Wednesday, February 8, 2017

Backtracking to Bards    

Here we are returning to the subject of bards, which we briefly skipped over!  Bards have a fascinating history in Dungeons & Dragons.  Sure, it's easy to become a bard now, but back in the day, you really had to work for it.  Bards first appeared in core rules back in First Edition D&D (technically AD&D).  To create a bard, you had to meet stringent requirements.  Your human or half-elf only character had to have extremely high ability scores to even begin to attempt to become a bard.  You would then create a fighter character, and go off adventuring.  Sometime after you reached fifth level, you would then dual class (a variant type of multiclass) into a thief.  Finally, after many adventures as a thief, you would dual class again, to a druid.  You would keep your fighter and thief abilities, and now you could also cast druid spells!  This idea of a fighter/thief/spellcaster was very appealing, and had previously only been available to elves.  Humans could get this combo, but they had to work for it.  However, when Third Edition came out, everyone could multiclass freely.  Fighter/thief/spellcaster types were now available to any race, and in a variety of different interesting combinations.  Where did the bard now fit into the game?

The core of bards in D&D is that they are knowledgeable about many things, they are jack-of-all-trades, and they can charm people with their music.  This last ability is greatly expanded in Third Edition and Pathfinder, and becomes the core of what makes a bard unique.  When Third Edition came out, I felt that there was a great deal of excitement about bards.  Like the monk, here was a class with an entirely new set of abilities.  However, as time went on, I noticed that interest in the bard had waned.  Bards were underpowered, it was argued, and often didn't really fit into the adventure in the same way that the other character classes did.


How Did the Jack-of-all-Trades Become the Least Flexible Class?

To understand the problems with the bard, you have to look at the multiclass system.  Multiclassing is highly favored among many players of the game, both in D&D and in Pathfinder.  And yet, as I've discussed in earlier posts, there are some multiclass combinations that just don't work very well.  And, unfortunately, that includes pretty much any combination that contains the bard.

The first problem is that the bard is a spellcaster.  Any class that combines with the bard that is also a spellcaster is going to be at a significant disadvantage.  That includes a lot of classes!  But fighter/bards, rogue/bards, and even monk/bards are still quite feasible.  Why do we not see more of them?  Part of the reason is that sorcerer gives a lot more bang-for-your-buck as a multiclass spellcaster.  Sorcerers get access to a larger variety of spells and can cast more of them.  Then, with the advent of the magus class, bards were even less useful, as the magus blends their spellcasting and fighting in a much more efficient way.  Another reason is that there is too much overlap between abilities.  The bard offers better fighting and better skills than the sorcerer, but a fighter and a rogue, respectively, already have those things.  Monk/bards have an issue with ability scores:  they need all of them to be viable, which spreads their scores fairly thin.

But I believe that the main reason that bards don't get multiclassed (or played) as much is that players have a hard time figuring out what to do with the musical component of the class.  The idea that bards will play music and aid the rest of the party through their song is a very specific one.  It feels sort of odd and out of place in epic fantasy.  The most popular example of a bard that regularly uses bardic performance to support his allies is one that pokes fun at the very concept.  And it is this musical support ability that the majority of bard archetypes reduce or get rid of.  Pathfinder has done their best to expand the different ways that one can play a bard, but the fact is, it remains a very narrow character concept.  A good analogy would be the necromancer.  A great concept for a character, but clearly not for everyone and not suitable for every game.


Performers in the Fantasy Genre

My approach to the bard, to address some of these issues, would be to focus on the bard as a performer, and allow this to include a broad spectrum of abilities.  A Performer component would encompass the traditional "play music to enchant and buff allies," but that type of performance would not be overly critical for the class's function.  Performers in fantasy can be broken down into a number of different categories, all of which would be accessible by the bard.
  • Actor:  Actors in the fantasy genre are often associated with masks and the type of very stylized acting represented by Commedia or Mummery.  They are more closely associated with illusions than other bard types, as well as trickery.
  • Dancer:  This type of performance is almost always associated with combat, as well as the normal bard functions of enchantment and buffing.  The class of Dancer is a mainstay of Japanese fantasy RPGs.  It should be noted that dancers in the fantasy genre are almost always female and often tend to be sexualized.  Being aware of the problematic tropes associated with dancers is important, and I'll talk about it more in my next post, which is all about charms and enchantments.
  • Juggler/Acrobat:  Another performance that is often associated with combat.  Jugglers do not tend to be able to enchant with their juggling.  It is seen as skill, not magic, and is often used for pranks or thievery.
  • Musician:  The typical D&D or Pathfinder bard, this performer plays instrumental music and generally this has a magical effect.
  • Singer:  Enchantment through song is a strong theme in fantasy.  It is often gendered (women tend to be singers more than men) and often sinister.  The harpy and the siren are examples of singers that enchant male heroes, often to their doom.  See my notes on Dancer, above.
  • Storyteller:  Performers of this type are often used by an author of a fantasy story to introduce the myths and tales that are the core of the fantasy world.  In other words, they exist mostly for exposition.  Storytellers as protagonists do exist in fantasy as well, however, and they tend to be knowledgeable about many things.  They also tend to be the guardians of lore that would otherwise be lost.

