, deceive, or intimidate through conversation, the speaker uses their CHA score (not modifier) to oppose their target’s WIS score. These scores are modified somewhat by abilities, and heavily by circumstance and role playing. If these scores are relatively close at the end of the speaker’s attempt, participants roll 3d6 and add the results to their scores to determine the outcome of the attempt. Otherwise, the higher score wins. At the GM’s discretion, characters who make a particularly convincing attempt should automatically succeed, without the need for any number comparison. Succeeding will either achieve the speaker’s goal, or allow the speaker to continue attempting to achieve said goal without penalty. Each failure forces the speaker to suffer penalties during future interactions. Particularly egregious failures may result in insurmountable penalties.

I understand that some of this is confusing, and some of it is downright vague. The above is meant to be the distilled essence of the rule. It is the only part of the rule which you will actually need to remember once you understand how the system works. Those points I left vague were left so because I really have no idea what the specific numbers should be. I’m hoping that someone with a better grasp of the mathematics of game systems can offer some insight on that. For now, just to facilitate the discussion, lets say that every +5 to your diplomacy/bluff/intimidate check (not counting Cha bonus) grants a +1 when you attempt any of those tactics in a conversation. For the purposes of the dice rolling, “Relatively close” will be defined as “within 5 points.”

Example:
Henar the gnomish rogue would like to convince a guard for the city of Yedge to allow her passage into the city, even though the gates have been closed for the night. Henar’s Charisma is 10, and the Guard has a Wisdom of 16. Diplomacy is a class skill for Henar, and she also has 4 ranks in the skill, as well as the Skill Focus: Diplomacy feat. Normally this would give her a total of +10 to Diplomacy rolls. Using this system, that number is divided by five. So Henar now has an effective Charisma of 12 to compare to the Guard’s Wisdom of 16. Henar’s player speaks to the guard:

“Please, good sir! It is cold and wet out here. I am but a gnome, what harm could I do to your city and its powerful watch!?”

Henar’s player doesn’t exactly make a good argument, but the GM decides that this guard will react favorably to flattery. The GM grants Henar a +2 for the role playing, bringing her effective Charisma to 14. Since this is only 2 points away from the guard’s Wisdom of 16, the GM calls for a roll. Both parties roll 3d6. Henar rolls an 12, bringing her total up to 26. The Guard, however, rolls an 11, bringing his total up to 27. The guard “wins” the encounter, and responds:

“Rules is rules, gnome! I won’t let you in for nothing.”

Henar has failed, but the failure is not extreme. The GM decides that she will suffer a -2 penalty during the rest of the conversation. Henar decides to try again, picking up on the “won’t let you in for nothing.” cue. Remember that at this point her effective Charisma is 10 + 2 for her bonuses – 2 for her previous failure. She is again at a disadvantage of 10 to 16.

“Surely an upstanding gentleman such as yourself is due more prestigious duties than guarding a wall! You ought to be spending your evenings in leisure with your fellows. Let me ensure you have the means to truly enjoy yourself next time you are at liberty…”

With this, Henar offers a bag of 25 gold coins – a very generous bribe! The GM decides that the guard is not the type to become offended when offered a bribe, and grants Henar a +4 for this offer. Henar’s flattery has also been laid on more thickly this time, and the GM decides to grant a +4 for that as well. All told, this gives Henar an effective charisma of 18 compared to the guard’s charisma of 16. This is close enough to call for a roll, but this time, Henar wins. The guard allows her through the gate, and takes her gold.


I want to reiterate that this isn’t a finished product. It’s merely the beginnings of an idea. I can already see possible avenues of abuse, and I worry that it may be overly clunky, but it’s a place to start. Maybe the end result of this process won’t look anything like this. Regardless, I’m eager to hear any feedback. I would encourage people to use the comments on this post (rather than IMing, emailing, or twittering me) because any criticism made in private to me isn’t one which is part of the larger discussion.

