Time Management

Allow me to be clear; I play modern tabletop games. Pathfinder is my game of choice, and I believe Paizo is a company with the potential to be a driving force of innovation within the gaming industry. I love rulebooks which are heavy enough to break your toe if you drop them, I love having mountains of build options for my characters, and I love a game which has functional rules for making detailed monster builds. Sure it’s a waste of time if you’re doing it for every monster in every game, but who says you need to? And no, modern rules are not perfect. I think I’ve made that clear with posts like The Problem with Feats, and Stuff Which Never Works. I’d like to see some serious revisions to the way modern game developers look at games.

I also believe in the importance of learning from history. Whether you are trying to run a nation, a classroom, or just a game table, history can be your greatest teacher. Our forebears were, believe it or not, just as smart as we are. They didn’t have all the tools we have today, which is why we sometimes forget just how clever they were. But if anything, lack of tools only made them more ingenious, until one of them was so ingenious that they made a tool so that the given task would never be quite so difficult ever again.

Now, do not mistake me: I do not look into the past with rose colored glasses, as some do. Anytime I hear someone rambling about how things were ‘better’ in the ‘old days,’ I have to roll my eyes a little.* More often than not the speaker in question is just allowing nostalgia to cloud their perceptions. However, the fact that things have, overall, improved, does not mean that our very clever forebears didn’t have amazing ideas which never reached us. And the best part about those clever people being in the past is that we can look around and see for ourselves how their ideas worked out. So even though I do consider myself a modern gamer, I frequently look to the works of Gygax, Arneson, and others who worked on games in the early days.

And in reading these early works, I’ve frequently come across the concept of time management. Specifically, that it is important to track time not only in combat, but out of it as well. It is necessary, according to Gygax, for a Dungeon Master to keep track of in-game time throughout the entire session. This is mentioned a number of time throughout the numerous iterations of D&D’s first edition, but nowhere is it more clear than in the original Dungeon Master’s Guide–universally regarded among the most authoritative works on the subject of role playing games.

TIME IN THE CAMPAIGN
“Game time is of utmost importance. Failure to keep careful track of time expenditure by player characters will result in many anomalies in the game. The stricture of time is what makes recovery of hit points meaningful. Likewise, the time spent adventuring in wilderness areas removes concerned characters from their base of operation–be they rented chambers or battlemented strongholds. Certainly the most important time stricture pertains to the manufacturing of magic items, for during the period of such activity no adventuring can be done. Time is also considered in gaining levels and learning new languages and more. All of these demands upon game time force choices upon player characters, and likewise number their days of game life.

One of the things stress ed in the original game of D&D was the importance of recording game time with respect to each and every player character in a campaign. In AD&D it is emphasized even more: YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT.”

-Gary Gygax, Dungeon Master’s Guide

The emphasis, by the way, is not mine. That’s Gary Gygax throwing up caps, because this is that important to him.

When I first read about how important Gary considered time management, I was taken aback. On the one hand, I couldn’t understand how time management was even supposed to work. And on the other hand, I was offended by the thought that every campaign I had run in the past was not “meaningful,” simply because we didn’t keep track of time. I’ve run some damn good games in my years as a GM. Why does the fact that I’ve never even attempted to keep track of time invalidate that?

Then I took a deep breath, remembered that I pride myself on being rational, and tried to stop throwing an internal hissy fit before anyone caught me in the act.

The fact that I’ve never attempted time management before doesn’t invalidate all the good games I’ve run. They were good games, everybody had fun, and nothing will change that. The question is whether those games were good because of, independent from, or despite my lack of time management. And if I’m being honest with myself, I can think of a lot of things which would improve if I was better at tracking in-game time. And even though I can’t think of an easy way to manage in-game time, the fact of the matter is that Gygax did it, and many other game masters do it, so it must be possible. I am simply ignorant of the methodology, and that can remedied with learning.

So I did some more reading. First through Gygax’s Dungeon Master’s Guide, then through the OSRIC manual, since clarity was not always a strong point of Gary’s writing. I also refreshed myself on the movement rules as stated on pages 170-172, 192-194 of the Pathfinder Core Rulebook, since movement is one of the core elements time management affects. Pathfinder divides movement into Tactical, Local, and Overland, which I think functions as a good basis for a modern system of time management.

