Showing posts with label feats. Show all posts
Showing posts with label feats. Show all posts

Friday, March 4, 2016

In which there was Content.

As of Sunday, I will be actually running a game again! My first time running some 5e, so it ought to be interesting. I am a huge fan of the megadungeon, so we'll see how that goes down, especially since it will be my first time running D&D for Shieldhaven at all. Not the first time I've run a game he's played in; the first (and only) such being my Nobilis One Shot of great antiquity (that I never actually posted about ><). Anyway.

My setting, which is called Liel, is the oh so original idea of taking a Sigil like crossroads and making it a whole world, rather than just a city. So pretty much all races and gods are available here. To reduce burden on myself (for some values of reduce), I re-wrote most of the PHB races to get rid of subraces, and broke some of the subrace options into a cultural bonus for being an immigrant (more recently come to this work) or being a colonist/native (originally from the world, or having immigrated so long ago it makes no difference). I also changed some things because the default races are different (humans are common, but not even a little default), and yeah. The important thing here is that the natives/colonists all have an option to take a feat at first level, and I know you're surprised that pretty much all of the PCs are doing that. Go figure!

The main thing this does is make it so that I feel better about starting at first level, rather than going with my 3e inclination and starting everyone at 3rd.

When I last ran this setting for 4e, I had a pantheon of gods that granted a background feat to their worshipers. Feats being tiny and fiddly, this was a lot of good fun to come up with. I wanted to do something similar for 5e, and funnily, it actually fits better. Because there are so many gods available in the world, the most common form of worship is called Giedame, where the worshiper selects six gods of their choice and focuses their piety upon them. Technically, a PC could choose gods not listed below (historically, Dragonlance gods are popular in the world :P), and I'd try to come up with something for that, but I've only actually written things for the gods I made up myself. So... below the cut I have:


  • 1 new feat
  • a bunch of boons (about 1/3rd of a feat to mix & match)
  • 3 new spells (2 1st level spells (one of which is a ritual), 1 cantrip)
And a bunch of gods for spicy flavor. Enjoy!

Monday, September 30, 2013

Spells, Feats, and Advancement.

When I was a kid, I fell in love with my dad's collection of Dungeons and Dragon's handbooks, and most especially the lists of spells and things. Sure, they were presented kind of prosaically and weren't laid out in a way that was especially useful, but as little scraps of interest, they were incredibly cool to me, and hinted at the neatness of being a wizard... keeping a prop spellbook, and questing for arcane knowledge to grow in awesomeness and power.

When I was first able to roll up a character, then, I was extremely disappointed to learn that what I actually got was a tiny list of what was more-or-less available, with some obvious Best Choices, and of those, I could only cast a very few times a day, and had to decide how many times I thought I might cast a given thing. Which made the Best Choices at the beginning even more important.

What I thought I wanted, at the time, was a removal of the limits on how many spells I could know/keep in spellbook, and a different way of approaching how many spells I could cast in a given day. And to some extent, I am still in favor of some slotted spells, some at-will cantrips, and prepping the spells themselves, rather than individual castings of the spells. That said, having automatic access to everything in the spell-book at level still wasn't, and isn't, to my mind, especially interesting. The problem, at bottom, was that the way one typically gains the spells is hugely uninteresting: to wit, you level up, and then you (most of the time, some DMs vary) just get access to the spells for your level, within the bounds of your int.

Yawn.

I have two basic issues with these things: one which has to do with the way spells are handed out, and the other which has to do with the way one advances at all. We'll address the first to begin with, since it's actually applicable in D&D, and, some might argue, is the way the game ought to be run in the first place.

It boils down to, "treat spells as treasure." Fully, entrench the spells in the story, as items and artifacts that are a part of the world beyond their utility/combat effectiveness. Sure, it is important that a starting mage have spells they can use and have fun with, but couching that in story about how they learned said spells, and creating the expectation that yes, the players will and can uncover new spells over the course of play that can be added to said spell book (whether or not the user can cast them right at that moment) is kind of nifty. I'd like to remove the idea of gaining spells from the idea of "gaining a level," which also brings me to my second point.