Puzzling Obstructions

A Pathfinder GM has any number of time tested challenges to present his players. The most common is combat, but to focus on combat exclusively is to lose much of the flavor which makes fantasy role playing so entertaining. Bargaining with an NPC, planning a raid, exploring the wilderness, crossing a river of magma, or any one of innumerable challenges can be utilized by a skilled GM to provide players with engaging games that keep them coming back to your table for more. One of the most maligned, and most poorly implemented, types of challenge is a puzzle.

I’d like to define precisely what I do, and what I do not mean by ‘puzzle’ before proceeding further. Note that these are not common definitions, simply terms which I find useful to facilitate clarity of discussion.


An obstacle is anything which hinders a character’s progress towards a goal. A lock would be a very basic example of an obstacle.

An obstruction is a simple, or even natural, type of obstacle. Obstructions are general-purpose, and likely identical to any number of similar obstructions of the same type. Examples of obstructions would be locked doors, walls, pits, or even most traps.

A puzzle is a more elaborate form of obstacle than an obstruction. It is almost always created by an intelligent force, and is likely unique in its design. Examples of puzzles would be riddles, a door which only opens when four statues in a room are turned to face each other, or a box with no visible lid which opens only when submerged in holy water.


Puzzles are some of the most difficult obstacles to manage successfully, and should be used sparingly. In fact, a great many GMs I’ve spoken with over the years believe that puzzles should be considered verboten. And they have an excellent point! Puzzles can stop a game in its tracks. Almost by definition, puzzles have only a single answer. So instead of the players attempting to concoct their own solution (a great strength of tabletop RPGs) they’re attempting to figure out what the GM’s solution is. And if they get stuck when trying to figure that out, then the progress of the game can come to a screeching halt. And that’s when people start looking for a new GM.

But I hold that puzzles have their place. Maybe it’s it’s simply because the early Legend of Zelda games are near and dear to my heart. No dungeon, temple, or crypt seems quite complete without a puzzle. Recently I ran a game where the players faced several puzzles crafted for them as a test by a master illusionist. All of the puzzles challenged my players, without becoming game-stoppers. I’ll use those puzzles as examples.

Puzzle The First

GM says: “You enter what appears to be a small grassy field within the tower. The walls and ceiling are made of dirt, and a dirt path at the far end of the room leads down. There are [number equal to the number of characters present] horses present, docilely grazing.”

Additional Information: The horses were very friendly, and could be ridden easily. If any character attempted to walk down the dirt path, they were asked to make a reflex save. Failure meant they fell into the path as though it were water. A round later they fell out of the walls or ceiling of the room, taking one point of damage. After one player did this, the voice of the wizard filled the room with “Your feet won’t work there! You’ll need these!” and as he speaks, clovers sprout from the grassy ground.

Intended Solution: The players were supposed to ride the horses down the dirt path. If they did, they would suffer no adverse affects. The clovers were a hint about cloven feet, but if they’d strapped the clovers to their feet somehow, I would have allowed them a half-success. They would sink up to their waist, and be able to slog their way down the ramp. I also would have accepted simply jumping off the edge, down to the bottom of the ramp. Though though as it was a 20ft drop, falling damage would apply if they didn’t make a successful acrobatics check.

What they did: My players were, at first, very wary of the horses. Just outside the tower they had been dealing with a stampede of horses, and didn’t want to get thrown off another raging horse. They did attempt to walk down the ramp, and triggered the hint. Someone suggested strapping the clovers to their feet, but before anyone tried that, one of my players decided to mount a horse and go for it. It worked, so everyone followed suit. The entire puzzle took perhaps 3-5 minutes to solve.

Puzzle The Second

GM Says: “This is a small room with a stone floor. There is a line on the floor ten feet away from a door opposite where you entered. The line is painted on a single, long piece of stone, and beneath it is written in common ‘You must stand behind this line to open the door.‘”

Additional Information: The stone which the line is printed on is 12ft long, and loose. Characters can pry it up easily, and beneath it is a 15ft coil of rope. The door is on on hinges which allow it to open both in or out. Pushing on the door while between the line and the door will be next to impossible. However, the door will open easily to even small amounts of force, so long as the originator of that force is behind the line.

