Vampiric Classifications 1: Hierarchy

If I had to select a single fantasy creature as my favorite, I don’t think there’s any competition for the vampire. I know it’s not a particularly original answer, but I don’t care even slightly. Vampires take everything I love about the macabre, and inject it with intellect, and grace. As monsters they tap into something so primal within the human psyche, that an equivalent to the vampire can be found in dozens of folkloric traditions. And as characters, vampires project an air of dignity, and elegance. The allure of the vampire is strong, which is why so many excellent tomes have been written about them already. The AD&D 2nd edition Ravenloft supplement “Van Richten’s Guide to Vampires” has a special place on the shelf above my desk.

I don’t think my take on vampires is even particularly original. At best you could call it an amalgam of traditions. Regardless of how original it is, though, the way I depict vampires in my games is something I’ve spent a lot of time thinking about. I’m happy with it, and the Halloween season seems like as good a time as any to share what I’ve devised. In this post I’ll cover the hierarchy of vampire society, while a later post will detail specific types of vampires.

The basic structure of vampiric hierarchies is the bloodline. Each campaign world has between one and five elder bloodlines active. Typically a bloodline will include hundreds, thousands, or even tens of thousands of vampires, scattered all throughout the world. Relationships between different bloodlines may vary, but no two will ever form anything more than a temporary alliance. It is always the ultimate goal of every vampiric bloodline to eliminate all others.

While vampires of different bloodlines may not have any distinguishing features to a casual observer, the creatures themselves are able to determine what bloodline another vampire belongs to based on appearance. This ability is not magical in any way, but instead is based on minor physical features which may not be regarded as important to a mortal. The shape and size of teeth is a common indication, as is the hue of the eyes and the palor of the skin.

Each bloodline is led by either a highlord, or a queen vampire. Every other member of a bloodline is descended directly from them. Unlike most vampires, highlords and queens were not (for the most part) created by having their blood consumed by another vampire. Instead they are rare creatures who were granted the gift of eternal unlife by a powerful demon or evil god. Rarely the Logos itself creates a vampire when a person of sufficient evil and temperament dies. It is also possible for a mortal to become a highlord or queen if they fully consume the blood of a vampire. This would both destroy the vampire, and cause the mortal to die and rise again as the first of a new bloodline. This last method is almost entirely unheard of, and only a select few know that it is even possible.

Often, young highlords and queens do not last long, unless they sequester themselves in a small area of the world and make no attempt to grow their bloodline. Even then, elder bloodlines are uncomfortable with the prospect of young bloodlines growing powerful enough to challenge them. A newly risen highlord or queen may quickly find themselves marked for assassination by the elder bloodlines if they are not careful to maintain a low profile.

The vast majority of vampires are not highlords or queens, though. Most are created when another vampire drains the blood of a mortal, killing them. The victim (whether they are willing or not), then rises as a fledgeling vampire subservient to their creator. At first, a fledgeling will be completely obedient to and reliant upon their master. As time passes and the fledgeling grows stronger, however, they will gain some measure of independence from their creator. As they grow in power, a fledgeling may become a member of a coven, or soldier for their master. Someday they may even become powerful enough to be a Lord or Lady in their own right. Though no matter how powerful a vampire becomes, they can never disobey a direct order from, nor can they plot against their creator. Nor can they disobey or plot against their creator’s creator, nor any other vampire they are descended from, all the way back to the highlord or queen of their bloodline. This restriction is not a social one, but rather it is a simple fact of a vampire’s nature. Any attempt to plot against one’s master would likely result in immediate distraction, and a concerted effort would only cause a loss of consciousness.

Which isn’t to say vampires haven’t found loopholes in the past. But it is not easy, nor is it common.

Within the first hundred years or so of their existence, fledgeling vampires are expected to become powerful enough to serve their masters as soldiers. Soldier vampires, while not independent from their creator as a lord or lady is, are none the less respected, and normally well treated by their masters. Some vampires are even content to remain soldiers, without seeking to establish themselves as a lord or lady in their own right.

When a fledgeling is not strong enough to rise to the rank of soldier, they are relegated to a coven. These groups, often composed of several dozen vampires, are the lowest rung of a vampiric bloodline. They are regarded as failures who must band together in order to survive. While they do ostensibly serve their creators directly, as soldiers do, most vampire lords and ladies have no use for their covens. Most covens are thus established far from their master’s home, and are called upon only rarely to serve. Covens are only created by common Lords and Ladies. The vampires created by Highlords, Queens, and Firsts are always powerful enough to become soldiers and lords. Though there has been some speculation that these high ranking vampires may merely kill their weak fledgelings to maintain this illusion.

Occasionally an upstart adventurer will actually succeed in killing a vampire lord or lady, creating a hole in the hierarchy of the bloodline. Any fledgelings created by that vampire are immediately destroyed or driven mad by the destruction of their master. Any soldier vampires which do not die protecting their master will likely be recruited by another vampire lord or lady in the same bloodline. If they do not wish to serve another, the soldier may attempt to become a lord or lady in their own right. Covens left behind by a destroyed vampire are either forgotten about and left entirely to their own devices, or destroyed by more powerful vampires who do not wish to leave any loose ends which may cause problems down the line. All of the vampires which were created by a deceased lord or lady become a little more free. However, they are still subservient to the remaining vampires from which they are descended.

In the rare event that a Highlord or Queen vampire is killed, every vampire in their bloodline with 6HD or less is immediately destroyed. Every other vampire in their bloodline takes 1d12 damage per hit die. So a vampire with 10HD would take 10d12 damage if the Queen of their bloodline were destroyed. A bloodline which loses its leader is often reduced to beneath half of its former strength in the space of a heartbeat. When this happens, any surviving first lords and ladies are presented with an interesting choice. They may opt to separate from their bloodline, and declare themselves and their descendants to be a new bloodline altogether. Alternatively, if a single First  is able to consume the blood from, and destroy, every other First within their bloodline, then they may seize control of whatever remains.

Given the nature of vampires, the destruction of a Highlord or Queen almost always results in a bloody scramble for power among the remaining Firsts. After which the victor must move quickly to defend their severely weakened bloodline from any challenger bloodlines who would use this opportunity to destroy them.

Natural Necromancy

I’m a big fan of the idea of ‘natural magic’. By which I do not mean magic with a naturalistic source, such as the magic used by a shaman or a druid. Frankly I’ve always found ‘nature’ as a power source for magic to be boring. Rather, by ‘natural magic,’ I refer to magical effects which have no caster. Magic which merely exists for one reason or another. Sometimes it is merely a law of the universe that when X or Y occurs, a magical effect will happen. Other times a place may become inherently magical because a great deed was performed there. Or in some cases there may have even been a caster involved at one time, but  it was so long ago and the magic has taken on an effect so different from what the caster intended, they can’t properly be called responsible it.

Natural magic could come from any school. A natural abjuration effect may prevent demons from treading upon the ground where a saint was martyred. Whereas a natural enchantment might come about because two famous lovers once carved their initials into a tree, and now any who sleep beneath that tree fall in love. But as my readers well know by now, Necromancy is kinda my thing. It also suits the Halloween season.

And since I went to all the trouble of dressing the site up for Halloween, I ought to write some seasonal shit, right? Right. Lets do this.

Necromatic Rift

Occasionally a rift will form at an intersection between two planes. An opening into the abyss might allow demons to come through into our world. Likewise, a rift which opened between the material plane and the plane of negative energy could cause any number of necromantic spell effects to occur. I like the idea that the shape of the rift determines how the negative energy filters through, which determines what spell effect it produces. The size of the rift could affect that spell’s power. I explored this idea in detail in an old post of mine called The Crypt of Ancient Wisdom.

A Necromatic Rift ice nice because it has the greatest potential for variety. They can appear anywhere, and cause anything. For example, a necromantic rift could sap the strength of anyone who dared venture into a certain valley, leaving them physically weak for the duration of their time there. Another necromatic rift could cause anyone buried in a certain graveyard to rise as vampires, or, as in the case of the Tragedy of the Gorovik Family, it could cause everyone in a certain crypt to be affected by a constant “Speak with Dead” effect.

Necrotic Rifts need not be a bad thing, either. While necromancy is regarded as an evil art, many spells of the Necromancy school (at least in Pathfinder and D&D) are not inherently evil. Spells such as Speak with Dead interact with death, but do so in a manner which is respectful. Or, at least, not an overt desecration. It would be easy to use a rift as a source of conflict within your game, but it could also serve as a prize for the party’s caster. Upon discovering and recognizing a Necrotic Rift, a caster could sacrifice one of their spell slots for the day to manipulate the rift, and cast any necromancy spell of equal level to the one they sacrificed. (They need not have the spell in any of their spell books to do this.)

Type of Death

The dead rising based on how they were killed or laid to rest has strong mythological and cultural grounding. If you’ve ever seen a slasher film you know what I’m talking about. The villain returned from the grave because they were betrayed, or because they were buried in a Native American burial ground, or simply because they were so damned evil that Lucifer himself rejected them.