Components of a Bard

We know, from prior posts, that our bard might include Spellcasting as a secondary component and Agile as a tertiary component.  Their other Secondary component could be Scholar (making them more like wizards) or Versatile (making them more like sorcerers) or Healer (making them more like clerics).  For now, let's look at a Performer component, which would be the primary component of the bard class.


Performer

Requirements:  None.

Hit Dice:  Primary Performers gain d8 hp, others have no change

Skills:  Performer characters gain the following class skills:  Acrobatics, Bluff, Craft, Diplomacy, Disguise, Intimidate, Knowledge (local), Linguistics, Perception, Perform, Sense Motive, and Sleight of Hand.

Base Attack Bonus:  Primary Performers gain base attack as rogues, others have no change

Saving Throws:  Performers begin with a +2 Will save and advance quickly.

Additional Spells:  Performers add the following to their spell lists:
  • 1st - cause fear, charm person, comprehend languages, confusion (lesser), hypnotism, remove fear, sleep, ventriloquism
  • 2nd - animal trance, calm emotions, daze monster, enthrall, heroism, hypnotic pattern, pyrotechnics, rage, scare, shatter, sound burst, suggestion, summon swarm, whispering wind
  • 3rd - charm monster, confusion, crushing despair, deep slumber, fear, glibness, good hope, haste, sculpt sound, slow, speak with animals 
  • 4th - dominate person, freedom of movement, legend lore, modify memory, rainbow pattern, shadow conjuration, shout, speak with plants
  • 5th - dream, false vision, heroism (greater), mind fog, nightmare, shadow evocation, song of discord, suggestion (mass)
  • 6th - analyze dweamor, eyebite, find the path, irresistible dance, sympathetic vibration, veil
Special Abilities:  Tertiary Performers gain a single special ability from the list below at first level.  Secondary Performers gain one ability at first level, and one additional ability every two levels, starting at level two.  Primary Performers gain one ability at first level, and one additional ability every level, starting at level one.
  • Acrobatic:  As the feat.
  • Affect Animals (Su):  Use all Perform abilities on animals as well as people.
  • Alertness:  As the feat.
  • Animal Affinity:  As the feat.
  • Athletic:  As the feat.
  • Calm Emotions (Su):  Calm down listeners and make them peaceful.
  • Catch Off-Guard:  As the feat.
  • Countersong (Su):  Counter magical effects that rely on sound.
  • Dazzling Display:  As the feat.
  • Distraction (Su):  Counter magical effects that rely on sight.
  • Dramatic Display:  As the feat.
  • Fascinate (Su):  Distract others, so that they receive penalties on certain rolls (such as Perception).
  • Gather Crowd (Su):  Compel all within a certain range to come closer to see and listen to your performance.
  • Hero's Display:  As the feat.
  • Inspire Competence (Su):  Grant allies bonuses on certain skill rolls.
  • Inspire Courage (Su):  Grant allies bonuses against fear effects.
  • Inspire Fear (Su):  Increase intimidation effects.
  • Inspire Ferocity (Su):  Grant allies bonuses in combat.
  • Intimidating Prowess:  As the feat.
  • Mass Charm (Sp):  (Primary only) Extend the effects of certain enchantment spells to all who see and hear the bard's performance.
  • Masterful Display:  As the feat.
  • Mocking Dance:  As the feat.
  • Murderer's Circle:  As the feat.
  • Savage Display:  As the feat.
This is a draft of the Performance component, and it is far from complete.  But it should give you an idea of the direction that this component would go in, and the types of benefits that it would offer to characters.