Intended Solution: None, really. Though I did have three expectations of how the puzzle might be solved: The 12ft long piece of stone might be used to push the door open, the rope might be tied to the door, and pulled from behind the line. Or, alternatively, the players might throw heavy objects (or even each other) at the door.

What they did: My players really surprised me with this one. Rather than doing what I expected them to do, they first tried to open the door by taking the rope they found beneath the stone, and laying it out right next to the door, then trying to push the door open. When this didn’t work, they tried the same thing, but this time they moved the stone with the line on it. Given the way I worded the rules, I decided that this should work, and allowed them to open the door. However, if I had decided that the line was somehow intangibly tied to its original spot, I think my players still would have figured the puzzle out promptly. This one was quick. Perhaps 2 minutes tops.

Puzzle The Third

GM Says: “There are 5 buckets hanging on the wall with labels on them. Each apparently has a different color of paint in it–red, blue, green, yellow, and black. Across the small room from the entrance is a plain door.

Additional Information: Behind the door is a stone wall. However, when the door is painted, opening it creates a portal based on the color used. The color/portal associations are as follows: Red opens a portal to the doorway the PC’s entered this room through, Blue successfully allows the PCs to progress to the next room, Green opens a portal to the first layer of hell, yellow causes those who pass through the portal to simply come back out of the portal again, and black opens into space looking down on the planet (a wall of force stops any air, or players, from going through the black door.) The labels describe these locations, but are written in gnomish (the language of the illusionist who created this trial). This was intended as a hint to the illusionist’s identity. He had thus far presented himself as a 9-ft tall humanoid.

Intended Solution: To paint the door blue.

What they did: My players probably struggled with this one the most. I probably should have provided better clues. Rather than paint the door, they painted the stone wall behind the door, but I decided to allow it. It took them perhaps 5 or 6 minutes to progress past here.

Puzzle The Fourth

GM says: “There are three iron doors exiting this room. High on the wall is a window made of grass. A green light filters into the room, the blades of grass creating a collage of lines and edges over every surface the light touches. In the center of the room is a large lens mounted on two axes so it can be turned in any direction. It is presently focusing a small beam of light onto the floor, warping the lines and edges created by the grass window’s light.”

Additional Information: All three doors open easily, with no trouble. This is the first puzzle the players encountered which was truly dangerous, as two of the doors led to particularly deadly traps, the natures of which are not important to the puzzle. If the characters examine the area of distorted light, they will notice that the lines & edges of the light form the word “look” in common. Directing the lens toward the doors will identify them either as “Death” or “Forward.”

Intended Solution: To go through the door which reads “Forward” when the light is directed at it.

What They Did: I must confess, my memory is somewhat fuzzy on precisely how this final puzzle played out. I do recall that they were somewhat confused by the lens at first, but they did notice that it said “look.” (I allowed them a passive perception check to notice it.) After that they made the leap to directing the lens at the doors, and found the correct way out easily. The entire process was brief, perhaps 2-4 minutes.

I view all four of these puzzles as successes. The players enjoyed themselves, and had some good discussion about what solutions they should attempt. Up until that point, these players had participated in sessions which focused on exploration and combat, so it was a good way to give them a new type of challenge. As mentioned before, setting up a good puzzle can be extremely difficult, so it’s important to proceed with caution if you’re planning to use one. While hardly exhaustive, I find these tips very useful in designing my puzzles.