The manner of death always affects the manner of undeath in these cases. A woman who is drowned by her lover and his mistress, for example, will spend her un-life on a quest to drown any pair of lovers she encounters. Particularly if they’re being unfaithful to others. Note that type of death can cause natural necromancy through either the action, or the inaction of the living. If the living actively cause the death of a person, such as in the example above, it can create a vengeful undead. If the living neglect the proper burial rituals of a corpse (whatever those rituals may be), that can also create an undead creature. Though these are often less specifically vengeful, and more generally aggressive towards the living.

Necromatic Fallout

I like nuclear fallout. Not in a literal sense, of course. Literally speaking, nuclear fallout is awful. But I love the idea that a large event can leave a residue of itself behind for centuries. Countless events could leave a necromatic residue behind on the landscape. For example. I imagine the spot where Vecna’s tower once stood, before it collapsed, would still be an area of powerful necromatic magic. Perhaps anything which died there would rise as a zombie or skeleton. If it is particularly powerful, perhaps anything which even enters the area must make a save versus death. Vecna is a god now, after all.

Other examples of events which could cause necromatic fallout would be the birth of an evil god, or a place where powerful necromancy spells were cast over and over again over a long period of time. The site of a great plague or genocide might also create a necromatic fallout. I also like the idea that an unsanctified graveyard or crypt might draw necromatic powers to itself, making itself an unholy place in the absence of blessings to keep evil at bay.

Hireling Traits

While participating in Brendan‘s weekly OD&D game, Vaults of Pahvelorn, I’ve become enamored of the role hirelings once played in D&D. In Pathfinder, it’s uncommon for a player to seek out an NPC companion. And when they do, they need to take the Leadership feat first. In previous editions of the game, it’s more common for every player to have at least one hireling, while many have several. This makes a lot of sense. From a practical standpoint, one doesn’t need to be a particularly good leader to pay someone to perform basic tasks. All you need is money and a sense of superiority, which adventurers and retail managers both have in spades, AMIRITE?

Despite my respect for the hireling system’s elegance, I’ve noticed a potential weakness in the way they are handled. It’s not a flaw; it doesn’t break the game, nor does it render hirelings less effectual than they ought to be. But it’s an area where I feel as though the presence of hirelings in the game could be strengthened to the game’s benefit. Namely, every hireling is a robot that does what it’s told except when a completely random die roll determines that it should do otherwise. They have no personality to them which makes them individual or interesting, despite the fact that players often try to ascribe personalities to them.

To my understanding, Hirelings in OD&D are handled very simply. (Bearing in mind that I don’t actually know how hirelings are handled in Vaults of Pahvelorn. The machinations of loyalty  are kept hidden from the players). When the player character orders a hireling to attempt something which the hireling might object to, the GM rolls against a “loyalty score” which the player has earned with that NPC. On a successful roll, the hireling will do what they are told. On an unsuccessful roll, the hireling will refuse the order. It’s a simple and effective means to differentiate between the PC (which the player controls directly) and the Hireling, which is an NPC that the player can only control indirectly.

In my weeks playing Vaults of Pahvelorn, however, I’ve noticed that my fellow players and I often try to impart personality traits on our hirelings. They’re not quite members of the party, but we still view them as more than cannon fodder. I suppose the closest analogue you might draw is that the players view their hirelings as pets. They want to get to know them a little bit, and the simple nature of the loyalty score doesn’t allow much leeway.

I propose a random chart which defines a hireling’s personality. Not in a role playing or aesthetic sense, as -C has already covered that exhaustively and there’s really nothing more to be said on the matter. Rather, this chart would define personality on a mechanical scale. A character’s fears are going to make them less willing to engage in certain kinds of questionable activities, while they may feel more confident about others. To demonstrate what I’m talking about, below is a sample chart which I’m sure could be expanded and improved upon. Each personality trait is the result of two rolls:

Roll 1d6

(1) The character is terrified of… (Takes a -3 penalty on loyalty rolls associated with…)
(2-3) The character isn’t comfortable with… (Takes a -1 penalty on loyalty rolls associated with…)
(4-5) The character is pretty comfortable with… (Receives a +1 bonus on loyalty rolls associated with…)
(6) The character happy with… (Receives a +3 bonus on loyalty rolls associated with…)

Edit: Brendan has pointed out to me that OD&D loyalty checks are made using 2d6, not 1d20. Oops! I’ve modified the bonuses and penalties to work better with that number range. That’ll teach me to try and write a homebrew for a game I’ve never GM’d!

Roll 1d20

(1) Being left alone in to stand guard in a dangerous place.
(2) Being sent ahead to scout in a dangerous place.
(4) Magic and Magic Users
(5) Religion
(6) Fire
(7) Darkness
(8) Undead
(9) Monstrous Humanoids
(10) Insects
(11) Demons and Devils
(12) Evil
(13) Lawbreaking
(14) Near death experiences
(15) Being asked to participate in battle with a ranged weapon.
(16) Being asked to participate in battle with a melee weapon.
(17) Dangerously cold weather.
(18) Dangerously hot weather.
(19) Large scale battles.
(20) High places

The GM could roll for an individual hireling as many times as they like, ignoring any contradictory results on subsequent rolls. The GM is also strongly encouraged to work a hireling’s trait into their personality. For example, a hireling who is comfortable with fire might have been part of the fire fighting volunteer squad before they joined up with the party. If they’re happy to confront fire, then perhaps they’re even a little unstable, with pyromaniacal tendencies.

There are some potential problems with this idea. Aside from complicating a simple system (and thus, potentially, making it less effective) it adds to the amount of information the GM will need to keep track of. I do like the idea, though, and I’d be curious to hear other’s thoughts on it. I’m particularly curious what oldschool GMs think, since my only experience with OSR gaming is as a player.

Identifying Magic Items in Pathfinder

All the way back in April, I declared that I was fed up with the way magic items are identified in Pathfinder. Furthermore, I said that I was going to fix it. I’ve been lazy, but I’m going to work on not being lazy anymore. So lets get to work. Forgive me if this post is a little more brusk than my writing normally is.

There are two steps to identifying a magical item. The first step is to determine whether the item is magical at all. In some cases this may be obvious, such as in the case of a glowing sword. But not every magical item will be obviously magical. And some items which seem as though they should be magical might not be. A jewel encrusted shield might just be a fragile display piece, good for selling, but not for using. Once it has been determined that an item is magical, the second step is to figure out what the item actually does, and how a character can make the item do that thing. Depending on how the game works, a +1 mace might always be a little more accurate and deal a little more damage, but something less obvious could require some know-how in order to use. Such as an activation word for a wand.

Before I go further, I’d like to review precisely how Pathfinder’s item identification works according to the core rule book. That way we’re clear on where we’re starting from. Relevant parts of the system are described in a number of places. First, from the “Spellcraft” skill description.

“This skill is also used to identify the properties of magic items in your possession through the use of spells such as detect magic and identify.“, “Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object”, “When using detect magic or Identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts reveal the same result.”, “Identify the properties of a magic item using detect magic: 15 + item’s caster level.”

The spell description for Detect Magiccan be found on page 267 of the PFCRB, but essentially all the spell allows you to do is identify that magic auras are present, and help you determine the school of said aura, and which specific items or persons they are emanating from. The spellcraft skill can then be used as described above (DC 15 + item’s caster level) to determine the item’s specific use and activation word, etc. The spell description for Identify can be found on page 299 of the PFCRB, but it pretty much only says “+10 to spellcraft checks made to identify magic items.”

 I don’t like this system because:

  • I hate it when spells are neutered so that they can fit within the broken skills system. Identify should not be a +10 to your identification ability.
  • I don’t see the point in having a failure chance for identifying magical items. At least not a completely random failure chance. It could be interesting to construct the rules so that players could miss magical items through poor play.
  • I’ve recorded game sessions in the past. I like to listen to them and judge what works and what doesn’t as an outside observer. Here’s what the discovery of a magic item sounds like:

ME: You find 100 gold pieces and a sword with a silver blade and a dragon’s head carved into the wooden handle.
Players: Check to see if it’s magical.
Sorcerer/Wizard/Whatever: I roll to see if it’s magical.
[Success]Me: It is a +2 sword.
[Success]Players: Yay! Who needs it?
[Failure]Me: It does not appear to be magical to you.
[Failure]Players: It was a low roll. Lets keep it and try again tomorrow!

This conversation is boring. It is pointless. And it is a waste of everyone’s time.