Next post I want to talk a bit more about charm effects, as they are often used by bards.  Then we will move on to druids!

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Monday, February 6, 2017

Building a Spellcaster    

Spells and spellcasting take up an enormous portion of the rules of any D&D product.  It certainly isn't the only way to create a comprehensive magic system (see Ars Magica, for example), but D&D and Pathfinder insist on having each and every potential magical action described, in detail, each with its own rules.  This is not necessarily a bad thing!  D&D has at its core a tactical combat game.  Designing a magic system with the breadth of the entire fantasy genre, that can be applied to the very narrow focus of tactical combat, is a fairly astounding feat.  For those of us who love the D&D magic system, even the parts that we sometimes hate, it is an integral part of the game.

That said, it has become so incredibly huge that it is barely workable for experienced players, much less for new players.  Consider, for example, the number of charts in just the core Pathfinder rules that deal with the number of spells that a character either casts or learns per caster level:  there are ten of them.

In addition, spellcasting hasn't really caught up with the evolution of the rest of the system.  No where is that more clear than in the multiclass rules.  Once you decide to be a spellcaster, anything that you do that takes you away from that specific spellcasting class is going to make your character substantially less powerful.  A fighter/barbarian, or fighter/ranger is a perfectly acceptable path, but a sorcerer/wizard is simply not.  (As an aside, I had a player play a sorcerer/wizard in one of my campaigns, and he was an excellent character.  This is not to besmirch the concept at all, just the way that the rules support that concept.)

In case it wasn't clear by now, it is my intention for these house rules to eliminate the need for multiclassing.  And I believe that Pathfinder has made moves in that direction as well.  For example, the hybrid classes essentially do what I am doing, but in a much more limited way: they combine the components of two classes together, so that you can level up in both at the same time.  The Arcanist, for example, is Pathfinder's solution to the sorcerer/wizard problem.

Why is this important for story? The short answer is, it isn't directly important, but the ways that it indirectly impacts the story add up to a big difference.  First, simpler rules allow new players to feel more welcome.  Having new players feel welcome leads to a table with more diverse viewpoints and experiences, which leads to better story.  Second, having spellcasting be an addable (and removable) component allows the gamemaster to easily turn the dial on how much magic they want in their campaign.  Eventually, this blog will turn to the subject of gamemastering, and how class components can be set up for particular genres of fantasy.  It may be that you want spellcasting to be a rare, but powerful thing.  An easy way to accomplish this is to eliminate Secondary and Tertiary Spellcasting, and only allow it to be a Primary component.  Or, alternatively, you may want magic to be pervasive, but not as powerful.  Doing the opposite, and allowing Tertiary Spellcasting only will accomplish this.  Rules that support genre will, in turn, support good story.  Third, streamlined spellcasting rules make the game go faster.  It means that a larger amount of the time that you have to sit down and play the game can go toward advancing the story, rather than fiddling with rules and looking things up.


Spellcaster

Requirements:  none (but see restrictions below)

Hit Dice:  no change

Skills:  Spellcasters gain the following class skills:  Knowledge (arcana), Spellcraft, Use Magic Device

Base Attack Bonus:  no change

Saving Throws: Spellcasters advance quickly in Will saving throws.

Additional Spells:  see below

Special Abilities:  Spellcasters are able to prepare and cast magic spells.  Preparing spells requires the spellcaster to be well-rested (eight hours of rest), and to spend one hour of preparation time in a relatively peaceful environment.  Note that other class components may provide additional restrictions or advantages in preparing and casting spells.

Spells Per Day:  Spellcasters can generally cast at least two spells per day of the highest spell level that they can cast, at least three spells per day of the second highest spell level that they can cast, and four spells per day for all other spell levels.  They begin able to cast only first level spells or lower.  They gain access to a new level of spell every two character levels.  When they do not gain access to a new spell level (on even numbered levels), they instead gain an additional spell for every level that then can cast at, to a maximum of four.  Their progression thus looks like this (apologies, as Blogger doesn't seem to be able to do tables):

Character     Spell Level
Level           0             1st           2nd         3rd         4th

1                  3             2
2                  4             3
3                  4             3             2
4                  4             4             3
5                  4             4             3             2
6                  4             4             4             3
7                  4             4             4             3             2
8                  4             4             4             3             3

Spells Known:  Spellcasters know a number of spells equal to twice the number of spells that they can cast.  They can choose from this list when preparing their spells to cast.  For example, if a spellcaster can cast two second-level spells, three first-level spells, and four zero-level spells per day, they will have four second-level spells, six first-level spells, and eight zero-level spells in their repertoire to choose from.