Tactical Time is managed in the basic units which we’re all familiar with. A tactical (or ‘combat’) round is six seconds long. In these six seconds, every combatant gets a turn. Ten rounds make a minute, sixty minutes make an hour, etc. Local Time is what you might use if you’re delving into a dungeon, or exploring a town. Taking a page from OSRIC, it seems like the best unit of time for Local Time is 10 minutes. That’s long enough that it shouldn’t significantly slow down the players as they try to get things accomplished in game time, but short enough that it shouldn’t need to be divided further for players to complete small actions. Overland Time is tricky. I’m not sure whether it should be measured in hours, or in days. I think the best solution is to use days and hours both as units of measure, depending on what the players want to do. If they’re just traveling in to a destination, days will work fine, but if they’d like to spend part of their day exploring the area they’re already at, and the rest of the day traveling, then breaking things down into hours could be helpful.

I haven’t tried this yet, so I have no idea how it will play out in a game, but the more I think about it, the more it seems like time management is actually an awesome idea. Casters will actually have to be careful with their spells if the party doesn’t want to stop to rest simply because they ran out of spells within the first few hours of the day. And if a caster does run out of spells, this could give non-caster classes a real opportunity to shine. Potion durations and non-magical hit point recovery become relevant! The players could actually be forced to make decisions based on how much time something will take, or be faced with time-sensitive goals! The very notion that I’ve never done this before begins to seem ludicrous.

I have no idea why modern games stopped emphasizing time management, and why they never developed better systems for implementing it. It seems to be the same problem I discussed a few months ago in my “Why Hex Maps Need to Come Back” post. For some reason, modern gaming developers decided to arbitrarily throw something away without coming up with a replacement for it. And us poor kids who were raised on D&D 3.5 or Pathfinder are stuck with an incomplete picture of how role playings games can best be played, until we start looking back through gaming’s history for guides.

As I stated in the opening of this post, I have a lot of faith in Paizo’s ability to be an important force for innovation in RPGs. They should start by bringing back some of these senselessly abandoned concepts.

*To clarify: this is not always the case. Occasionally people will have well reasoned arguments for why they prefer something old over something new. For example, members of the Old School Roleplaying/Renaissance community have some very solid reasons for preferring 1980s style tabletop RPGs over more modern games. Likewise, I like to think that I have some very solid reasons for feeling that recent expansions of World of Warcraft have reduced the game’s quality in many ways.

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.

Magic Items: By Deed or by Craft

One of the great legacies of Dungeons and Dragons, a legacy continued by Pathfinder, is the strong presence of magical items. Ever since Gygax and Arneson first published their “Rules for Fantastic Medieval Wargames Campaigns,” magical swords, helms, rings, and so on have been a staple of treasure hordes around gaming tables everywhere. These wondrous treasures have served not only as motivation for players to delve ever deeper into the dungeon, but have played a role as an essential part of character progression and enhancement. This has remained true even as games moved beyond the tabletop. Modern games, such as World of Warcraft, can often be simplified as a quest to get magic items, so you can engage in more difficult challenges, which result in better magic items.

In Pathfinder, most of the magical items available can be gathered in one of three ways. The most traditional way of acquiring such treasures is to find them; whether it’s at the bottom of a dragon’s horde, or resting on a pedestal in the tower of an evil lich. A character might also earn magic items, either by gold, or by deed. Finally, with the right skills, a character can simply make the item they desire. Pathfinder (and D&D 3.5 before it) provides detailed information on creating magic items, including the cost of raw materials, and the amount of time the work will require. All a character needs are a few prerequisites: ranks in a crafting skill, a few feats, maybe a spellcasting class, and they’re good to go.

Some magic items which can never be crafted, regardless of skill. These exceedingly rare items are known as artifacts. The most common artifacts have perhaps a couple dozen iterations in existence. Most are even more rare than that, and many are one-of-a-kind. The exact reason why an artifact can’t be replicated varies from item to item. Some are simply of mysterious origins, such as the Deck of Many Things. Others might be ancestral treasure, created in time immemorial, such as the Axe of Dwarvish Lords.

My favorite type, though, are the artifacts which are created by intersecting with greatness. Good examples of this tend to come from D&D, since Pathfinder’s mythology is not yet well established. Take the hand and eye of Vecna, for instance. If a player were to cut the hand and eye from just any lich, and attempt to replace his or her own hand and eye with the lich’s, it wouldn’t work. Like as not, the character’s shortsighted plan would leave him or her short handed. Alternatively, attempting the same thing using The Hand, and The Eye will work, and it will grant the character fantastic abilities to boot. These artifacts gained their power because they were once part of Vecna. Other items which gained their power through association with greatness are The Mace of Cuthbert, The Sword of Kas, and the Wand of Orcus.