Here is my proposal for Pathfinder magic item identification. I haven’t playtested this yet, but I’ll implementing it in my game, and hopefully it will be an improvement over the way the system currently works.
Magic Users–Wizards, Sorcerers, Clerics, etc.–can identify whether an item is or is not magical by focusing on it for about five minutes. Characters who cannot cast spells are unable to do this. If the party does not wish to spend the time necessary to determine whether an item is magical, the spell Detect Magic can be used to immediately identify all magical items within the caster’s field of vision. When using this spell, the items will glow a particular color, corresponding to the school of magic which the item is most strongly associated with. Only the caster is able to see these auras, and they do not provide any more information than the fact that the item is magical, and what school it is associated with.
Each magical item in Pathfinder has a “Caster Level.” If the caster level of an item is equal to or lower than the caster level of a magic user, then that magic user may determine the item’s function and method of activation by studying it for 5 minutes. If the players do not wish to spend this amount of time, or if the items in question are too high level to be identified, then the caster may use the Identify spell. This spell must be cast individually for each item which needs to be identified, but works instantaneously. Also, using the Identify spell, a caster may determine the properties of a magic item up to 3 caster levels above their own.
If no magic user is available, or if an item is too high level to be identified by the party’s magic user, then the party may seek out and consult a sage. Sages are very learned, and often have magical powers of their own to call upon. For a fee (200gp * Item’s Caster Level) the Sage will identify it for the party. It will require at least one week’s worth of time. For particularly powerful magic items, or artifacts, the sage may require additional funds and time, or may be entirely unable to identify the item at all. In that case, the sage would likely know of another sage which the party could consult, and offer them at least a partial refund.
What do you think? I’m open to criticism here.

Pathfinder Diseases: Commonplace Conditions

My post yesterday covered fantastical, magical diseases and how I think they ought to be implemented in Pathfinder. Today I want to continue along that same thread, but switch to real world diseases. The kind of stuff which killed our ancestors, and which adventurers in a medieval European themed fantasy setting are more likely to encounter.

To start, I want to make clear what I think diseases in a tabletop game should not be. They should not be a completely random affect. Players should not be constantly at risk to contract them, as they are in AD&D 1st ed. Diseases should never serve as a way for the GM to say “screw you!” to the players. Nor should players who contract a disease ever feel as though they could not have known what they were risking when they exposed themselves to it.

In my mind, diseases are traps. Traps which might be encountered in a dungeon, but can also be encountered during wilderness exploration. I don’t mean traps in a literal sense–obviously diseases aren’t triggered by pressure plates or trip wires. I view diseases as traps because they ought to be designed using the same methodology. When the players are in danger of contracting a disease, they must be able to recognize and avoid that disease through intelligent play, the same way they would avoid a trap. (Disable Device check not included).

For example, lets use the example of a fire trap. The players open the door, and the GM describes the room by saying that there’s an iron table and chairs in the center of the room, both of them slightly warped. The stone floor and parts of the wall are covered in dark smears.  Players now have enough information that they should know something is off about the room. They’re careful about entering, and in so doing, they discover that there are a few pressure plates within the room which activate a number of wall-mounted flame jets.

It’s the same when the players encounter the malaria trap. As they travel through the world, the GM tells them that shortly after noon, the forest they’ve been traveling through changes. Up ahead, it turns into a swamp filled with buzzing clouds of mosquitoes. Since the players know they’re playing in a game with disease, they have enough information to deduce that the swamp up ahead will be dangerous to travel through. They might choose to risk it, or go around it, or prepare some manner of mundane or magical protection for it. Regardless of what they choose to do, the world has become more dangerous, and more interesting, and requires them to make more informed decisions. And that’s good.

The question now becomes: Which diseases ought to show up in D&D? They need to be well known enough that players instantly know what kind of danger they’re facing when they contract it, and they should have methods of transmission which are distinct enough that they can be identified as dangerous situations by intelligent players. So I came up with a list of diseases which sprang to my mind, asked around for any I missed, then read the wiki entry for each of them, crossing off any which didn’t sufficiently meet my criteria listed above. I came up with a tentative list of 8 diseases which could be used in your game world.

I don’t imagine it’s necessary, but I would like to say before I begin: I don’t know what I’m talking about. I’m not a doctor, nor am I a biologist, nor even someone who got pretty good grades in a science class once. What I’ve written below is obviously simplified, and probably contains a factual error or two.

I’m not going to fully detail each of these with game rules, but I imagine all of them could be cured with Remove Disease if it is available. Any permanent effects from the disease would remain irreversible.

Malaria

How you get it: Being bitten by a disease-carrying mosquito.
What it does:
Begins with flu like symptoms, followed by severe chills, fever, convulsions, and potentially a coma.

As mentioned above, swamps filled with mosquito are the perfect place for a malaria trap. I particularly like this one because it has an obvious sign of being present–clouds of insects–and there are a few interesting ways to avoid getting the disease yourself. Like a beekeeping suit, for example.

I’m not sure how the symptoms of malaria could be converted into game terms. Some penalties, with perhaps a permanent loss to constitution score? My understanding is that malaria is a disease which remains with you throughout your life, but aside from occasional flare-ups, a disease victim is able to have a relatively normal existence.

Rabies

How you get it: Being bitten by a disease-carrying animal. Most commonly a dog.
What it does:
Hydrophobia, followed by mania, coma, and death.

This is one of the few examples where I think the idea of monsters carrying disease is a good one, since it’s actually how the disease is spread. In the real world, it seems as though dogs are by far the primary carriers of rabies, but in a fantasy world any number of creatures could be. A dire wold or giant rat with foam dribbling from their mouth is obviously something that players would want to be wary of.

Once a player has the disease, they can’t willingly enter water for any reason. After 1d6 days, the GM may randomly take control of them for a few moments as the mania begins to take hold. 2d6 days after that, the character dies if they have not had cure disease cast on them.

Leprosy

How you get it: Coming in contact with the breath of a diseased person.
What it does:
Skin lesions, numbness, can lead to permanent skin, nerve, limb, and eye damage.

It’s worthy to note that, contrary to popular belief, Leprosy is neither highly contagious, nor does it make your limbs fall off. Since this is a fantasy world, you may wish to use a more fantastic version of the disease.

Since this disease is widely feared, but not actually very harmful or dangerous at all (compared to its hype), I think it makes the most sense for it to deal Charisma damage to the player. Since joints are affected, I think Dexterity damage is called for as well. A month after contracting the disease, the player permanently loses 1 charisma and 1 dexterity both, and the skin lesions begin to appear on their body. If the players allow either their Charisma or their Dexterity to drop as far as 3, then the disease will attack their eyes, making them blind.

Leprosy will never bring a player’s stats below 3.

The Black Plague

How you get it: Bitten by disease carrying fleas, which normally live on rats.
What it does:
Large growths appear under the arms or near the groin, which ooze black puss. Within 2-7 days, the victim experiences a lot of blood vomiting, followed by death.

The best thing a player can do to avoid the black plague is avoid anyone infected with it like the plague. Because it’s the god damned plague.

If you’ve never made the time to read up on why exactly the black plague is still so present in human consciousness, here’s the cliffnotes. It killed between 75 million, and 100 million people in the 1400s. Considering that the total world population was estimated to be around 450 million, that means as much as 22% of the human race was killed by this disease. In Europe alone, between 30 and 60% of the population died. And they didn’t just die. They died in horrible pain, vomiting blood, and dying, all in a span of a week. And on top of all of that, the major outbreak during the 1400s wasn’t even the last one. There were further outbreaks of the disease for over 100 years afterword.

To put it another way, the Black Plague came close to wiping out humanity forever.

If your players hear about an area of plague, they damned well better stay clear of it.

Smallpox

How you get it: Smallpox is airborne if you are within 6ft of an infected person.
What it does:
Distinctive full-body rash, weakness, nausea, vomiting, 30% fatality rate.

Smallpox is a lot like The Black Plague. It actually killed more people overall, but to my knowledge Smallpox did its killing over a larger period of time, and never took out such a sizable percentage of humanity all at once. In its own right, it is a horrifying and painful disease, and one which the players will want to avoid if they ever hear about an outbreak of it.

At least they’ve got a 70% survival rate if they do catch it, even if they’ll be laid up for a few weeks.

Syphilis

How you get it: Having the sex with an infected individual.
What it does:
Painless lesions, rashes, a breakdown of mental abilities.

I’ve heard a lot of jokes about D&D players who engage in sex within the game, and I’ve even heard a lot of stories about it. I’ve never actually encountered a player or GM who was interested in exploring this aspect of the game. So for me, I doubt Siphilis would ever come up. Which is too bad, because it has some of the more interesting effects. I imagine there could be permanent wisdom loss, or perhaps loss of both wisdom and intelligence. Also, unlike most of the diseases on this list, a person with syphilis can continue to live a pretty normal life.

The existence of syphilis within a game world could serve as a useful tool for a GM who wants to reign in sex within their campaign.

Dysentery

How you get it: Consuming contaminated food or water.
What it does:
Severe dehydration as a result of constant mucus/blood diarrhea. The dehydration can cause death.

Players should know not to eat stagnant water or spoiled food, and dysentery serves to give them an in-game reason to remember that. A player with Dysentery might need to consume a week’s worth of water rations in a day just to remain hydrated. And for the duration of the disease (which, to my understanding, seems to be about 1-2 weeks, depending on medication) the character would be almost completely incapacitated by abdominal pain and…well…pooping.