Special Restrictions:  All Spellcasters must choose one of the following restrictions below.  Secondary Spellcasters must choose two restrictions, and Tertiary Spellcasters must choose three.
  • Delayed Spellcasting:  Instead of being able to cast spells at first level, spellcasters with this restriction do not begin to learn to cast spells until they are fourth level.  At that point, they continue to learn at the normal rate, reducing their character level by three for the purposes of spells and spellcasting).
  • Limited Spell List:  Initially, all spellcasters gain access to the same list of spells.  They will also gain access to additional spells through other class components.  However, spellcasters who take this restriction cannot learn some of the more powerful spells available.  A breakdown of individual spells and how to create spell lists for your campaign is the subject of a later post.
  • Required Item:  In order to prepare and cast spells, the caster must have a particular unique item available.  Note that this restriction cannot be taken if the spellcaster does not have to prepare spells (due to an ability from another class component).  The eschew materials feat does not remove the requirement to have this item.
  • Slow Learning:  Spellcasters with this restriction know half the number of spells that they can cast per day (rounded up), instead of twice that number.  Note that this restriction cannot be taken if the spellcaster has a way to learn more than the usual number of spells (due to an ability from another class component).
  • Slow Progress:  Spellcasters with this restriction gain access to a new level of spell every three character levels, instead of every two character levels.  If desired, this restriction can be taken twice.  Spellcasters who do so gain access to a new level of spell every four character levels.

Existing Spellcasting Classes

How does this look for our existing spellcasting classes?  Currently, we have three Primary Spellcaster classes:  druid, wizard, and sorcerer.  While all have Primary Spellcaster, they are distinguished by their other components and also by the special restrictions that they have chosen.  Druids have the special restriction of Limited Spell List, which removes some of the traditional "wizard only" spells such as magic missile, but druids can still gain additional spells to add to their list from their other components.  Wizards will have Secondary Scholar component, which will give them access to many more potentially known spells, but at the cost of having to scribe them into their spellbook.  Their restriction is Required Item: Spellbook.  Sorcerers have a Secondary Bloodline component which will give them an increased number of spells per day, as well as giving them access to a more spells for their list based on their birthright.  They will also have a component that removes the requirement for preparing spells in advance, making them more versatile casters.  Their restriction could either by Slow Learning or Slow Progress, but I strongly prefer giving them Slow Learning.   In comparison to current Pathfinder rules, this will mean they have a few less spells to cast, but will gain new levels of spells at the same time as wizards do.

Our cleric and bard have Secondary Spellcaster components.  Clerics take the restrictions of Limited Spell List and Required Item, which is their holy symbol.  They can then gain additional spells from their Primary Healer component, as well as from their Domain component.  Bards currently have the restrictions Limited Spell List and Slow Progress.  They share a component with sorcerer that will enable them to not need to prepare spells in advance.

Finally paladins and rangers have Tertiary Spellcaster components.  Assuming they are not traded out for something else, they will have the limitations of Delayed Spellcasting, Limited Spell List, and Slow Progress.

Next up is the Jack-of-all-Trades, but Master-of-None, the Bard!

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Wednesday, February 1, 2017

Tackling Spellcasting     

Whenever I sit down to muck with whatever D&D rules have come out most recently (which is fairly often), I always say to myself:  "just leave the spells and magic section for later."  And, inevitably, I will immediately be drawn down into the rabbit hole of analyzing and rewriting the spells and magic section, and banging my head against the wall as to why mage armor is still a Conjuration spell (thank you Fifth Edition for fixing this!) and what exactly the point of the Transmutation school is (spells that change people or stuff, to make them better or worse, except not magic weapons, because that's Enchantment, and not cursing, because that's Necromancy, and who the heck knows why message is in here...)

See, even in that paragraph, I got drawn down the rabbit hole!  I cannot keep out of it.  But, in this post, I swear, I am not going to get into individual spells.  Instead, I'd just like to talk about spellcasting, generally, as a class ability.

