Showing posts with label armor. Show all posts
Showing posts with label armor. Show all posts

Friday, January 27, 2017

Considering Clerics     

We are skipping over bards for the moment (we'll come back to them soon!) to talk about clerics, a truly unique character class.  Clerics are one of the "original four" standard classes, along with fighters, wizards (formerly magic users), and rogues (formerly thieves).  The cleric, sometimes known as a priest, was a little bit crusader, a little bit Friar Tuck, and a little bit Van Helsing.  Clerics could fight in melee combat, but with restrictions that made them subpar fighters.  They could cast spells, which were generally less powerful than wizards, and they were extremely effective at dealing with the undead.  They had two very important abilities that set them apart:  they could heal other characters and they could cast spells while wearing heavy armor.

Magical healing is an absolute necessity in most fantasy RPGs.  You can do without the fighter or the rogue, because there are lots of character classes that shares those skills.  You can even do without the wizard, although it will slow you down in higher level adventures.  But you need a healer, and this means someone has to play the cleric.  I'm not certain whether it is because the class is practically mandatory, or because of the religious background, but for whatever reason, I have found that many players hate playing clerics.  If you are lucky, there is that one person in your group who enjoys it (it's almost always a dwarven cleric for some reason), and they end up taking the role in every game.  More often, the cleric is the last character class chosen, by the person who doesn't really care what they play.  The game designers of D&D and Pathfinder, beginning with TSR, realized this.  There were three approaches that they could take to solve this problem:  make clerics more interesting, allow other character classes to heal, or change the way the hit point and damage rules work.  What we have ended up with is a bit of all three.

Second Edition D&D made clerics more powerful and flexible, dividing their spells into "spheres" of influence by their deity, and relaxing the weapon restrictions a bit.  This was greatly aided by one of the classic settings of Second Edition: the Forgotten Realms.  In this campaign world, created by Ed Greenwood, the gods and goddesses were major characters in the story.  Suddenly, playing a cleric or agent of one of these deities gave a character a whole lot of story potential.  Other settings also helped, such as Ravenloft.  The predominance of undead as an enemy meant that clerics would always have a lot to do.  So clerics were still mandatory, but they became more interesting to play.

Third Edition D&D made druids a more viable and interesting character class, and they had access to healing abilities, but druids never really caught on as healers.  Their other abilities, such as wild shape, were not well-suited to support roles.  Bards also gained healing spells, but they were so limited that they were rarely used as full-time healers.  Instead, the main solution of Third Edition and later Pathfinder, was to crank the cleric's healing power up to 11:  spontaneous casting of healing spells and channeling positive energy made healing incredibly easy, leaving the cleric to focus on other aspects of their character.  At the same time, hit points all got a significant boost, so that by Pathfinder, no one had d4 hit die any more.

In my house rules, I've also modified the hit point and damage system considerably, which helps make having a healer no longer a mandatory requirement.  Fourth and Fifth Edition D&D have taken similar approaches, although they use substantially different rules.

Clerics are now about as powerful as they can reasonably get (they are overpowered compared to other character classes), and they still get little respect.  But I suppose that means that folks who like playing clerics (I count myself among them) will always have the option and be welcomed at the table.


How Components Interact

My ulterior motive for skipping to cleric is to discuss how different components of a character's class can interact with each other.  Here's how one could break down the cleric into four components:

Primary Healer
  • Heal skill
  • spontaneous casting (cure spells)
  • channel energy (positive)
Secondary Spellcaster
  • fast Will save
  • Knowledge (arcana), Knowledge (planes), Spellcraft skills
  • divine spellcasting, beginning at first level
Secondary Armored Fighter
  • 1d8 hit dice
  • medium attack progression
  • fast Fortitude save
  • proficiency with medium armor and shields
  • allows spell casting from Secondary Spellcaster with armor
Tertiary Community Leader
  • Diplomacy, Knowledge (history), Knowledge (nobility), Knowledge (religion), Linguistics, Sense Motive skills
There are more things that are granted by these components in my house rules, but these are how the current Pathfinder cleric abilities break down.  Clerics also get a few things that don't fit within any of these four components, such as Appraise and Craft, and some things that are granted based on what deity they follow, such as Aura and Domains (more on that shortly).  Note that I've assumed that this cleric is channeling positive energy.  That is because healing through positive energy channel is such an essential part of the cleric, as it is played in the vast majority of games, as to make evil clerics into practically a different class entirely.  I'll talk about changes we can make to this "standard" cleric in the next post, but for now, assume that the cleric is good aligned and follows a deity of good, community, and/or healing.

