Showing posts with label agile. Show all posts
Showing posts with label agile. Show all posts

Wednesday, January 25, 2017

Building an Agile Character     

Character creation in D&D starts from a very simple system: six ability scores.  In older versions of D&D, if you wanted your character to be agile, you would put your highest die roll (assuming you could place them as you wished) into Dexterity.  What does building an agile character look like in Pathfinder and Third Edition D&D?  And do the additional levels of complexity make for a better game?  This is, in many ways, the core difference in philosophies between "old school" and "new school" games.

In truth, there is nothing wrong with putting an 18 in Dexterity and calling it a day.  In the core rules of most versions of D&D and similar fantasy RPGs, this will make your character better able to dodge out of the way of attacks, which is certainly something an agile character would be able to do.  But when we think about agility, and the types of characters that demonstrate it, there is a lot missing.    Can my character jump and move around quickly?  Can I tumble and do acrobatics?  Earlier editions of D&D imagined a more heavily armored character, with a sword and a shield, on a relatively level battlefield.  But the cinematics of movies have introduced a less realistic, but more exciting kind of combat.  Adding the ability to emulate this cinematic style of combat adds excitement to a story and lets players make characters that are more like what they see in movies.

Agile characters will work best with little to no armor.  If you look at the abilities that go with agility, that has been built into the system in different ways.
  • Wearing heavier armor reduces the AC bonus that you are able to gain from having a high Dexterity.
  • Skills that rely on Dexterity have a penalty if the character is wearing heavier armor.
  • More agile character classes do not begin play with proficiency in heavier armor.  And many of their abilities are limited if they wear heavier armor.
  • Some abilities that relate to agility do not work at all if a character is wearing heavier armor (such as fast movement and evasion).
An easier way to work things than having to remember that fast movement will still work with medium armor if you are a barbarian, but requires no armor if you are a monk, and evasion won't work with medium armor (for either a monk or a rogue), is to standardize the Agile component as only functioning with no armor or light armor.

Another basic feature of the Agile component is a "fast" Reflex save.  All saving throws in Pathfinder can be divided in to those start at +2 and increase at a fast rate, and those that start at +0 and increase at a slow rate.

Taking the Agile component should give you access to certain class skills:  Acrobatics is the most obvious, but also Climb, Escape Artist, and Ride.

Just those features alone give us, essentially, a Tertiary version of the Agile component.  I'm using tertiary to indicate that it is of third-most importance, the way it is expressed in the bard class, for example (although we end up giving the bard an additional skill of Ride.)  What if we want Agile to be a more important part of our character?  Of Secondary importance, the way it is expressed in the barbarian class?  Or of Primary importance, for a monk or a rogue?

Here's a draft of how the component might look.  This version uses only material found in the Core Rules.  A more complete version would have additional material from other books.  Also, I have only sketched out the special abilities briefly, where in a more complete version they would have a more detailed description.


Agile

Requirements:  To use the special abilities of Agile, a character must be wearing only light armor or no armor.

Hit Dice:  no change

Skills:  Agile characters gain the following class skills:  Acrobatics, Climb, Escape Artist, and Ride.

Base Attack Bonus:  no change

Saving Throws:  Agile characters begin with a +2 Reflex save and advance quickly.

Additional Spells:  none

Special Abilities:  Tertiary Agile characters gain no special abilities.  Secondary Agile characters gain one ability at first level, and one additional ability every three levels, starting at level three.  Primary Agile characters gain one ability at first level, and one additional ability every two levels, starting at level two.
  • Defensive Roll:  gain a Reflex save against damage that would result in loss of all hit points(Primary Agile only).
  • Evasion:  successful Reflex saves for half damage result in no damage.
  • Fast Movement:  gain +10 speed.  Primary Agile characters may take this ability again, for an additional +10, up to a maximum of +60.
  • High Jump:  add character level to Acrobatics for jumping, always have a running start.
  • Improved Evasion: half damage on a failed Reflex save (Primary Agile only, requires Evasion).
  • Improved Uncanny Dodge:  cannot be flanked, except by a character of higher level (requires Uncanny Dodge).
  • Ledge Walker:  use Acrobatics to move along narrow surfaces without penalty.
  • Rogue Crawl:  move at half speed while prone.
  • Slow Fall:  reduce falling damage by 20 feet.  Primary Agile characters may take this ability again, for an additional +10 feet, up to a maximum of 100 ft.
  • Stand Up:  rise from prone as a free action.
  • Trap Sense:  gain +1 Reflex to avoid traps and +1 dodge vs. attacks made by traps.  Characters may take this ability again for an additional +1, up to a maximum of +6.
  • Uncanny Dodge:  cannot be flat-footed.
  • Weapon Finesse:  as the feat (Primary Agile only).
How can we expect this to change character creation?  Well, first off, trap sense is going to be taken much less often.  This is because it is underpowered as compared to some of the other abilities.  Barbarians, for example, will likely want to replace their trap sense with evasion, stand up, and other useful abilities that they did not previously have access to.  If we felt that this was a major problem, we could address this by making trap sense more powerful.  We could also make abilities Primary Agile only, if they feel over-powered.