Out of the eleven core classes in Pathfinder and Third Edition D&D, only four are non-spellcasters.  And one of those, the rogue, can actually cast a few spells through Rogue Talents.  Each class has its own spell list, gains spells at a different rate, prepares spells in different ways, casts a different number of spells each day, and requires different components to do so.

Compare this, for example, to the combat rules regarding fighting with weapons.  All but two of the eleven core classes can use crossbows, and they all use the same rules for doing so.  What makes a fighter better at firing a crossbow than a wizard is separate from the rules about how crossbows work.  This is what I would like to do with Spellcasting.  There would be only one class component for Spellcasting, because it would all work in the same basic way.  It would then be modified by other components of your character class.


Which Ability Score Should Spellcasting Use?

One way in which the different classes approach spellcasting is that they use different ability scores to do it.  Clerics, druids, and rangers use Wisdom; bards, paladins, and sorcerers use Charisma; and wizards use Intelligence.  There isn't, as far as I can tell, a reason why these particular ability scores are used.  Paladins cast divine magic, but sorcerers cast arcane magic.  Bards do not need to prepare their spells, but paladins do.  All three classes use Charisma as their ability score for casting spells.  Let's look at the sort of things that having a high ability score will give you, with respect to spellcasting:
  • Determines whether or not you are able to cast spells of a particular level at all.
  • Grants a number of bonus spells per day.
  • Grants a bonus on the DC for opponents to save vs. your spells.
The first two rules are odd, to say the least.  Most other class abilities that are based on an ability score have a set number of uses per day, and then either add or subtract their ability modifier to that number of uses.  It would make more sense if low scores for spellcasters resulted in the opposite of bonus spells, i.e., you can cast fewer spells per day, instead of not being able to cast at all.  Moreover, ability scores do not grant a flat bonus of "plus however many spells per day."  Instead, there is a table that limits these bonus uses of spells by level, meaning that a first level character will have a maximum of "gain one bonus spell per day" and a minimum of "can't cast spells at all."

The third rule affects some, but not all of your spellcasting actions.  Specifically, it only affects spells that require a saving throw from your opponent.  These spells are offensive in nature, since spells that boost your abilities or the abilities of your allies do not require a saving throw.  Nor do spells that are cast on non-creature targets, generally speaking.  And many offensive spells do not having a saving throw, but are instead resolved with melee touch attacks or ranged touch attacks (making the relevant ability scores Strength or Dexterity, respectively).  Indeed, only about 26% of the Pathfinder Core Rules, first level cleric spells require a saving throw.  That number rises only slightly, to 27%, when considering first level wizard spells.

It is with this context in mind that I would like to propose the following:  eliminate ability requirements for accessing high level spells, and standardize what ability score determines save DCs with respect to all spell casting.  Other facets of spell casting, including number of spells per day, can be determined by whether your Spellcasting component is primary, secondary, or tertiary, and what other class components your character has.  The challenge will be keeping the distinct flavor of each major spell casting class, and keeping the ability scores balanced within the game.


Wisdom, Intelligence, and Charisma: a Brief History of the Dump Stats

In original versions of D&D, you did not always have control over where your ability scores were placed.  It was also fairly likely that you would have one or more ability scores that were below average.  So the concept of the "dump stat" started very early in D&D's history.  Charisma was the primary target, since the system didn't provide very much incentive to take a high Charisma, unless you were a paladin.  But Wisdom and Intelligence were not far behind, especially before the advent of a skill system and the all-important Perception skill.  Wisdom was important for clerics, and Intelligence for magic users, but neither was particularly important for any of the fighting types.

Second Edition added school specialization rules for wizards that required very high ability scores in something else other than Intelligence, presumably in an attempt to balance and differentiate them.  However, this approach was not particularly successful, and was dropped in Third Edition.  Third Edition's approach was to add a robust skill system based around Intelligence.  The Will saving throw and the Perception skill made Wisdom useful.  Charisma was used for several key skills and special abilities, as well as being the core of the new Sorcerer class.

Intelligence, however, suffered major setbacks when it came to Pathfinder.  Originally, the number of skills you received at first level was multiplied times four.  An 18 Intelligence score could translate, therefore, into twenty-four (!) additional skill points for a first level character (and an additional four per level).  Pathfinder changed this rule (for good reasons) so that instead you would only receive four extra skill points at first level (and an additional four per level).