I find these items so much more engaging than other magic items, or even other artifacts, because of the inclusion of a history. When my fighter hefts the Sword of Kas, she knows the blade was forged for one of the most evil swordsman in history. She knows the blood of countless innocents have run over the handle she now grips. That knowledge transforms the blade from a hunk of metal and a bonus to my attack roll, into something which my character cares about. That kind of interest in the game world is something which game masters should strive to instill in their players.

That excessive buildup brings me to the main point of this post:

What if all magic items were created by deed, rather than craft?

I’ve been toying with this idea for a couple months now, and I think it has potential. Such a dramatic shift in gameplay mechanics is perhaps best suited to an entirely new system. But I’m a Pathfinder GM, so I’ll present it as a house rule (probably a campaign-specific one) for that game.

The immediate problem with this idea is one of supply and demand. Pathfinder is designed with magic items in mind, and a character without them is going to have a much more difficult time dealing with encounters of his or her level. That isn’t to say that it’s impossible, many people enjoy low-magic games where magical treasures are much more rare than they are in standard play. But even in standard play, a high level character is lucky to have even one artifact. Clearly, that gap needs to be bridged for the idea to be viable.

The obvious response is to simply lower the threshold of awesomeness required to transform a normal item into a magical item. I think it was probably clear from the start that we’d need to do this, but there’s a danger in going too far. If we try to use this new method of magic item creation to simply supplant the current system without any additional changes, then killing five people will need to be enough to create a +1 bonus. That completely defeats the purpose of the new method, since the backstory for 90% of items will simply be “used by a nameless soldier for the three weeks he survived such-and-so war.”

The best solution to the supply and demand problem is to meet in the middle. Any game using this method needs to be a low-magic game, where players can’t expect to be able to find an upgrade in every dungeon they delve into. The threshold of awesomeness required to create a magic item will also need to be lowered drastically. Low enough so that magic items will be accessible starting as early as level 1 or 2, but high enough that the story behind the creation of the items will still be of interest to the player. I’ve given some possible examples below.

One other problem with this system is any kind of run-of-the-mill magic items which give simple bonuses. Items such as +1 daggers or +2 armor inherently lack flavor. In certain rare circumstances they may be appropriate (I detail a +1 bow below), but as a rule, magical equipment created through association with greatness should reflect the nature of that greatness more specifically than a flat numeric boost can.

Examples:

Boarslayer’s Blade: This blade grants a +2 bonus to attack and damage rolls when wielded against creatures of the Animal type. It was created by legendary human ranger Hassif Annandar when he was only 12 years old, and protected an injured playmate by slaying the boar which had attacked them.

Bow of Winning Accuracy: This is a +1 shortbow. It was created by a mysterious stranger who appeared at an elven archery tournament held annually in Mahgtinton Wood. The stranger won the competition easily, astounding the crowd by striking her own arrows in twain eight times on a target twice the normal distance from the shooting line. The stranger disappeared before she could be congratulated, but she left her bow behind. Legend says that the stranger was none other than the fiendish bandit of Mahgtinton Wood: Shora The Fox.

The Immovable Rod (as Immovable Rod, found on page 484 of the Pathfinder Core Rulebook.) This unusual magic device was created when the kingdom of Queen Darsus was beset by demons. The queen led her servants and children into her bedchambers, and barred the door with this rod. For three days she single-handedly held the door closed using only her strength, and what leverage she gained from the bar.

The Devilsblood Blade This is a Flaming Burst Battleaxe. It was created during the battle of Obrent’Kel, when an army of dwarves fought off an invading force of hill giants. The giants had hated the dwarves for years, and made a pact with devils to finally wipe out the clan. During the battle, a lowly Axe Hand named Torel Anvilchest (who would later become a general in the clan’s leadership) faced down and slew a horned devil after being separated from his unit.

Ring of Invisibility (as the item of the same name on page 481 of the Pathfinder Core Rulebook) When master assassin Arcturus Iammad accepted a contract from the price of Galnar to slay his father, the king, Arcturus didn’t know what he was in for. After sneaking into the massive Castle Galnar, it took the assassin no less than a month to finally finish what he thought would be only a night’s work. The labyrinth of secret passages, illusions, and magic portals within the structure were enough to nearly drive him mad. But not once was he seen, and once he found the king, he finished the job he had been given.