Tuberculosis, a.k.a. Consumption

How you get it: Contact with a coughing and sneezing person who has it.
What it does:
Loss of appetite, fever, chills, fatigue, a bloody cough, death.

Like a number of the diseases above, T.B. is something the player contracts when they come in contact with a person who already has it. The bloody cough is the telltale sign of consumption. Players will want to distance themselves from anyone who has it. If they do contract it, they could probably continue adventuring for a short while, but with heavy penalties. Maybe just long enough to reach a cleric.

Pathfinder Diseases: Magical Maladies

The section on diseases is one of the worst things I’ve encountered in the original Dungeon Master’s Guide so far. It has a page and a half worth of space in the book, but as best I can tell it’s nothing but a fun-leech. Something that Arneson came up with, and Gygax added complications to.* I’m honestly not sure why either of them thought rolling each month to determine if players caught a life-threatening disease would be fun. It strikes me as the kind of mechanic added because the designer places too high a value on creating ‘realistic’ games. Yet both Gygax and Arneson demonstrated elsewhere that they understood the dangers of excessive realism. Gygax even writes in the opening of the DMG:

“As a realistic simulation of things from the realm of make-believe, or even as a reflection of medieval or ancient warfare or culture or society, it [D&D] can be deemed only a dismal failure.”

So I’m really not sure why they chose to go this route. But suffice to say, I think it’s bad.

But the idea of diseases itself is not inherently flawed. Only AD&D’s application of it. And I don’t think I’m alone in that, as I’ve never seen anything even remotely resembling that disease rule in any other edition of D&D, or any retro-clone, that I’ve read. Diseases are still present somewhat, but they’re treated much more like poisons than anything else. The bite of a diseased animal or being cursed is the most common way to get a disease in Pathfinder. And while I don’t think that’s inherently bad, I think we could do better.

But before I move on to discussing my thoughts on how to fix the mechanics of how diseases are contracted, I’d like to bring up a second problem: how diseases are identified. The diseases in Pathfinder include such maladies as “Blinding Sickness,” “Cackle Fever,” “Devil Chills,” and Slimy Doom.” As fun and pulpy as these disease names are, I agree with Delta: diseases work better when they’re rooted in the real world. I get what they were going for (I’ve done it too), but goofy fantasy names like these never sound as good as they do in our heads. I do appreciate that Pathfinder includes more grounded diseases like Bubonic Plague and Leprosy, but I wish they’d stuck to Mummy Rot and Lycanthropy by way of fantasy diseases.

That doesn’t mean that I’m completely opposed to fantasy diseases. I just think they need to be integrated better. A fantastic disease should have a fantastic cause. It should also be more distinct and memorable than 1d4 strength damage once per day until 3 consecutive fortitude saves are made. The two I mentioned above are perfect examples of what I would deem to be good fantastical diseases. Mummy Rot is one of the most dreadful attacks possessed by a low level undead creature, with the potential to completely turn the target to dust. While Lycanthropy is so uniquely fantastical that I don’t even need to justify it. You already know why it’s awesome. For today I’m going to focus on fantastical diseases like these, while tomorrow’s post will cover more commonplace conditions.

Magic users of various stripes control energies well beyond the understanding of normal mortals. Normally these casters are well prepared to handle the energies they summon. However, if for some reason they fail to bring their spell to completion, the magical energies can be released into their body, and left to contaminate them in one way or another, often making them ill.

If for any reason a spellcaster fails to cast a spell after they’ve begun casting it, they are at risk of contracting a magical disease. The GM should roll 1d20 on the chart below. If the result is equal to or less than the level of the spell being cast, then the magic user contracts the indicated malady. If the number rolled is higher than the level of the spell which was being cast, then nothing happens (even if that number would otherwise correspond to a disease).

For example, if a sorcerer attempts to cast a 5th level spell, but is attacked and fails their concentration check, then they are at risk of becoming ill. If the GM rolls a 2, then the caster contracts “Mystic Frailty,” because 2 < 5. On the other hand, if a 6 is rolled, the caster will not contract Energy Leak,” because 6 > 5. Unless otherwise stated, all diseases last a number of days equal to 1d4 times the level of the spell which was failed.

1 – Glitter Sniffle
2- Mystic Frailty
3- Unsteady Casting
4- School Lock
5- Reachlost
6- Energy Leak
7- Spelldraw
8- Commoner’s Disease
9- Soul Breach

Glitter Sniffle – While most magical diseases are a severe inconvenience, Glitter Sniffle is more of a nuisance. For the duration of the illness, the caster sneezes at least once every 15 minutes. When they sneeze, a glittering, glowing light effect erupts from their nose, momentarily causing a harmless flash of light. Bits of mucus continue to glow for an hour after the fact, which can leave an obvious trail if the care is not taken.

Mystic Frailty – All spells have their effects reduced by half (number of die, number of creatures, duration. Whichever is relevant). Aside from feelings of general mental weakness, the casters spells are much less impaction than they ought to be. Though the caster may put twice as much effort into their attempt to cast fireball, the flames they produce will be significantly less intense than normal.

Unsteady Casting – Magical incantations which normally seem quite simple are more difficult to understand and express. Gestures and magical words are slightly off, causing the spell’s effects to be weakened. The saving throw for all of the caster’s spells are reduced by half. Any spell which normally does not have a saving throw, gains one.

School Lock – Whichever school of spells the cater was attempting to cast from when they failed is the only school which they can cast from at all for the duration of the disease. The magical energies specific to that school have permeated the caster’s body, causing spells of any other school to become mangled, and fail. This effect counts even if the failed spell was from the universal school, or the caster’s prohibited school.

Reachlost – The ability to designate a target for a spell is a complicated one which casters must practice hard in order to perfect. The Reachlost disease completely blocks the caster’s access to the mental muscle they need in order to accomplish that feat. For the duration of this illness, spells can only be delivered as touch spells. Magical items which increase a spells range, or metamagic feats which do so, will not function.

Energy Leak – The magical energies that the caster normally holds within their bodies leak out constantly. Anytime they attempt to cast a spell, they must make a concentration check, DC 10 + [Spell Level]. If they fail, then the spell was lost, and they cannot attempt to cast it. Additionally, the leaking magic attracts many types of magical bests which can sense it. Denizens of the lower planes are particularly sensitive to this trail, often sensing it from miles away.

Spelldraw – The shifting, roiling mass of magical energy within the caster is so powerful that it draws other magic towards it. If any spell’s target is within a number of feet of the diseased caster equal to 10 * the failed spell’s level, then the caster of that spell must succeed on a concentration check (DC 10 + [Spell Level]) or that spell’s target will become the diseased caster. The diseased caster also receives no saving throws against spells while afflicted with Spelldraw.

Commoner’s Disease – Magical energies become completely inaccessible to the caster for the duration of this disease. They are unable to cast any spells whatsoever, but can still use scrolls and magical items.

Soul Breach – This is bad. The magical energies you let course through your body have somehow entwined with your soul, corrupting it. This effect does not end until it is cured, and curing it may be difficult. Each time you cast a spell while you have this disease, make a will saving throw, DC 10 + [Spell Level]. Upon failure, this corruption spreads, and the caster gains 1 negative level.

If the disease cannot be cured, the caster faces a difficult decision about what they value more: casting spells, or being alive?

*My understanding is that the disease rules found in the DMG first appeared in a simpler form in the “Blackmoor” supplement, written by Arneson.

Tabletop Items from A Link to the Past

I don’t know about you, but I really enjoyed my post from a couple weeks back about adapting the magic systems from Final Fantasy games to work in tabletop. As you may have noticed, I’ve been giving a lot of my attention to video games for the past few weeks. And while this is strictly a tabletop blog, it’s always more fun to write when I can write about something which is already on my mind, as opposed to trying to force myself to write about something I’m not really interested in at the moment. When I try to force it like that, I just end up doing a half-assed job. Besides: combining tho relatively unrelated things is always a great way to come up with some creative ideas.

I’ve always been a fan of the Zelda games published by Nintendo. And while I lost interest in new titles after literally falling asleep during the endless sailing of Wind Waker, I still regularly go back to re-play the games published before that. And the best among those, as well as my personal favorite game of all time, the The Legend of Zelda: A Link to the Past. I could go on for pages about why this game is so good (and I’m pretty sure I have) but that’s all beside the point. Like most Zelda games, A Link to the Past contains a multitude of items which the player must collect in order to complete their quest. Some are pretty standard fare, while others are so unusual that they never really showed up again in later Zelda games.

I’ve always wanted to play a Zelda themed tabletop game, but never really encountered a group that would be right for it, or a system which would fit it well. (Though I am aware of the D20 Zelda system). None the less, there’s no reason elements from the games can’t find their way into your Pathfinder or D&D campaign!

The bow and arrow are kind of a weak start to this post, since they’re already pretty standard fare in fantasy adventure games. However, in LttP, the player must eventually acquire silver arrows. These are significantly more powerful (equivalent to about two or three times the damage of normal arrows, if I recall) and are required if you wish to defeat the game’s final boss. The idea of a creature which is immune to anything but a certain kind of arrow is interesting. But, I’ll grant you, not particularly special.

