The Alexandrian

Sleeping Beauty - Sword and BoardingInspired by the “Shields Shall Be Splintered!” houserule at Trollsmyth, I’ve been thinking about how such a mechanic could be used to make sword-and-boarding a more interesting and flavorful mechanical choice. And maybe address some of the balance issues that make them so much less appealing than wielding a two-handed weapon.

SHIELDS: Once per round a character can use their shield to block (or partially block) an incoming attack. Both the shield and the shield’s wielder suffer the full damage of the attack, but the shield’s wielder can subtract a number of points of damage equal to their Base Attack Bonus. A shield cannot be used to block a touch attacks or attacks that bypass armor in any way.

A shield can be used to block damage from any effect which requires an attack roll (such as a scorching ray).

A shield can also be used to block damage from any effect which allows a Reflex save (such as a fireball). If the character makes a Reflex save for half damage, the damage blocked by the shield is subtracted before being halved.

A character who is flat-footed or unaware of an attack cannot use a shield block.

THOUGHTS AND QUESTIONS

(1) There are quite a few possibilities here for feats to extend this basic capability: For example, allowing characters to block up to twice their BAB in damage. Or a feat similar to Combat Reflexes that would allow a character to make a number of shield blocks equal to their Dexterity bonus. Should the “blocking spells and other effects” be relegated to a feat, as well? Is it too useful straight out of the box?

(2) Instead of making this a 1/round ability, should it be an immediate action?

(3) Is this useful enough that the normal AC bonus from a shield should be eliminated?

And, of course, the big question is: Does it work? Is it balanced? As the title of the post suggests, I’ve given this zero playtesting. It’s just a nifty idea that tickled the hind-quarters of my brain. It undoubtedly needs some tweaking at the very least.

Flame of the Phoenix

April 29th, 2010

My brother, who plays the mage Ranthir in the In the Shadow of the Spire campaign, requested a D20-statting of the spell seen in this video from Guild Wars 2:

FLAME OF THE PHOENIX
Evocation [Fire]
Level: Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Effect: Medium size phoenix of flame
Duration: 1 round (see text)
Saving Throw: Reflex half or negates (see text)
Spell Resistance: Yes

A bright flame in the shape of a winged phoenix appears before you. With a screeching caw you can command it to attack any creature within range. The flame phoenix will fly in a straight line to that target. If it passes through the space of any other creature in its flight, that creature must make a Reflex saving throw or suffer 1d4 points of fire damage per every two caster levels (maximum 5d4).

Once the flame phoenix reaches its target, it stops moving for the round. In a burst of flaming feathers, the flame phoenix deals 1d6/level points of fire damage to the target (Reflex save for half damage, maximum of 10d6). If the target creature moves, the flame phoenix will follow it up to the limit of the spell’s range.

At the end of your next turn, the flame phoenix flies back to you in a straight line. If it passes through the space of any other creature in its flight, that creature must make a Reflex saving throw or suffer 1d4 points of fire damage per every two caster levels (maximum 5d4).

This material is covered by the Open Gaming License.

Urban Planning in Fantasyland

January 29th, 2010

So… what other small touches of garlic-planter proportions might you find in the urban planning of a fantasy setting?

I’ve often held, for example, that it seems as if cremation would be a natural solution for fantasy lands crawling with the undead. (On the other hand, if you can provide a reason why people believe their loved ones should be buried with whole and undisturbed bodies you will probably simultaneously explain why they find the creation of undead abhorrent.)

On a similar note, what does the well-stocked arensal of a city guard look like? Silver bullets for werewolves seem like a nobrainer. What else?

You Can’t Do That Here

January 25th, 2010

The Esoterrorists - Robin D. LawsOne of the things I look for in a roleplaying system is the “You Can’t Do That Here” failure point.

Obviously, there are things that a character logically shouldn’t be able to do. (Barring magical or technological aid, for example, a normal human being shouldn’t be able to flap their wings and fly like an eagle.) But that’s not what the You Can’t Do That Here glitch is about. You Can’t Do That Here happens when the structural or statistical quirks of a particular system make it impossible for a likely, probable, or desirable outcome to happen.

Imagine your favorite scene from a movie, book, or television sceries. Could that scene happen in your favorite roleplaying system? If not, why not? And can it be fixed?

These thoughts recently percolated to the surface for me during my read-thru and analysis of The Esoterrorists (which I also discussed here).

Scene 1: The detectives have a hit a dead-end in their investigation. Or perhaps their investigation has raised new questions. In any case, they return to the scene of the crime to look for new clues. Is there anything they might have overlooked? Is there evidence their later investigations suggest should exist that can now be found?