How does having an Agile component benefit the story?  There are several ways, two short-term benefits and a long-term benefit.  One short term benefit is that the rules are simplified, making it easier for new players to learn them.  There are fewer exceptions or specific rules depending on character class.  Making the game accessible to new players of D&D has a direct benefit to the story, because you will get players from more diverse perspectives and experiences.  Moreover, there is an adjective "Agile", that clearly describes a character, and abilities that back up that adjective.  This will help players to define their character and understand what they should be able to do in the story.  Having characters that can be defined in a descriptive way, instead of by numbers or rules references, will make them more interesting to role-play.

The long-term benefit is that, eventually, we want to be able replace archetypes and multi-classing with a component system.  This has a number of story benefits.  It allows us to customize the character classes to better fit the campaign.  For example, if you were running a seafaring adventure, you might take the component of ranger that includes tracking and swap it out for something else.  It also avoids the problems with multi-classing within the story.  For example, if you want to play a multi-classed cleric or wizard, it is not necessary to explain why you gain those powerful abilities at second level, midway through an adventure, when you had no story reason to gain them.  Instead, you can start with the necessary components to build your multi-class character from level one, and advance at a steady rate in all of your areas of focus. 

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Monday, January 23, 2017

Class Components:  Breaking Things Down Further     

Thus far, we have identified four components of the barbarian:  Berserker (a powerful and balanced component), Survivalist (a front-loaded component), Agile (a somewhat unbalanced component), and Tough (a balanced, but less powerful component).

Examining the barbarian archetypes reinforces these components.  Archetypes gain certain class abilities, while losing other, standard barbarian class abilities.  Looking over the various archetypes, we can see that when an archetype gives up fast movement, for example, they usually lose uncanny dodge and trap sense as well.  Berserker, as the primary component and the granter of the barbarian's rage powers, is rarely lost entirely  The other three, however, are often switched out as the player desires, to modify their barbarian and make it unique.

Because these components are not balanced against each other, they should not be treated in the same way.  However, instead of swapping components out one for one directly, and attempting to force them to become balanced when they are not, perhaps we can instead think about each component as having greater or lesser importance to the character concept.

For Barbarians, being a Berserker is of primary importance, and being Agile is less important.  But let's consider the other character classes that might have Agile as a component.

The Rogue's Agile Component

Certainly the rogue is the first class that comes to mind when we think about a character that is agile. The following class abilities granted by the Rogue fit within an Agile component:
  • Acrobatics, Climb, and Escape Artist class skills (1)
  • Increased Reflex save (all)
  • evasion (2)
  • uncanny dodge and improved uncanny dodge (4, 8)
  • trap sense (3, 6, 9, 12, 15, 18)
In addition, a number of Rogue Talents fit into Agile, including Acrobatic Stunt, Climbing Stunt, Escaping Stunt, Expert Leaper, Fast Getaway, Improved Evasion, Ledge Walker, Nimble Climber, and others.