Now this is a little more interesting. Boomerangs are a fascinating and exotic weapon which I don’t think I’ve ever seen in a tabletop game before. And while its real-world use is far less impressive than the fantastical variations found in anime and video games, the mundane item is none the less worth thinking about on its own. With regards to the boomerangs specifically show in A Link to the Past, however, they were primarily used for two things. First, when they struck one of the game’s bad guys, the character would normally freeze in place for a few moments, unless it was particularly powerful. Secondly, the boomerang could be used to retrieve items which were out of reach.

That second use might be a little too video-game-y for a tabletop game, but a “Boomerang of Freezing” or “Boomerang of Time Stop” could be a really fun item to give to your PCs. It would allow them to dispose of enemies in a much stealthier manner if they can be quick about it, or could provide an important edge during a large combat. The only thing I would change is that, like a real boomerang, this one shouldn’t return to the wielder if it hits something.

This is probably the single most peculiar item which appears in LttP. None the less it has gone on to become one of the most iconic tools in Link’s inventory throughout the series: the hookshot. In its function its pretty simple; you hold onto the handle with one hand, and can fire a heavy-duty spearhead attached to a chain from one end. The spearhead lodges itself in wood, and some other surfaces, and the chain then retracts, pulling you towards whatever object you hooked on to. It was a lot of fun to use in the game, and was probably the only fantastical item which was mechanical, rather than magical.

In a tabletop game, I don’t think this has quite as much potential. Firstly, the nature of a tabletop game doesn’t really allow for Zelda-style puzzle solving, which is largely what the hookshot was used for. Secondly, while it could certainly still be used as a climbing implement, I think players would probably have some questions about how it works. If the spearhead is buried deep enough into a surface that it can support a character’s weight, then how is the character ever able to remove it?

Maybe that problem could be solved by replacing the spearhead with a magical adhesive which comes un-stuck with a command word? If that was the case, then this could be a game-changing item for low level characters. It’s almost as potent as a fly spell for avoiding obstacles. They could use it to scale walls, cover gaps, easily hide on ceilings, and so much more! Though perhaps a ‘grip’ mechanic would be in order. Something like they can only hold on to it for a number of minutes equal to their strength modifier?

I’m funny when it comes to gunpowder in my campaigns. For the most part, I prefer to avoid guns. I’m sure it can be done very well, but it takes away from my preferred flavor of gameplay. Despite that, I have no problem with cannons, or explosive devices like bombs. I like the idea that a major city might have one or two people in it who make explosive devices, and sell them at a high price. Players would have a difficult time carrying more than a few at a time, but if they could get them into a strategic location, they could blast their way through a dungeon wall, or obliterate a powerful monster.

The magic dust was a bizarre little item. Functionally, it was really only needed once in the entire game, as part of a little side-quest to halve the amount of magic each of your spells consumed. But it also transformed some of your enemies into different kinds of creatures, making them much less dangerous, or even helpful! And that sounds like a blast to me. The players find a small leather pouch which appears to be filled with glitter. Anytime a handful is sprinkled on something, the GM comes up with a random, wacky effect. And after a few handfuls, the pouch is empty, preventing it from becoming over-used.

A rod which shoots fire from it is just about the most mundane magical item I can imagine. But when I think about the Rod of Fire in LttP, I realize that its primary function wasn’t in combat. More than anything else, it was used to light torches, and that I find interesting. What if a fantasy adventure game had a Rod of Fire which was able to shoot a ball of non-magical fire up to a great distance. Maybe 60 feet. If this fire struck an enemy, the damage it dealt would probably be minimal. The primary use of such a rod would be lighting something flammable, like a pool of oil, or a thatched roof cottage. Because of its limited function, it could have more uses than we’d normally allow with a similar item. Perhaps 10 uses per day, or 20, or even an unlimited number.

The ice rod in A Link to the Past is (obviously) very similar to the fire rod. So I see no reason why it shouldn’t be converted in the same way. It shoots a blast of freezing air up to 60ft, and covers anything it touches with a layer of ice. The trick with this is that it might be far more useful, or far less useful, than the fire rod, depending on what the GM wants ‘a layer of ice’ to mean. If it can actually freeze an enemy solid, then it should probably have more limited usage than the rod of fire. If its not powerful enough for that, but could instead be used to trip an enemy on a ice-slicked floor, then it could have unlimited uses as with the above.

Um…I’m not really sure what to do with this one. Or with any of the medallions, actually. They cause some extremely powerful magical effects. In the game, the Bombos medallion causes a pillar of fire to spiral outwards from your character, followed by dozens of explosions which kill absolutely everything on the screen. If I were to include these three medallions in a game, I think the only way to do it would be to boost their power way up, but make them extremely difficult to use–and probably more likely to be in the hands of a villain. The Bombos Medallion, for example, can only be used during a lunar eclipse. It causes a pillar of fire to descend from the sky, and spiral outwards from the location of the caster until the end of the eclipse. Its destructive force could easily level a city. This is the hydrogen bomb of a fantasy world.

Interestingly, the Bombos medallion is the only one which actually has a powerful effect. The other two medallions have impressive animations, but are functionally single-use items, which are needed to enter certain dungeons in the game. When you use the Ether medallion, lightning comes down from the sky to strike your sword, and a dozen orbs of light start to spin around your character. In the game, all this does is allow you to is illuminate invisible walkways. It also opens the entrance to Misery Mire, but that’s not very easy to translate.

In a tabletop game, the Ether medallion can only be used during a solar eclipse. It creates 12 balls of light which can be moved only by someone holding the Ether medallion. These balls of light are permanent creations, and can never be unmade. The light they emit functions as a True Seeing spell, destroying any illusions or invisibility spells which may exist in the area.

In the game, this is even less useful than the Ether Medallion. It literally has only one function: opening the entrance to the Turtle Rock dungeon. Given the fact that it not only causes a massive earthquake, but also creates lightning which arcs across the ground, I am not sure why this item doesn’t harm enemies. Well fuck that, we’re changing it.

The Quake Medallion can only be used when all of the planets are aligned. When this happens, the wielder can create a titanic earthquake which will devastate the landscape, and cause one major geological shift. By exerting a great force of will, the wielder can attempt to control what form this geological shift will take. Perhaps a towering mountain range will rise from the earth, or a dizzying crevasse will open at the wielder’s feet. Truly powerful wielders could even use it to create a permanent intersection with the elemental plane of earth.

Truth be told, in the game, the only use for the ‘magic’ hammer is to pound in giant pegs which block your path. I guess they must be ‘magic’ pegs, which nobody can climb over. I can’t think of a good way to convert this to a tabletop gaming system, but there’s no reason to ignore the idea of a magic hammer. It’s a cool idea. Just use it to smash walls, or giant rocks, rather than pegs.

While the Ocarina would come to play a central role in the Nintendo 64 Zelda games, in A Link to the Past, it was a pretty minor item. After the player completed a relatively simple side quest, the flute could be used to summon a miraculously strong duck which could whisk Link to a number of set locations on the world map. While that, again, is pretty video-game-y, I think the idea of a musical instrument which summons animal companions has a lot of potential. Not only is it flavorful, but it has the potential to grow more useful over time. Lets say that the flute has a simple song inscribed on it, which will summon a horse for the character to ride. But if the character decides to invest more time in the instrument, he can discover other songs which summon other types of animals to come to his or her aide.

The hammer is an ostensibly magical item which turns out to be pretty mundane in function. The opposite is true of the bug catching net. Supposedly it’s just a mundane net, owned by a kid who likes to study insects. But clearly it’s quite a bit more than that, since it can be used to deflect balls of magical death fired at you from sorcerers.

No, seriously.

While I don’t see that being really useful in a tabletop game, one of its other uses in LttP was catching faeries. In the game these are used as an ‘extra life,’ but in a tabletop game their use could be more grounded. Perhaps faeries are required to cast a single spell for anyone who captures them? Could be a fun alternative to always telling your players that they need to find a wizard.

I’ve already written absofuckinglutely extensively about language, so I won’t return to that concept here. The Book of Mudora allows Link to read tablets written in ancient Hylian, which often causes a big effect. Since it apparently magically allows him to read a different language, what about a book which does that same thing? Either the book allows the wielder to read one specific language, or all languages. It functions by touching the book to a sample of writing which you would like to read, then opening the book. Whatever page you open to will have that same writing on it, but you will magically be able to read it.

While the Hookshot is definitely the most peculiar item to appear in A Link to the Past, I think The Cane of Somoria is probably the most interesting. At least in terms of its potential tabletop applications. Using the cane creates a block, very much like a standard stone block which might be found in numerous locations throughout the game. The block can be pushed around, or even picked up and thrown. Only one block can be created at a time, but if the cane is used while a block is already created, the block is destroyed, sending blasts of energy in four directions.