Scene 2: The teenage heroine is spending her summer vacation in the spooky, haunted house owned by her aunt and uncle. After spending seeral weeks in the house (enduring events of escalating strangeness), she passes down the hall and happens to notice for the first time a strange seam in the plaster. Investigating it more closely, she discovers a secret door and a staircase leading down to a hidden basement…

Scenes like these are a dime a dozen. They are also completely impossible if you’re playing The Esoterrorists: The system mandates that any clues which are to be found at a given location will be found by the PCs. That means you will never gain anything new by returning to a crime scene (unless new evidence has been deposited there since the last time you looked for some reason). Nor can you ever notice something that you previously overlooked.

And since this failure point in the system is a direct result of the system’s core design principle, there’s really no easy way to fix it: There’s an entire category of scenario that The Esoterrorists will never allow to be played out.

By contrast, these same scenarios can be absolutely trivial in other RPGs. For example, in the D20 system the former scene is modeled by either returning to the crime scene and Taking 20 for a more exhaustive search; or performing a new search with a circumstance bonus to model the additional insight gleaned from later investigations. And the second scene is nothing more than a series of failed Spot checks followed by a successful Spot check.

IN THE LENGTH OF A ROUND

On the other hand, I often see You Can’t Do That Here failure points being misdiagnosed by people who become trapped within the paradigms of the system. Perhaps the most notable example of this is the erroneous believe that, if it can’t be done in the length of a single round, then it can’t be done.

For example, in many discussions surrounding my essay “D&D: Calibrating Your Expectations” people would attempt to demonstrate the “ridiculous” number of feats which real world people require to be modeled “accurately” in the game system. A prime example was the Ride-By Attack feat:

When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

People would readily point to the example of any jousting tourney and say, “Anyone who jousts is capable of making an attack and then continuing to ride in a straight line.”

This is true. And, in fact, anyone in D20 can (a) ride up to someone; (b) hit them; and (c) continue riding past them. They just can’t do all of that in a single round.

This is about more than just defending the D20 system from an invalid critique, however. It’s about establishing a mindset in which you maximize the power and flexibility of your system of choice. Because the flip-side of You Can’t Do That Here is You Can Do That here, and that’s a lot more interesting.

Thinking back to the exercise we used to detect You Can’t Do That Here failure points, let’s turn it around now to a more positive use: Imagine your favorite scene from a movie, book, or television series. Can your system do that out of the box? If it can’t, what mechanics do you need to design to make it happen? And how can you design a scenario in which a scene like that becomes possible, plausible, or even probable? Can you generalize the case and figure out how to encourage scenes like that during a gaming session?

For example, imagine a scene where a kung-fu hero throws the bad guy through an aquarium full of piranhas. How can you enable and encourage that kind of scenery-interaction in your fight scenes? What mechanical structure can you use that will be (a) simple enough that the PCs won’t shy away from using it (as opposed to the default 3rd Edition grappling rules, for example); and (b) make the option as attractive (or more attractive) than simply hacking at the guy with their magic sword or throwing a punch at his jaw?

As a real world example, a couple of years ago I designed some simple counter-intelligence guidelines for the Gather Information skill. This took about 5 minutes. But having these guidelines made possible game content that would otherwise never have arisen: Previously “knowing that someone is asking questions about you” was a You Can’t Do That Here problem with the D20 system. Fortunately, it was a trivial one for me to solve — and now my PCs have to be cautious when asking questions about people; and occasionally they’ll be surprised to discover who has been asking questions about them.

The Gateway Trip - Frederik PohlThe Gateway Trip is purportedly a collection of short stories subtitled Tales and Vignettes of the Heechee.

But that’s pretty much bullshit.

This book would be more accurately titled A Child’s History of Gateway. Only the last eight pages deal directly with the Heechee to any meaningful degree, while most of the rest of the book is largely a recapitulation of the Future History which is already thoroughly explained in the other Gateway books. This blatant regurgitation of exposition is occasionally studded with short segues describing the missions of various Gateway prospectors, but these are passionless, short (averaging perhaps 5 paragraphs), and read like the informational placards at a rather bland museum.

(I would have dearly loved to have either: (a) A true collection of stories focusing entirely on the Heechee; or (b) a collection of short stories focusing on various Gateway-based prospectors. Sadly this book is neither. It’s a completely wasted opportunity.)

The only exception to this pointless pablum is “The Merchants of Venus”, a novella originally published in 1972 which serves as a prequel of sorts for Gateway. I found “The Merchants of Venus” to be a very entertaining yarn of Campbellian science fiction. The occasional tinge of sexism by way of golden age SF is cringe-worthy, but beyond that the three main characters are well-drawn; the milieu is evocative; and the hard science fiction is used dramatically (rather than self-indulgently).

In short, if you can find a copy for a couple of bucks, The Gateway Trip is worth it just to have a copy of “The Merchants of Venus” (particularly if you enjoyed Gateway and want to find the only other taste of the universe that’s worth paying any attention to). But it’s probably best if you just skip the rest of it.

GRADE: D

(Merchants of Venus gets a B-.)

Frederik Pohl
Published: 1991
Publisher: Del Rey
Cover Price: $6.99
ISBN: 0345375440
Buy Now!

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.