  • Puzzles should almost never be required for progression through the adventure, and if they are, they should be easier than normal. You might notice that the four above puzzles were in fact required for progression, since the characters were after the illusionist for help. But neither were any of them particularly difficult to sole, and I was flexible with my solutions. If you do make solving a puzzle a necessary, then you risk the players becoming stuck. And if they get stuck, the GM is left with two options. One, the GM can give them out-of-character help, or somehow allow them to bypass the puzzle. This steals player agency, and makes players feel as though they’re being railroaded. The other option is simply to allow them to remain stuck for as long as it takes, even long after they’ve lost interest. Both responses suck the fun out of a game. Since the GM is the fun facilitator (or the funcilitator!), sucking the fun out of a game is a pretty severe failure of GMing.
  • Make sure there are clear hints to help players succeed. Looking at the puzzles above, the first one had the four leaf clovers, the second had its conditions spelled out, and the fourth had the spot of light which formed the word “look.” Only the third puzzle lacked a clear hint, and that was the puzzle which stymied the players longest.
  • Allow “half solutions” which help the players get there. If the players try something that doesn’t work, they’ll rarely attempt subtle permutations of what they’ve already tried. So if they attempt a solution which is close to the answer, but not quite, then after they fail they’re likely to try something completely different, rather than try something similar to what has already not worked. If the solution your players come up with is near the mark, give them some indication of that. If it’s a door they’re trying to open, have the door open just a crack, but no further. In the first puzzle above, I would have allowed players to have some success by putting the clovers on their feet, even though this was not the “correct” answer.
  • What is obvious to you as the designer of the puzzle will never be as obvious to the players as those challenged by the puzzle. This rule is absolute. Err on the side of caution. It’s better that your puzzles be too easy, than too hard.
  • In order to help with that previous point, confer with a third party before the game. Asking a friend who won’t be playing in the game to solve your puzzle will give you a better sense of what works and what doesn’t.

Stuff Which Never Works

I love RPGs. You probably figured that out by now, given that you’re reading the RPG blog which I update five times a week. I think they’re a fun, community-building form of entertainment, which offers nearly limitless possibilities for those who play. But for all that is good about RPGs, there are some things which simply do not work within the medium. At least I’ve never seen them work, but maybe I’m just missing something. Thus, in the interest of exploring these failings of the medium, I’ve gathered three elements of gameplay which have never been anything but a game-slowing nuisance for me. I’ll detail why it would be nice if they did work, why they don’t work, and if I can think of one, I’ll offer a possible solution.

I’d really like to encourage readers (no matter how old this post is when you read it!) to chime in on this one. What game elements have you encountered which never seem to work well? Do you have any solutions to the three outlined below which I didn’t think of? Is there a system which actually handles any of these well?

Ammunition is an easy one to start with. In the real world, any projectile weapon has a limited number of uses based on how many projectiles are available. Once you’ve fired your revolver six times, you either need to reload, or come up with a new plan. In a medieval fantasy game like Pathfinder, arrows and crossbow bolts take the place of bullets, and the threat of running out adds an exciting depth to the game. Not only does limiting a player’s ammunition force them to use it more intelligently, but it also forces players who favor ranged weapons to have a plan for how they’ll contribute to the battle once their quiver is empty. After that happens once or twice, players will start to understand the necessity of scavenging for unbroken arrows after a battle. And eventually, when the GM chooses to include a Quiver of Unending Arrows in a pile of treasure, it will become a player’s most precious possession.

But keeping track of ammunition is a pain in the ass. Amongst the player’s starting equipment, they purchase fifty or a hundred arrows. And then what? Every time they fire their bow they’re supposed to take the time to erase that number and replace it with one number lower? Players are focused on whether or not they hit what they were shooting at. If they did, then they’re concerned about damage, and if they didn’t, they’re concerned with muttering to themselves about how badly they’re rolling today. Keeping track of ammo is even more burdensome if the GM tries to handle it. GMs are the center of everyone’s attention during combat, and they need to ration their time carefully in order to keep things moving. Giving their attention to minor details like how many arrows a player has left would kill combat flow. Every group I’ve been in has just house ruled it so that once you purchase arrows once, you have a full quiver for life.

Truthfully, I haven’t thought of a good solution to this one yet. I did consider making ranged weapons usable only a certain number of times per combat / certain number of times per day, but that’s just lazy game design. Fortunately, Telecanter of Receding Rules came up with a solid alternative called simple ammunition tracking. Rather than reduce the total amount of ammo by one each time it is used, players using projectile weapons each get a stack of poker chips. After each encounter during which the projectile weapon was used, the player gives up one chip to the GM, regardless of how many or how few arrows they fired. Once they’re out of chips, they’re out of arrows. It’s a good house rule. It doesn’t suffer from the inane number tracking problems that the core game’s method does, and it grants most of the benefits of keeping track of / running out of arrows.