Now, a tabletop game is never going to be able to support puzzles the way a zelda game can. Putting blocks on top of buttons, or pushing blocks around so you can use them to climb, is simply not interesting in a tabletop game. But that doesn’t matter, because the ability to create a block out of nothing is both strange, and useful. Players could find a multitude of applications for it, even if you were to remove the ability to cause the block to explode. Though, regarding that, I think perhaps instead of beams of energy, the exploding block should simply send shrapnel 10ft in all directions.

The Cane of Byrna is, unfortunately, not as interesting as its red counterpart. At the cost of rapidly draining your magical energy, it makes you invulnerable to any kind of damage. I suppose the best way to adapt this for tabletop would be to make it usable only by casters. Upon using it, they become invulnerable to any kind of damage for 1 minute, at the cost of the top half of their remaining spellcasting ability for the day. As an example, if a Wizard has three 1st level spells and one 2nd level spell remaining for the day, they lose their second level spell, and one 1st level spell of the GM’s choosing.

If I had to give A Link to the Past one criticism, it would be that some of the items should have been more useful, and had less overlap. Functionally, the Magic Cape is identical to the Cane of Byrna. It drains magic extremely quickly, and in turn makes you invulnerable. The only difference is that it also makes you invisible, and allows you to pass through a certain kind of in-game hazard called a ‘bumper.’

Capes of invisibility, or capes which allow you to pass through walls, are hardly ideas foreign to fantasy adventure games. I have nothing of value to add.

The Magic Mirror was part of the game’s central mechanic. In order to work properly in a tabletop game, the entire campaign would need to be designed around it. (Or, at least, the entire adventure where the mirror was featured). Essentially, A Link to the Past had two similar world maps: the ‘Light World’ which was the game’s primary setting, and the ‘Dark World’ which had been corrupted by the villain. Many of the game’s puzzles involved strategically traveling between the two worlds, which the mirror allowed the player to do–though only in one direction, from the dark world to the light one.

I think it would be really fun to build an entire campaign around the concept. Have an alternate universe where everything is much worse. For example, in the game’s main world, a dragon is attempting to destroy the kingdom. The same is happening in the dark world, but on top of it, the king is a tyrant. The players could find a way to gain audience with the goodly king, then use the mirror in his throne room to change realms, and take the tyrant by surprise!

Again, tabletop games are not well suited to Zelda style puzzles. So you can’t have a ton of rooms in your dungeon where the players must use their shields to reflect a beam of light onto the right spot. However, in LttP, the mirror shield is largely used to deflect lasers, which got me thinking: what about a shield which can ‘bounce’ a spell back at the caster?

It couldn’t work 100% of the time, of course. The wielder would need to identify that a spell was being cast, and they’d need to get between the caster and the target for it to work. And perhaps the shield would only work 1-5 times per day. But it could be a very interesting magical item for a party to have. Fighting an evoker? No problem, bounce those fireballs right back. Doing battle with a necromancer? Bang, she just finger-of-death’d herself.

The Pegasus boots allow link to charge up, and dash quickly in a straight line, which is a little more interesting than boots which simply make you move more quickly. Perhaps these boots could double the effectiveness of a character’s charging maneuvers?

Note that the power glove (lol, obscure product placement?) doesn’t necessarily increase Link’s carrying capacity, only what he can lift. I find that much more interesting. Sure, with enough bags of holding, encumbrance stops being a problem for players. But they can still only lift so much weight. But with these amazing gloves, they could lift boulders equal to four times their weight! That would be pretty cool.

This post ended up going on for far longer than I intended, so I’ll wrap it up quickly here. I will note that there are a handful of items I skipped because I honestly can’t think of anything to say about them. I mean…the lantern? Whoop-de-doo. It’s a lantern. They cost 2 silver pieces and are part of most adventurer’s starting gear. But if you can come up with a neat way to adapt the lantern, or the jars, or the flippers, etc. to a tabletop game, leave it in the comments! Or if you’ve got a better idea of how to adapt one of the items listed above, leave that too!

EDIT: Oh, holy shit, this is my 200th post. Go me!

Tabletop Magic from Final Fantasy

For the past few weeks, my mind has been wandering. Other projects and hobbies have been pulling at my attention, and I’ve devoted much less of my time to tabletop than I normally do. Aside from installing new shelving and reorganizing my apartment, I’ve enjoyed several evening spent playing Cthulhu Saves the World. It’s a game created in the style of classic 16-bit RPGs like Chrono Trigger, Secret of Mana, and of course, the Final Fantasies 4 through 6. It celebrates their artistic style and gameplay, while incorporating new ideas to improve upon the failings of those older games. The whole thing is very ‘Old-School Renaissance’ in its style.

Playing this game over the past week or so has got me thinking about the games I wasted my youth on, and the Final Fantasy series in particular. I know it’s the hip thing to pretend we all hate the Final Fantasy series for one reason or another. But I’ve never been very hip. Partially because I still use terms like ‘hip.’ The Final Fantasy series has always fascinated me, particularly the way that each game starts largely from scratch. The series does have a formula, and a number of traditional elements which show up in each game, but each installment in the series always tries something new. The magic system for each game is an area where this is particularly evident.

Magic systems in tabletop games also fascinate me. Perhaps because magic has no real-world analog, it’s much easier to be creative about how magic is accessed by characters in a game world. So while my mind is adrift, I thought I’d use this post to examine the magic systems in the first 10 Final Fantasy games. Specifically with regards to how adaptable they might be to a tabletop gaming system. Let me be perfectly clear: most of these will probably not translate well to a tabletop system. This is intended primarily as a thought experiment, and not as a serious attempt at game design.

Final Fantasy: In the first game of the Final Fantasy series, players must choose four classes to make up their party. Among the available classes are a few different types of mages, which can each learn a different array of spells. Most towns in this game’s world have a white (healing/protection) and black (offensive) magic shop, where spells can be purchased and taught to members of the appropriate mage class.

This idea would adapt easily to a tabletop game, you wouldn’t even need to change anything about it. All you need to do is come up with prices for spells, and roll some random inventories for shops. The only potential problem I see with allowing players to access magic this way is that PCs often become ludicrously wealthy, and might be able to purchase all the spells they want. But that could be easily handled by restricting what spells are available, and pricing spells so as to drain your player’s coin purses.

I could honestly see myself using a system like this.

Final Fantasy II: Spells in Final Fantasy II were purchased in much the same way they were in the original game. However, they could be taught to any character in the party, as opposed to only those who were mages. Most games in the series would follow suit, allowing any character to learn spells. Additionally, only basic spells were available for purchase, and the spells ‘leveled up’ separately from the character, based on how frequently they were used.

This is not as simple to convert to a tabletop format. Tracking the level of multiple spells implies a lot of bookkeeping on the player’s part. More bookkeeping than I think most players would enjoy. Though, perhaps, a system could be set up where all of a magic user’s spells start at a basic level. Each time the character levels up, they can select a certain number of spells in their repertoire (perhaps equal to their relevant spellcasting ability modifier) to ‘level up’ with them. Assuming this number remains relatively static, the player is given an interesting choice: would they like to have only a few very powerful spells, or a larger number of moderately powerful spells?

Final Fantasy III: I must be honest, I did not play this game past the opening, and thus don’t have any personal experience with the magic system. My understanding is that spells were learned by characters of magic-using classes as they leveled up. I believe characters were able to change their class, but aside from that, this isn’t particularly unusual. So I won’t expound on it further.

Final Fantasy IV: Unlike Final Fantasy III, this game stands as one of my favorites in the entire series. I’ve played through it several times, and every time I cheer when Cecil becomes a paladin, and get teary eyed when Edward crawls from his sickbed to save his friends. I even adapted the game’s Dwarven Tanks for use in Pathfinder. However, the magic system is very dry. Characters who can cast spells learn them at per-determined levels (or, occasionally, during story events). It works well enough in a video game, but in a tabletop game it would just be boring.

That being said, one of these days I will grant a character the ‘Meteo’ spell during a dramatic moment, just for kicks.

Final Fantasy V: The fifth game in the series was focused on multiclassing, and it was pretty complicated. So complicated, in fact, that it was intentionally never released in North America because it was assumed American gamers would not be smart enough to understand it. There were a large number of classes to choose from, and characters could switch between them easily. Anytime a character’s class was changed, the player could select one ability from another class which they could continue to use. So if, for example, you chose to level a character in the Black Mage and White Mage classes, then when the character was a Black Mage, you could give them the ‘White Magic’ ability. The game had a vast array of different magic using classes, which might be compared to the different magical schools of a game like Pathfinder. Often these different casting classes learned their spells in different ways, and those spells had vastly different effects.

Consider Pathfinder’s various magical schools. Abjuration, Conjuration, Evocation, Necromancy, etc. What if a system forced you to specialize in one of these schools, and when specialized, you could only cast spells from that school? However, once you attained a certain level of mastery in that school (lets say, Necromancy), you could begin studying a secondary school (lets say, Enchantment). While studying the Enchantment school, you would still be able to cast Necromancy spells. However, the maximum level of spell you could cast would be reduced by half.