These extra skill points from Intelligence were not bonuses, but rather ranks.  This is important, because in Third Edition you could spend up to your character's level +3 in ranks into a skill.  However, in Pathfinder, you can only spend up to your character's level.  This means that additional skill ranks will give a character more skills, but not higher skills.

In Third Edition, Intelligence added to the following skills:  Appraise, Craft, Decipher Script, Disable Device, Forgery, Knowledge, Search, and Spellcraft.  In Pathfinder, however, the Decipher Script and Forgery skills were eliminated.  Search was incorporated into Perception, which remained based on Wisdom.  And the important skill of Disable Device was made into a Dexterity skill.  This left only five skills (with the newly added Linguistics) for Intelligence in Pathfinder.


Intelligence as the Primary Spellcasting Ability Score

My house rules would make Intelligence the ability score used for calculating all spell saving throw DCs, regardless of class.  How would this impact the other spellcasting classes?

Bards are often already high Intelligence characters, since they have access to all Knowledge skills (as well as the other four Intelligence based skills).  Their Charisma will be less useful for spell casting, but will remain critical for their Perform-based abilities and bardic performances.

Clerics will be at somewhat of a disadvantage, since they are not generally high Intelligence characters.  However, their Domain abilities are often Wisdom based.  By standardizing that rule, that Domain components work off of Wisdom, it will remain an important score for clerics.  To further keep Wisdom as the primary ability score of clerics, it could be substituted with Charisma as the score which determines how many channel energy uses the cleric receives.  This will also serve to further distinguish clerics from druids, as clerics will be higher Wisdom whereas druids will be higher charisma.

Druids are also not generally high Intelligence characters.  However, the trade off from Wisdom to Intelligence is unlikely to affect druids very much.  Their abilities are generally Charisma based.  The advantages that a higher Wisdom brings are mostly in the area of skill bonuses, will be offset by additional skills in the form of higher Intelligence.

Paladin and ranger are tertiary spell casting classes.  Their spells are focused primary on buffing, and they will not be unduly hindered by having somewhat lower save DCs.

Similar to the cleric's domain being important for Wisdom, sorcerers will keep Charisma as a primary ability score by making it critical for their Bloodline abilities.  But Sorcerers will have to have a decent Intelligence score as well.  Currently, Sorcerers have less need for Intelligence than Fighters do (after all, fighters might want to take combat expertise).  This is a change that I think will enhance game balance, and to the extent that sorcerers are less accurate in their targeting of spell effects, I think that makes for good story as well.  Wizards are the spell experts, and sorcerers are the rogue talents who don't know nearly enough about the massive powers that they can wield.

It's a big change, but a change that I think makes for a better game system.  Next post, a breakdown of Spellcasting and how primary, secondary, and tertiary components differ!

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Monday, January 30, 2017

Cleric Domains Using Components     

In Second Edition D&D, clerics got a whole lot more customizable and interesting.  So it is only fitting that we use them to start our examples of how switching class components works.  As described in my last post, clerics break down into four components:  Primary Healer, Secondary Spellcaster, Secondary Armored Fighter, and Tertiary Community Leader.  This paints the picture of a fairly standard, good aligned cleric who follows a deity of healing, community, or goodness in general.

Domains, from Third Edition, introduced the idea of portfolios of special abilities that deities could grant to their clerics.  Each deity generally grants a number of domains (including up to two based on their alignment), and clerics choose two of these.  Each domain grants some special abilities and a small list of spells (some of which may not be normally on the cleric spell list).  Clerics then receive a special "domain" slot for their spell casting, usable only for spells from this particular list.  Looking at the total abilities granted by domains, they are probably closest to a Tertiary component.

Currently, clerics have the Tertiary component of Community Leader.  Which is fine for many NPC clerics, since that is generally the function that they will have in the story.  But adventuring clerics rarely have a community that they remain attached to and active in during the course of the story.  For these clerics, there should be an option for other callings.


Giving Each Deity Their Own Domain Component     

When I was in college, playing Second Edition D&D, I made a handwritten list of 100 things that a deity could have as their area of focus.  It was, of course, a chart so that you could roll percentile dice to select a portfolio item.  By rolling twice or three times on the chart, you would be able to randomly generate a unique deity, and the list would tell you what spheres of influence that cleric had access to for spell casting.  Sadly, I do not have a copy of that list anymore (along with many of my old D&D notes, it got lost somewhere along the line.)  Pathfinder has more than 100 potential domains (when you include all the subdomains).  But the world that Pathfinder uses, Golarion, has substantially fewer than 100 deities in it, as do most campaign worlds (Forgotten Realms may be the exception!)