The Monk's Agile Component

Monks are also very agile, having many class abilities that fit within this component:
  • Acrobatics, Climb, Escape Artist, and Ride class skills (1)
  • Increased Reflex save (all)
  • evasion (2, 9)
  • fast movement (3, 6, 9, 12, 15, 18)
  • slow fall (4, 6, 8, 10, 12, 14, 16, 18, 20)
  • high jump (5)

The Bard's Agile Component

Finally, the bard, while certainly not as focused on agility as the rogue or the monk, has certain class abilities that fit within this component.  The bard's Agile component would be fairly front-loaded, and might look something like this:
  • Acrobatics, Climb, and Escape Artist class skills (1)
  • Increased Reflex save (all)

Standardizing Components

There is a lot of overlap between the way that different character classes get these same kinds of skills and abilities.  And yet, three general levels of components start to make themselves clear:  front-loaded, lower-powered components, such as the bard's Agile (as well as the barbarian's Survivalist), mid-level components, such as the barbarian's Agile and Tough, and high level components, such as the rogue or the monk's Agile (or the barbarian's Berserker).

Would the game benefit if we standardized these into three distinct levels?  Well, consider the rules as written that the players need to keep track of:
  • Barbarians gain fast movement at level 1, which is a simple 10 foot bonus to their move.
  • Monks gain fast movement at level 3, but this is a different ability of the same name, and increases every three levels.
  • Monks and rogues both gain evasion at level 2, but Monks gain improved evasion automatically at level 9, while rogues have to take an advanced rogue talent in order to get improved evasion (which they cannot access until level 10).
  • Rogues get uncanny dodge at level 4 and improved uncanny dodge at level 8.
  • Barbarians get uncanny dodge at level 2 and improved uncanny dodge at level 5.
  • However!  If a rogue or barbarian already had uncanny dodge from the other class, then when they would get uncanny dodge, they instead get improved uncanny dodge.
  • Rogue and barbarian levels stack, somewhat, for purposes of when you can avoid sneak attacks, but the rules are complex, to say the least.
These rules are unreasonably, and unnecessarily, complex.  They do not add anything to the story.  Nor do they add that much to the game itself, since the only time you need to think about them, as a player, is when you are creating or leveling up a character.  In the meantime, the GM is the one who is likely to have to use them the most, and this becomes burdensome in terms of slowing down creation of NPCs and antagonists.

Next post I will try to set forth a version of a three-level Agile component that will easily fit into the four classes discussed, as well as being available in some form to other classes!

This blog is funded by my Patreon! All proceeds are donated toward making gaming a more fun and more diverse place! Thank you so much to all my Patrons! https://www.patreon.com/openhouserules

Friday, January 20, 2017

Breaking Down Barbarians    

As I discussed in my last post, Skills & Powers was an attempt to break down ability scores, races, and character classes into component parts, so that players could customize their characters more easily.  I think that this was a good idea, but poorly executed.  My goal is to try to do this in a way that is easier for the player (especially new players), preserves game balance, and offers useful tools to the gamemaster.

Let's start with barbarians.  There was a piece of art in Second Edition D&D that started me on my love of barbarians, despite the many flaws inherent in the character type.  It's by Jeff Easley, but he doesn't have a copy of it on his website.  I don't have permission to use it, but you can see it here.  It shows a muscular female barbarian grabbing an ogre-like monster by its nose ring, with her sword drawn.  Beside it, you can see that she has already sliced up the ogre's spiked club and shield.  At the time, it was a relatively unprecedented gender-flip of a very traditional image, down to the Conan loincloth, the Rambo headband, and the curly mullet hairstyle.  Barbarian started out as just a kit in Second Edition, although it was later made into a full class.  But it wasn't until Third Edition that barbarians really started to shine.

In Third Edition, barbarians were designed to be front-line fighters whose Rage ability gave them temporary bonuses in combat.  From a game design point-of-view, this was the first fighter type of character to have time-limited abilities.  Whereas before you could divide the party into "people who can do things all the time" and "people who can do things a certain number of times a day," and all the fighters were in the first half, barbarians were now in the second half.  The reasoning behind this is that Third Edition used a system of encounter-based balance to track party resources.  A party's resources included each character's hit points, but also the spells and abilities that were limited in use to a certain number of times per day.  The Challenge Rating (CR) system would rate each encounter or monster with a number that could be directly translated into the percentage of party resources that encounter was expected to expend.  This was great for gamemasters, because they could plan out encounters, knowing at about what time the group was going to have to rest or go back to town to restore their resources.