So a Necromancer able to cast 8th level Necromancy spells could then begin to study Enchantment, and learn to cast 1st level Enchantment spells, but he could not cast any Necromancy spell above 4th level. I suppose the character could go on learning as many new schools as the player wanted, but they would only ever be able to cast from two schools at a time: the school they were currently learning, and one other school they already know, reduced by half. As a flavor explanation, perhaps the caster needs to carry a gem of a certain type in order to access each school, and the gems interfere with each other when in close proximity.

Having written that out, I don’t know how interested I would be in playing such a system, but it’s an interesting idea none the less. Maybe if the exact numbers were played with a bit, it could be made more serviceable for a tabletop environment.

Final Fantasy VI: This game is, in my opinion, the best in the series, and its magic system represents that. The world of FFVI is one of technology, but early in the game the characters are introduced to Espers. Espers are magical beings from another world, many of whom have been killed by the villains of the character’s world. By equipping ‘Magicite,’ which are stones left behind when an Esper dies, the characters can gradually learn spells associated with that Esper as they defeat monsters and gain exp, and retains these spells even when a different magicite is equipped. Additionally, characters can summon the spirits of their deceased Esper to aid them in battle occasionally. Though, unlike spells, this ability does not stay when the character switches to a different magicite.

Despite the apparent complexity of the system, I think it would translate easily to a tabletop environment. Every magic user would have a necklace, or a ring, or some other device where they could mount a magical stone. These stones would be the remains of powerful magical beings that introduced magic to the world. Each magic user would start with one, but after that they would need to obtain them through adventuring. Only one stone can be used at a time, and the stone which is being used grants the magic user access to a magical ability.

Each time the magic user levels, they gain spells (and other abilities, perhaps) based on the stone they currently have equipped. But each stone only has enough magic in it to support perhaps one or two levels of advancement. So it is important for magic users to seek out new stones, so they can continue to advance in power.

The cool thing about this system is that it is not only flavorful, but could have interesting game effects. Magic users would be desperate to never advance a level without possessing a stone they could learn from. If the GM chose to make such stones scarce, the search for them would drive every magic user to take risks in the pursuit of them. The system could certainly use a lot of polish, but I think this could be fun to use.

Final Fantasy VII: Seven attempted to give magic a bit of a scientific twist with its Materia system. Materia are gems formed within the earth which allow characters to access unusual abilities, such as summoning blasts of fire, healing wounds, etc. Each materia starts out weak, but gains its own kind of experience over time. Materia slowly level up, and can give characters access to more powerful effects. What is interesting about this system is that materia can always be traded between characters. So if a character starts with a “fire” materia which can barely conjure a spark, but levels it up until it can summon a conflagration, they can easily hand that materia over to someone else and allow that character to summon a conflagration.

Essentially, this is a system with no magic users. Everything is handled by naturally formed magic items, which level up over time. If you wanted to run this, you could just adapt Paul’s magic item leveling rules and run with it. Surprisingly simple.

Final Fantasy VIII: This was the pinnacle of the series’ complexity, and for the record, I loved it. Each character was able to use a turn during battle to ‘draw’ spells from the enemy creatures, and spells were treated as a shared resource between everyone in the group, with a max number of 100 per each type of spell. The spells could then be ‘junctioned’ to an individual character’s various statistics, giving that statistic some property of the spell it was juncitoned to, with an effect proportional to the number of spells of that type. So if you junctioned 10 “fire” spells to your attack, then your attacks would deal a small amount of elemental damage. Whereas if you junctioned 100 fire spells, your attacks would be entirely elemental in nature.

I honestly don’t think this system has any chance of being adapted for tabletop. Not unless everyone at your table is much better at doing mathematical caluclations than I am.

Final Fantasy IX: While I did play Final Fantasy IX a great deal, I find it very difficult to remember how the game’s magic system worked. From what I’ve read online, it seems as though it was very similar to the Esper system of FFVI, where players learn spells by equipping an item. The primary difference being that abilities are learned from items such armor and weapons, rather than the remains of magical creatures.

Like Final Fantasy VII’s system, I think this would work best in a game with no magic users. Where every character has the potential to learn spells as they level up. Finding a magic suit of armor would offer characters more than just additional protection. If they found it and wore it until they leveled up, then they could permanently learn a spell such as Cure or Magic Shield.

Final Fantasy X: The sphere grid. This was a huge deviation from leveling systems we’d seen before in the series. Truth be told, I’ve never seen anything quite like it, before or since.

Every character starts at a predetermined location on a massive, interconnected grid. Characters gain levels very quickly, and each time a character levels, they can spend that level to move themselves one ‘space’ along the grid’s paths. Each space has a single ability or attribute bonus on it which the character can learn.

The interesting thing about the system is that it simultaneously established characters as certain Archetypes (Lulu, pictured left, is a Black Mage) but at the same time allowed each character to develop in any way the player desired. As an example, Lulu’s starting location on the grid is surrounded by Black Mage abilities; spells, extra magic power, and so on. But if the player so chooses, they can gradually move Lulu out of the Black Mage area of the grid, and into the White Mage, or Warrior areas.

If we were adapting this for a tabletop game, I think the first step would be to drop everything but spells from the grid. Using a system like this for for general character advancement would be both too complicated, and too limiting for a tabletop RPG. But if the entire grid is nothing but spells, it could be a very interesting way of representing a magic user’s advancement and specialization. Instead of different areas of the grid representing different classes, they could represent different schools of magic. Players would need to select a starting spot in one of the enchantments, and spend their first few levels learning spells from that school. But as they moved through the sphere grid, they could guide their progress towards secondary, and tertiary schools.

The only downside I can see is that it would be next to impossible to model the system at the table. In order to track a character’s progress along the grid, it needs to be small enough for each player to have a copy, which means it would need to fit on an 8.5″ x 11″ sheet of paper, or thereabouts. Perhaps each space on the grid could be three spells, instead of only one?

Final Fantasy X+: When it was announced that Final Fantasy XI would be an MMO, I lost interest in the series. The god-awful failure that was Final Fantasy X-2 only solidified that feeling for me. I haven’t played any of the games since X, and cannot make an honest attempt to adapt magic systems I don’t know.

Let me know if you have any thoughts. This is just random brainstorming for me, so input would be fun.

Lively Locals 4: The Wood of Lost Paths

Far to the north west is a deep forest. A girl with leaf-green hair, perhaps 10 years old, roams there. She cares little for the world of humans. Her days are filled by picking flowers, climbing tress, and running through the woods as fast as she can. She’s been there as long as anyone can remember, and longer, all without growing a day older. This unique fay is said to be the forest’s heart made manifest. But, truth be told, no one knows which came first: the forest, or the girl.

Civilization has long since grown around this forest. A number of villages, and even a large city, are within a day’s travel of it. But no serious attempt has ever been made to harvest its wood, or settle in its shade. For the trees of this forest can move as surely as a man can walk. Which isn’t to say that anyone has ever seen them move. The trees somehow know when there are eyes upon them—even the magical eyes of a diviner. But a traveler entering the forest is best advised that the path behind her will never be the same one she traveled.

The girl has some part in this, that much is certain. The paths of the wood shape themselves to her whimsy. Those few who have returned from the Wood of Lost Paths tell stories of meeting her. She introduces herself as Asria, and leads the lucky traveler down a path they had not seen; wide and straight, leading directly to the forest’s edge. The moment they set eyes upon the grassy planes that surround the forest, the girl disappears again into the trees. Most are wise enough to avoid the forest entirely. For every tale of a traveler who was led out, there are twenty of men and women who never returned. But a legend sometimes draws foolish adventurers to the Wood of Lost Paths: the tale of the Kingsblade.

It is said that a great king once lost a battle near the forest’s edge. Upon seeing the suffering of his soldiers, caused by his own rivalry with another lord, the king drew his sword and cast it into the forest, declaring that he would force his people to do battle no more. Three celestials saw this powerful act, and were moved by it. They were sisters, representing the virtues of wisdom, love, and courage. They carried the blade to the center of the forest, and saturated it with their powers. They transformed it into a weapon which could stand against any evil. It is said that the blade is still there, its hilt held aloft in a single hand shared between three statues of these celestial creatures. They wait only for one worthy enough to wield it.

Recently, a band of a few dozens Drow discovered the forest. They’d offended the spider queen, and fled to the surface world to escape her wrath. After a lifetime of living in the depths of the underdark, however, they found the light of the surface world unbearable. They sought refuge in the Wood of Lost Paths, finding the shade to be an acceptable substitute for the darkness of their home. It was only after they entered the forest that they realized it was not a simple task to leave it again.

The impossible to navigate landscape nearly drove the Drow to madness. Several of them were separated from the group and lost, presumed to be dead. It was only good fortune that saved them when they encountered the girl, Asria. She offered to show them the way out, and when the drow discovered that she could navigate the forest, they immediately began scheming. Rather than follow Asria’s path, they captured and bound her. Despite her great powers and apparent immortality, Asria was as weak and naive as a child.