There are two ways that these components interact, both with spell casting:  Healer grants the ability to spontaneously cast healing spells, which is useless without Spellcaster.  And Armored Fighter grants the ability to cast spells while wearing armor, which can only be used with Spellcaster.


Spellcasting While Wearing Armor

The Armored Fighter class component is designed to work together with Spellcaster in order to reproduce the effects of the wildly inconsistent and incomprehensible "spell casting while wearing armor" rules.  Currently, arcane spells cannot be cast while wearing armor without a) incurring a chance to fail in casting, b) taking a particular feat tree, c) having magical armor made specially for the purpose, d) having a particular racial bonus, or e) being a Magus.  And what qualifies as "arcane" spells is equally unpredictable (bard spells, including healing spells, are arcane, but ranger spells are divine).  Divine spells, on the other hand, are cast in the same way, often with the same somatic components, but can be cast while wearing any sort of armor.

The real reason for restricting wizards from wearing armor is story based.  Wizards wear robes in fantasy stories, and not armor.  That's it.  There is very little game balance justification.  Granted, if wizards could wear armor, they would be likely to wear as much of it as possible.  Wizards would become small tanks, like rooks on a chess board, hiding behind their metal walls and lobbing spells.  And this would be fine!  The system could totally support this sort of change.  Any resulting game imbalance could be easily fixed in other ways.  However, since very few fantasy stories have this sort of character in them, and the genre as a whole is moving away from heavily armored characters, toward more mobile characters, this is not done.

So, instead, here is an alternate solution that generally maintains the status quo, but does so in a more streamlined way:  Armored Fighter allows a character who also has Spellcaster to cast spells wearing armor, if and only if, the Spellcaster component is equal to or less than the Armored Fighter component.  Since a character can have only one primary component, Primary Spellcaster characters cannot cast while wearing armor.

The core classes break down about like this:
  • Barbarian - not an Armored Fighter, not a Spellcaster, not applicable.
  • Bard - not an Armored Fighter, Secondary Spellcaster, cannot cast spells while wearing armor.
  • Cleric - Secondary Armored Fighter, Secondary Spellcaster, can cast spells while wearing armor.
  • Druid - not an Armored Fighter, Primary Spellcaster, cannot cast spells while wearing armor.
  • Fighter - Secondary Armored Fighter, not a Spellcaster, not applicable.
  • Monk - not an Armored Fighter, not a Spellcaster, not applicable.
  • Paladin - Secondary Armored Fighter, Tertiary Spellcaster, can cast spells while wearing armor.
  • Ranger - not an Armored Fighter, Tertiary Spellcaster, cannot cast spells while wearing armor.
  • Rogue - not an Armored Fighter, not a Spellcaster, not applicable.
  • Sorcerer - not an Armored Fighter, Primary Spellcaster, cannot cast spells while wearing armor.
  • Wizard - not an Armored Fighter, Primary Spellcaster, cannot cast spells while wearing armor.
If we added Magus to the list, they might have Secondary Armored Fighter, Secondary Spellcaster, and thus would be able to cast spells while wearing armor.  The only class that doesn't come out ahead in this equation is the ranger.  Sadly, the ranger loses the ability to cast spells while wearing armor.  However, as the spell casting ability of a ranger is of very low importance to the character class, that it isn't too great a sacrifice.  When I write about rangers, we can see whether we can make it up to them.  Druids also lose the ability to cast in armor, but other abilities and restrictions of druids highly mitigate against wearing much armor anyway.

If one of any of the above classes were to switch out Armored Fighter for a different component, they might lose their ability to cast spells while wearing armor.  And if a spellcasting class switched in the ability to wear armor, they might gain it!  More on switching out components, and how it is a highly useful way to make Domains more interesting, next post!

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

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. 

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