In Pathfinder, barbarians are still focused around their rage abilities.  However, there are several barbarian archetypes who do not rage, replacing that ability with a different one.  And, of course, all of the other barbarian abilities are also replaced by alternate ones in the many archetypes available to barbarians.  One problem with the class archetype system is, it is very hard to guess which abilities will be replaced with which!  There is no point value set to each individual class ability (nor am I suggesting that there should be).  Instead, it is done on an more crafted basis.  What this means, in practice, is that I might have to read through many, many archetypes in order to get the combination of abilities that works for my character.  Even then, I might have to take an archetype that doesn't really fit, because it is the closest thing I can find.

What I would like to do is to break barbarians down into a few large core components that can be swapped out easily, and without disruption to game balance.  Part of the challenge will be to balance out starting abilities from those that the class only gains access to at later levels.  Otherwise it will be too easy to select only from components that are "front loaded."  Fortunately, this is a problem that Pathfinder has addressed, somewhat, based on feedback from Third Edition D&D.  Because you could multiclass freely, many folks took the opportunity to take a single level of a "front loaded" character, such as the rogue, in Third Edition, before taking all the rest of their levels in a different class.  Pathfinder was written with awareness of that problem, and this should help us in our goal.


Berserker

There are a lot of theories about historical berserkers, but they are generally associated with a warrior taking on the mystical aspect of an animal (a bear, a boar, or a wolf), and wearing the pelt of this animal instead of armor.  This signified that they were as a wild beast on the field, attacking anyone around them without mercy, and heedless of their own defense.  This inspiration is clearly at the forefront of the barbarian class.  Thus, berserker is the aspect of barbarians that focuses on rage in combat.

Features of the barbarian class that fit with the Berserker component (number indicates approximate levels at which it is gained):
  • non-lawful class requirement
  • Intimidate class skill (1)
  • high base attack progression
  • rage and associated rage powers and abilities (1-20)
As it stands, this component is very powerful, and fairly well spread out throughout levels one through twenty.


Survivalist

Barbarians are described as living out in the wild and being uncivilized.  This aspect follows the root of the word "barbarian" itself, as a cultural slur against a group that you believe is less civilized or worthy than your own culture.  Obviously, there are a lot of problematic things about using the word barbarian to describe people who, in the real world, would bear the most resemblance to indigenous tribes.  We can mitigate this a bit by focusing on barbarians as living apart from any culture.  Like someone from any sort of civilized society who abandons it to go and live in the forest, barbarians live alone in the wilderness by choice, not by nature or nurture (both of which are tied to heritage, and not character class). 

Features of the barbarian class that fit with the Survivalist component: 
  • Climb, Craft, Handle Animal, Knowledge (nature), Perception, Ride, Survival, and Swim class skills (1)
  • increased Fortitude save (1-20)
As it stands, this component is front loaded, and significantly less powerful over the course of time than Berserker.


Agile

Another focus of barbarians is their speed (fast movement), as well as their ability to move freely around the battlefield (acrobatics), and dodge out of the way of danger (uncanny dodge).  This fits the profile of a warrior who is likely going to be wearing little or no armor.  The Reflex and dodge bonuses granted by trap sense would also fit well into this component of barbarians.

Features of the barbarian class that fit with the Agile component: 
  • Acrobatics, Climb, and Ride class skills (1)
  • fast movement (1)
  • uncanny dodge and improved uncanny dodge (2, 5)
  • trap sense (3, 6, 9, 12, 15, 18)
As it stands, this component is front loaded for the first levels, but tapers off in usefulness very quickly after level 5.


Tough

The fact that barbarians gain d12 hit points is a big part of their draw.  Other abilities also play up the nigh-invulnerable nature of these warriors.  Which is certainly something that they need, since they are often on the front-line and often unarmored.  In later levels, barbarians gain damage reduction to further increase their ability to ignore being damaged.

Features of the barbarian class that fit with the Tough component: 
  • 1d12 hit dice (1-20)
  • increased Fortitude save (1-20)
  • damage reduction (7, 10, 13, 16, 19)
As it stands, this component is fairly well balanced throughout the levels, but still not as powerful as Berserker.  Also, it lacks the interest and specificity of the other three components.

In my next post, I'll talk more about how to use these components, what might need to be changed, and how components can be used to create archetypes more easily!

This blog is funded by my Patreon! All proceeds are donated toward making gaming a more fun and more diverse place! Thank you so much to all my Patrons! https://www.patreon.com/openhouserules