One of the drow wizards fashioned a headband for her, one she could never remove herself. To it, he bound four stones. Each stone allowed the wielder to instinctively navigate the forest’s shifting landscape as though they were Asria herself. By exerting their will, the drow could even force Asria to create paths and clearings for them.

Since then, the drow have been raiding the nearby settlements for food, supplies, and treasure. A number of attempts have been made to pursue them, but none dare follow them past the treeline.

Weapon Mechanics

A lot of emphasis in Pathfinder is placed upon magical weapons and their properties. Since acquiring such weapons is one of the primary goals of adventurers, this is good and proper. But put magic aside for a moment. Magic can do anything, and it doesn’t really matter (save, perhaps, thematically) what type of weapon serves as a vessel for which magical effect. When we take the magic away, what are the fundamental differences between weapons? Why would a level 1 adventurer choose a spear over a trident, or a scimitar over a falchion?

As it stands, mundane weapons all have a few simple attributes:

  • Price, which may or may not matter. Personally I’ve been much happier since I started enforcing starting gold more strictly. But for many years I allowed players to select any mundane equipment they wanted, and I do see the appeal of that method.
  • Damage, separated into Small and Medium, to reflect the various sizes of player races.
  • Critical range, and multiplier.
  • Range, for projectile weapons, or weapons which can be thrown.
  • Weight, which nobody I’ve ever met, not even the grognardiest of grognards really seem to care about. Encumbrance is important. The difference between 11lb and 12lb isn’t.
  • Damage type, which can be bludgeoning, piercing, or slashing damage. Sometimes a combination of two is used.
  • Hands Needed, which can be Two, One, or ‘light.’ (One handed weapons can be used with two hands optionally, while light weapons cannot.)
  • Complexity Category, which Pathfinder uses to help determine proficiency. The categories are Simple, Martial, and Exotic.
  • Some weapons have special properties, such as being ‘reach’ or ‘brace’ weapons. Other weapons are easier to use with certain combat maneuvers, such as tripping or disarming.

It’s not exactly a comprehensive representation of the differences between various weapons, but aside from overly precise weapon weight, it works well. After all, Pathfinder is a game, and everything needs to be simplified to help the game run smoothly. Excessive realism has a way of making a game tedious. None the less, I wonder if mundane weapons could be made more varied and interesting.

Below is a list I’ve compiled of weapon mechanics. Some are ready to be implemented, while others would need their mechanics refined. Individually, I think each could be included in a game without making in overly complex. Collectively, however, they would probably be too much. I’d like to hear more ideas in the comments if you have any. I’m particularly curious to know if other games have mechanics I didn’t think of.

Two-Handed Damage: In Pathfinder, a weapon wielded in your off hand gains half of your strength modifier to its damage, one in your main hand gains your full strength modifier, and one in both hands gains 150% of your strength modifier as damage. Calculating the strength bonus with decimal places is both unnecessarily complicated, and insufficient to influence the player’s decision. Make it simple: Offhand weapons get no strength bonus, main hand weapons get full strength bonus, and two handed weapons get double strength bonus.

Throwability: Pathfinder’s throwing weapon status is binary. Either a weapon is meant for throwing, or it is not. It could be fun if there were three options. A dagger or javelin can be thrown with no penalties. A rapier or a scythe would take a full -6 penalty on any thrown attack roll. Some weapons, like a spear, battleaxe, or longsword would take only a -3 penalty to throwing them. They’re not designed to be thrown, but they’re similar enough to weapons which are that it’s a feasible tactic. Weapons like whips and flails should be un-throwable.

Finesse and Cleave Weapons: Credit for this idea must be given to D&D 5th Edition, and to Jack. He shared the idea in the comments for my post on the Wide Swing Dilemma, and it is largely his creation. He’s got a nifty blog where I’ve got a whole tag all to myself.

In Pathfinder, Finesse is a feat which allows characters to use their dexterity instead of their strength to modify an attack roll when using light weapons. Cleave is a feat which allows a player to attack multiple enemies in a single turn. The idea here is to remove both feats, and instead make them an intrinsic property of certain weapons. A rapier or dagger, for example, would always have its attack rolls modified by dexterity rather than strength. Likewise, a two handed waraxe would always enable a character to take a swing at 2 or 3 enemies at a time, so long as all of them could be hit with a single arcing swing.

Speed: Each weapon would have a speed number associated with it. That number would be the amount of iterative attacks it was possible to make with that weapon on a given turn. A two handed war hammer, for example, might have a speed of 2 or 3 at most. While a dagger might have a speed of 10. Note that these iterative attacks are not entitlements, they are maximums. A character would need to work hard and level up before they were able to make multiple attacks during a single round, but a two handed war hammer would never be able to make more than 3 attacks, no matter how high level the character became.

Space To Use: A two handed axe is not the best weapon to have in a 3ft wide cavern. You can make some use of it, but it would be at an extreme penalty. I suggest three types of weapons. First, those which require only personal space. These would work anywhere that a character could fit comfortably, and would include weapons like a dagger, blowgun, or rapier. Weapons with a 10ft space to use would require an area at least 10ft wide to use comfortably, and in smaller spaces they would take a -4 penalty to attack rolls. This would include any weapon like a longsword or axe, which requires a wide swing. Finally there would be 15ft or larger weapons. These would mostly be weapons with reach, such as a whip, spiked chain, or trident. They would take a -4 penalty in spaces less than 15ft wide. In some spaces they might be impossible to use. A whip, for example, is completely useless if you don’t have room to swing it. And a 7ft long trident isn’t much use when you’re attacked from behind in a corridor 5ft square.

Both Speed and Space to Use are included in AD&D 1st edition. I am not very familiar with the relevant rules, however, so the above are concocted from my own suppositions on how such rules might work in a game.

Strength/Dexterity To Use: Composite bows already do something similar to this. Each composite bow has a strength rating, and a character must be at least that strong in order to be proficient in the weapon. This would apply the same concept to other weapons. Using a rapier or whip proficiently, for example, would require a dexterity of no less than 14. While a two handed warhammer would require a similar amount of strength. A character without a sufficient ability score could still used the weapon, but they would never be able to become proficient in it.

Training Time: This would replace Pathfinder’s weapon proficiency system. Each weapon would have a pair of training numbers indicating how long it takes to become proficient in the weapon. A dagger, for example, would be 2/4. If a character wishes to become proficient with a dagger, they simply need to take it with them into battle. The character is considered non proficient with the weapon, and all attack rolls are made with a -4 penalty. Anytime the character gains at least 2 experience* from a battle where they successfully dealt damage using the dagger, they put a tally mark next to the weapon. Once they have a number of tally marks equaling the first number (in this case, 2) their attack penalty is reduced to -2. Once they have a number of tally marks equal to the second number, they are considered proficient with the weapon and no longer take any penalties associated with using it.

Each class starts out already being proficient with a number of weapons. For fighters, all training times are reduced by half (rounding up).

*This is in reference to the Simple XP System I use.

Weapon Vs. Armor Type: This is another 1st edition rule which I know very little about. I like the concept, and would be interested in seeing it in play, however I have no real original ideas on how to implement it (yet). Instead, I would direct you to a post over at Delta’s D&D Hotspot which proposes pretty much what I think I would come up with. (I seem to have a tendency to reduce everything to 3 groups).

Hold at Range: A few weapons, like a spear or a trident, naturally lend themselves to keeping someone at range. At the end of each turn while using such a weapon, the player may indicate that they would like to keep a foe they just attacked at bay. When the character does this, they gain a -2 Dexterity penalty to AC against all other enemies. If their designated enemy attempts to move closer, then the character gets an automatic attack of opportunity against their foe. If the attack succeeds, then the foe’s movement is halted and they cannot move any more on that turn.

Parry Bonus to AC: I’m not 100% convinced that this is a good idea. To some degree, the parry is already included in a character’s AC as part of their dexterity. However, some weapons lend themselves better to defense than others do. Neither a very short weapon, like a dagger, nor a very long weapon, like a scythe, would be well suited to aiding in defense. This, I think, has the potential to be the mid-sized weapon’s biggest advantage vs. smaller faster weapons, and larger harder-hitting weapons.

Weapon Damage and Repair: This is hardly a new idea, which never seems to survive long because tracking weapon damage is too much hassle. I’m not sure how that problem could be resolved, but I would very much enjoy seeing this element in a game if it were possible. It would be particularly interesting when combined with my new crafting system. (Which, I swear, I’m going to post eventually).

Alternate Attack Surfaces: The party encounters a band of skeletons. This is unfortunate, because they’ve all come equipped with spears and tridents. Since they only have piercing weapons it will be difficult to kill the skeletons, who have DR 5/Bludgeoning. Then the bard has a wacky idea: what if they turn their weapons around and hit the skeletons with the shaft instead of the points? Many weapons seem as though they would be simple to use in other ways, to achieve a different type of damage. It’s pretty difficult to use a weapon when you’re striking with the flat of the blade or the pommel, so I could understand if many weapons did not have alternate damage types. But what could be simpler than using a spear as a quarterstaff, or a scythe as a piecing weapon?