The more I play games, the more I think I'm over the idea of levels as the primary form of advancement. Stands-In-Fire, at one point, suggested a system where you could learn one new skill/ability each session, and the more I think about it, the more I like that idea. I get, and I can pretty much be convinced that, for mages, it's important to limit capacity (ability to cast more powerful spells, and/or number of spells one can cast) in the early game and have that expand, just as I don't necessarily disagree with the argument that a fighter should get better at accuracy and damage as the game progresses. Doing something like that, however, would be antithetical enough to D&D that you might as well start building a new game system around that idea. Which is certainly fine by me. The main idea here, for mages in specific (though I really love the too-underutilized idea of training/specialties as treasure from 4e), is that what advances is now much and at what power you can cast, so the level that matters is the level of the spell. You get new spells through play/research, and pretty specifically through play/research, so it's not grubbing through the boring Player's Handbook pick lists. Importantly to me, though maybe not so interesting to other people, this also removes the desire to plan ahead with spells, because you don't actually know what you're going to find in the course of play, but must think of cool ways to use the spells you earn/learn/find as you go along. Personally, I am not a fan of playing the build game, and I would very much like advancement to be tied directly to what happens in the course of play, rather than planned out in advance based on what is in a rulebook.

But like I said, that could very well just be me.

Since I touched on training treasure above, I want to take a moment to talk about Feat Systems, and why I don't care for the ones I've seen from 3.x to the current iteration in Next (yes, this includes 4e). Largely, I think they encourage optimal combo combo building, which encourages deep system mastery at the expense of newcomers, less devoted to build-play players, and in some cases, the balance of the game itself. The habit of stacking customization in feats, and then handing those feats out at regular level intervals has the effect (once again, to me), of making non-feat levels basically boring stops on one's way to grind to get to the next set of feats.

I don't know what you like to play, but any tabletop game where it seems like a good and worthwhile use of time to grind high-xp monsters over and over to get closer to leveling has missed out on the thing I enjoy about playing a role-playing game: the figuring out of what one needs to go to achieve each individual goal. The goal in these situations is meta (more XP to get to the next level) and it's obvious what one needs to do (grind difficult monsters to get there). And yes, I'm not just talking about 4e-- this happened in 3.x games too. I prefer if the goal is less meta (one of the only times you'll see me say 'less meta' is desirable), more concrete, and more story oriented, for example, "we are seeking the monk who lives atop Forsaken Mountain that she might teach us the Awesome Ways of Awesome." Still, we're talking about advancement, but we're talking about something that's in the story.

And now, I admit that it isn't the feats themselves I mind, it's the way they're handed out, and how they're presented to the players as, essentially, a shopping list to handle at level. I would have no objection to treating them, once again, as treasure, earned through acts and adventuring on the part of the players... you could have tomes of Dwarven Lumberjacking (as a tropetastic example) which teach superior skill in axes, or a cool ability that allows one to do a nifty maneuver while wielding an axe. Or enchantments/blessings that one can temporarily add to weapons, or meditations that allow one to focus one's energy on repelling blows, and improve AC for a time. And these items could pretty easily map to feats as they're written in any of the aforementioned editions, tying their distribution to and through play, rather than to something so arbitrary as level.

To be completely fair, Arcana Evolved _did_ try to do this some with their spellcasting feats, by requiring ceremonies involving certain kinds of beings or creatures in order to obtain them, though the way they were presented was pretty much entirely though the rulebook, rather than being knowledge I think it would ever occur to anyone to organically acquire in play.

Anyway, I also get that, for the most part, this can be handled through the GM's style of game running, rather than needing to be ensconced in rules, unless one is modifying how advancement works, of course. And I imagine that there are already systems in place that do the things I'm talking about more naturally.

But huh, I'd also be open to running a gladiator/arena kind of game where the point was to build an optimal character from the beginning, and swap out pieces/choices between each session to tweak for effectiveness, as something of a crunchy 180 from my play-style, here. Hrm.


Monday, January 17, 2011

So, more about my game... custom gods and feats.

In the company of Such Illustrious Game Designers (by which I mean thems what has actually found themselves paid for this sort of thing. Whereas I have only been paid for the heartless crushing of dreams), it is with a little trepidation that I offer up my humble efforts in this realm for scrutiny. Nevertheless, it is perhaps of interest to some few of you to see the ways in which I have potentially broken my D&D game horribly with a few extra Divine Feats.