Making a class component for each type of cleric in your campaign world has a number of advantages.  It takes the place of not only domains, but can also be used for archetypes that are specific to only a few deities in your world.  If you want to have only one deity with multiple orders of clerics, each can have their own component.  Finally, you can have class components that represent clerics that are more generalized than those who follow a single deity each, perhaps representing an entire pantheon, or representing philosophical concepts rather than gods.  In this way, domain class components become much like heritages: specific to the particular community that the cleric represents.

The Domain components, generally speaking, will replace Community Leader (as it is the default).  If you want your cleric to also be a community leader, you might consider replacing of the other components of cleric, and making your Domain that much more powerful as a result (making it a secondary or primary component).  Here is an example of a Domain component with three separate levels.  Since I have run many games in the Forgotten Realms, I've used one of those deities as an example:  Mystra, the goddess of magic.  (Note that this is for purposes of example only, as material for the Forgotten Realms is copyrighted by Wizards of the Coast.)


Follower of Mystra (a Domain Component)

Requirements:  Must be either Lawful or Good.

Hit Dice:  no change

Skills:  Followers of Mystra gain the following class skills:  Knowledge (arcana), Knowledge (religion), Spellcraft

Base Attack Bonus:  no change

Saving Throws:  no change

Additional Spells:  Followers of Mystra learn the following spells, in addition to any spells they learn from the Spellcaster component.  They must still meet level requirements to cast these spells.
  • 1st - identify, magic aura, protection from evil
  • 2nd - align weapon, bless water, magic mouth
  • 3rd - dispel magic, glyph of warding, magic circle against evil
  • 4th - arcane eye, holy smite, imbue with spell ability
  • 5th - dispel evil, spell resistance, true seeing
  • 6th - analyze dweamor, antimagic field, glyph of warding (greater)
  • 7th - holy word, legend lore, spell turning
  • 8th - holy aura, protection from spells, symbol of death
  • 9th - foresight, mage's disjunction, miracle
Special Abilities:  Tertiary Followers of Mystra gain two special abilities at first level:  Arcane Beacon and Touch of Good.  Secondary Followers gain two abilities at first level, and one additional ability every three levels, starting at level three.  Primary Followers gain two abilities at first level, and one additional ability every two levels, starting at level two.
  • Arcane Beacon: As the Arcane domain ability.
  • Blast Rune:  As the Rune domain ability.
  • Brew Potion:  As the feat, must meet level requirements.
  • Craft Construct:  As the feat, must meet level requirements.
  • Craft Magic Arms and Armor:  As the feat, must meet level requirements.
  • Craft Rod:  As the feat, must meet level requirements.
  • Craft Staff:  As the feat, must meet level requirements.
  • Craft Wand:  As the feat, must meet level requirements.
  • Craft Wondrous Item:  As the feat, must meet level requirements.
  • Dispelling Touch:  When you cast dispel magic as targeting a single object or creature, you may do so as a melee touch attack.  If the attack succeeds, the highest level spell on the target is automatically dispelled.  (Secondary Follower only).
  • Divine Boon:  As the Divine domain ability.
  • Empower Spell:  As the feat.
  • Enlarge Spell:  As the feat.
  • Extend Spell:  As the feat.
  • Forge Ring:  As the feat, must meet level requirements.
  • Hand of the Acolyte:  As the Magic domain ability.
  • Heighten Spell:  As the feat.
  • Holy Lance:  As the Good domain ability, but using character level, rather than class level.  (Primary Follower only).
  • Maximize Spell:  As the feat.
  • Quicken Spell:  As the feat.
  • Scribe Scroll:  As the feat, must meet level requirements.
  • Silent Spell:  As the feat.
  • Spell Rune:  As the Rune domain ability.
  • Still Spell:  As the feat.
  • Touch of Good:  As the Good domain ability, but using character level, rather than class level.
  • Widen Spell:  As the feat.
Note that many of these abilities and feats may yet be modified, and this is a far from complete list (including mostly only Pathfinder Core Rules).  Next post I will tackle the huge subject of Spellcasting!

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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!

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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!

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