To be honest, though, it doesn’t seem like a good fit for my games. Solid as Telecanter’s simple ammo tracking rule is, it doesn’t allow for the possibility of running out of ammunition in the middle of combat, which is the most interesting time to run out! For the present, I’m still looking for a better system of ammunition tracking.

Encumbrance is a problem which goes hand in hand with ammunition. Including a good encumbrance system in your game places reasonable & interesting limitations on the player characters. It rewards strong characters for being strong, which helps take the edge off how overpowered casters can be. It also provides the GM with a multitude of adventure options which wouldn’t be available if characters could carry whatever they want. Removing treasure from a dungeon, and finding a place to store that treasure, become adventures in themselves. And like the Quiver of Unending Arrows, an encumbrance system turns items which have become commonplace and boring, such as exceptionally light armor, or a bag of holding, into treasures worth questing for.

Unfortunately, encumbrance suffers from the same problem of excessive calculation that ammunition systems have. When a player is looking through the equipment chapter of the core rulebook, and they see that each and every item has a weight calculated down to ounces, they can’t help but balk at the idea of keeping track of it all. Every time anything is added to a pack, or removed from it, its weight must be added or subtracted from the grand total amount of weight being carried by the character, and then checked against the character’s maximum load to determine whether or not that character is now encumbered. I’ve never met a single GM who bothers with such rules. I have met a few who use simplified versions of those rules, but even those simplified rules often seem overly complicated to me.

I discussed this issue with a friend at length last night. He was of the opinion that encumbrance rules should simply be discarded as useless to gameplay. Despite the benefits, he said, there’s just no way to make things simple enough to be fun. I tried to come up with an example of an ultra-simple encumbrance system to use as a counterargument, and inadvertently struck on an idea which I think I may start using in my games.

A character’s strength score is the maximum amount of significant items which can be carried without becoming encumbered. Significant items are identified by the GM at the time of acquisition, and may include: a 50ft coil of rope, a 10ft pole, a sword, a suit of armor, or five hundred coins of any denomination. Items might qualify as significant based either on weight or on size, but no item which is not significant counts against encumbrance in any quantity. A character may carry as many non-significant items as they like without them counting against encumbrance, even if the sum total of their parts (such as fifty potions) would be heavier and more unwieldy than any single significant item (such as a sword). In some special cases, the GM may choose to make a particularly heavy or unwieldy item count as two or more significant items, though it is recommended that this be used only in special cases. Common adventuring equipment such as armor should never count for more than one significant item.

Chase Scenes are a huge problem in RPGs. What’s great about them should be obvious: they’re exciting. They’re a unique kind of encounter which, if I could figure out how to run one, would make escaping just as much fun as standing your ground to fight. But what’s exciting when every character has a pre determined speed? If your speed is 30, and your pursuer’s speed is 35, then eventually you’re going to be overrun. Numerous books discuss methods to make chases more engaging for players, but when speed is a set number there’s only so much you can do.

I think the best way to overcome this problem is to encourage our players to think creatively while escaping (or giving chase). Halflings, with their lower speed, should try to use their size to their advantage by going places where larger characters can’t. Other characters can attempt to use obstacles, or creative shortcuts to overcome the static speed problem. And of course, players being able to do this is contingent on the GM’s ability to improvise a constantly changing environment for the players to dash through. Being intimately familiar with Pathfinder’s movement and running rules (Pathfinder Core Rulebook Pages 170-172) can’t hurt either. They provide useful mechanics for exhaustion, which determines when somebody in the chase is forced to give up.

There are a number of other things which I’ve never been happy with. Keeping time is nearly impossible, and the game makes it far too difficult to sneak up behind someone and knock them out. I’m sure there are others as well, but I think three is sufficient for this post. Particularly because I’m currently operating at a significant sleep debt, and very desperately need to get in bed early tonight!

As I mentioned above, I’d like to encourage comments on this post. On every post, actually, but on this one in particular. Let me know what elements of gameplay have never worked to your satisfaction. Or even better, let me know if you’ve got any better solutions than those I’ve come up with!