To explain. In the setting I have created, a world called Liel, the most prevalent form of religion is called the Giedame. In this faith, each worshiper claims a personal pantheon of six gods, which may be any god in this setting, or any other setting for which rules exist in 4e-- and if rules/feat choices did not exist for a deity a player of mine wanted, I promised to make some up. As for setting deities, I provided the local pantheon of Ar'Siva, the island continent where the main of the game takes place. Entering the worship of each god allows access to that god's feats, which may be taken at any level. In the interest of avoiding tl;dr, I'll break this up into groups. So here's the first bunch:

The Hero-Gods (Atailan)

The Hero-Gods, Begaren, Vai'Varin, and Pi'kati, are called thus because of their roles in various myths and stories. It is not known whether they were once people who lived and were later deified, but the stories treat them as if they once, indeed, lived in the world like men.

Begaren

-- The God of Honor, Valour, and Nobility, his worship is common to warriors and those who value codes of honor above all else. In Ar'Siva, he is a favorite god of Military Knights, though his worship is more common in the other countries. His worship suggests proficiency with all manner of heavy (not thrown) swords and/or shields. His symbols are a sword cutting through tendrils of dark energy coming from below, or a shield with a hand and three orbs upon it, parting a wave of dark energy from above. Those who consider themselves Dedicate to Begaren may choose from the following divine Feats:

Shield Brethren

If you have shield proficiency, grant +2 to a defense as an immediate interrupt, once per encounter to one ally who is adjacent to you, or adjacent to the attacking enemy.

Sword Brethren

If you have proficiency in light or heavy blades and have a sword equipped, +1 to attack rolls for flanking allies using melee weapons.

Vai'Varin

-- The God of Humility, this god is never himself depicted, though like Begaren, he is considered a hero-god, and spoken of as such. His symbol is a common household item-- a shoe, a kettle, a broom, et al-- held singly, or on a plain field. Leaders benefit most from the worship of Vai'varin, and many warlords serve him. He is a common household god on Ar'Siva. Those who consider themselves Dedicate to Vai'Varin may choose from the following Background Feats:

Helping Hand

Adjacent Ally gains a +3 bonus to their surge value when they spend their second wind, +5 at 11th level and +7 at 21st.

50 Feet of Rope

You may spend your move action to grant one ally an extra 5 move before the end of your next turn. Allies who start a climb or a jump adjacent to you gain +2 to their Athletics check.

The Best Cook Ever

During an Extended Rest, you may sacrifice a Healing Surge to add +2 to all Allies Surge Value, as you are up cooking the entire time.

Pi'kati

-- the God of Tricksters and Rogues, he is a god widely worshipped by people in all walks of life. He is especially popular in Ar'Siva, in the country and among the proleteriat. It is not uncommon, apart from those who are of the Rogue or Bard profession, for someone to feel themselves Pi'kati's in Soul, and honor him thusly. His symbol is a four-holed flute with one hand open and one hand closed; sometimes with his grinning Face behind it. Those who consider themselves Followers of Pi'kati may choose from the following Divine Feats:

Unassuming Pickpocket

+2 to stealth and thievery or you may also treat Stealth and Thievery as trained skills, even if your class does not permit it. Once per encounter, you may make a bluff check as a minor action to gain combat advantage over an enemy within close burst 10.

Made You Look...

Once per encounter, as a move action, you may shift from a square adjacent to an enemy to another square adjacent to the same enemy. You have cover from enemies until the end of your next turn as long as you remain adjacent to that enemy.

Coming next: The Gods of Ascension and the Gods of Detriment.

I will also note that thanks to DDI, adding custom feats and making them apply correctly is really bloody difficult, and thus a hard thing to have 4e players do. Also, I have not really dealt with Divine Power dailies for these gods, except for Vai'Varin, as my Cleric and my Artificer worship him (The Rogue and the Avenger primarily worship Pi'kati). Still, the most efficient way of breaking one's game is through handing out utterly stupid custom magic items. But more on that later.