Showing posts with label exceptional traits. Show all posts
Showing posts with label exceptional traits. Show all posts

Wednesday, January 2, 2019

Meat Shields

Regarding the introducing of the B/X game to new players, ViP asked (in the comments) how I felt about “giving each player two or more PCs, or a bodyguard, or an animal companion” in order to counter the initial deadliness of the game design. ViP cites the DCC “funnel system” (the practice of starting an adventure/campaign with multiple characters, presuming a high death toll) as a workable model.

The TL;DR answer: not a huge fan of the idea.

For those interested in my extended thoughts:

I’ve played DCC more than a couple times. I’ve also played in B/X campaigns where I was allowed multiple 1st level characters to start, with pretty much the exact goal as DCC: allow players a little leeway, without cutting down on the overall deadliness. I’ve also had the opportunity to run multiple characters in games when we were lacking a sufficient number of players at the table; that experience isn’t limited to B/X, either (I was asked to run multiple characters in one of my last ever 3rd edition games).

Here’s the thing: AS A PLAYER, running multiple characters in a game does not give me the same experience as running a single character. For me, I’ve found the practice gives me a lesser experience; that is, the experience of role-playing, the main reason I’m playing a tabletop game is diminished in having to split my attention between multiple characters. I don’t get the same “buzz” from driving two (or more) characters; what occurs instead is that I lose my subjective immersion in the game experience and become much more of an objective “game player.”

To use some Forge-y terms (which I know some of my readers detest), running multiple characters throws me immediately into “author stance” with respect to my characters…the same perspective I have when I am a DM running multiple NPCs. Perhaps this is a side effect of having run so many games (and so many NPCs) as a DM/GM over the years. Regardless of the reason, caring for more than one character causes me to lose my feeling of immersion in the game world…and the game, for me, becomes much more about practical game play, and much less about escapism.

I am trying hard (at this moment) to think of a time as a DM when I allowed players to run multiple characters in one of my games. I honestly can’t remember any (former players of mine reading this: feel free to correct my aging memory). I would much rather adjust/change the adventure, or increase the PCs’ experience levels (for a one-off adventure), or assign multiple NPCs to a party (that I, the DM, will run) then require or allow players to run multiple characters in a game session. When I run a D&D game, I want to give the players an immersive experience; I want players to feel like they are in the game. These days I am of the opinion that most of the enjoyment of D&D play is derived from being experiential and while (in the past) I did not fully grasp this concept, I was fortunate enough to run games in a style that (often) allowed this experience to unfold. Now…I wouldn’t want to run a game in any other way and, to that end, I would forgo any type of “funnel system” that deprived players of the single character experience.

Regarding ViP's other suggestions:

I’ve blogged before (and at length) about retainers in B/X. I’ve also offered my own ideas for adding “built-in” animal companions and bodyguards (see my B/X exceptional traits…some of the entries on the list provide just this type of bennie). My thoughts on the matter, and on hired “meat shields” in general, has shifted somewhat over time.

First, let me say that with regard to “retainers,” the B/X system’s brevity on the subject causes it to fall down. B/X is just a streamlined, cleaned-up version of OD&D and does an exceptional job in most of the slights changes to the original system. However, in subsuming the “Loyalty” system into “Morale” and providing a specific system of when to apply it to retainers, Moldvay goes a long way to undermining the concept of retainers as longstanding henchpersons and companions.

Per the rules printed on page B27 (and, yes, I realize these are listed as optional, but the Morale system in B/X is a rather key component of the game; cutting it results in multiple problems) retainers much check Morale after each adventure with failure indicating the retainer "will not adventure with their employer again."  That is damn fickle considering a PC of average charisma will only command NPCs with a morale score of 7 (possibly 8 if providing lavish rewards and shares of loot). That’s a 42% chance of desertion after each game session (as “adventure” is defined in B/X)! Even improving that morale to 8 only reduces the chance to 28%, meaning you’re fairly likely to lose your retainers after four game sessions; that’s a month of (weekly) play! The Cook/Marsh expert set talks blithely of “permanent NPC retainers” (on page X59) but then provide the exact same morale rules as Moldvay (on X26).

Clearly house rules on the subject are necessary unless you want your campaign world to resemble Vance’s Cugel to Clever, or similar (and perhaps you do). For me, I think the recruitment and grooming of loyal retainers is part of the overall system of character development that occurs in a long-term D&D campaign, helping to make the world more real for the players…and, thus, more immersive.

Jory Cassel, retainer
Retainers, in my opinion, should be MORE than simple “meat shields;” death or diminishment of a retainer is an appropriate alternative “loss” or penalty for players (in place of death or diminishment of their own characters). Players should not be cavalier about hiring retainers and allowing them to die in their stead…at least, not if they plan on hiring more in the future (word gets around…). But this only matters if you have retainers that stand fast with the PCs. Which doesn’t happen often given the B/X rules.

Mercenaries are a different matter. Here, the fickleness of the combined Morale/loyalty system is actually appropriate…and as mercenaries are pretty much expected to die “in service,” it’s less likely for PCs to take hits to their reputation for such losses, at least when it comes to hiring more mercenaries (they WILL however, take a hit to their pocketbook!).

Bronn, mercenary
(no last name)
I’ve always allowed the hiring of such NPCs to round out adventure parties…probably because it was suggested in the opening pages of B2: The Keep on the Borderlands (my first adventure module, included with the Moldvay basic set). The smart adventurers will save some of their starting money in order to acquire these types of hirelings, and I encourage this in new players. To me, a hired sword is just another choice of possible starting equipment for the beginning adventurer. I usually price mercs as 5gp to 10gp depending on equipment and assumed hazards (with expectations of bonuses or loot shares). Mercs in my games tend to follow my presumed prejudices regarding the type. I suppose they’d gain experience as a retainer, but such NPCs only rarely make more than one or two forays into a dungeon before dying or quitting (from a failed Morale test).

As for “animal companions?” Well, setting aside for the moment that I am a bit dissatisfied with how I did the exceptional traits (and would probably re-write them before using them)…I think such special characters fall into a category very similar to “loyal retainers.” They should probably only be provided as a reward for advancement (not something to start with at 1st level), as part of a character’s ongoing development. They should count against a character’s limit of retainers (based on Charisma), and they should not be considered simple “meat shields.” For me, an animal companion is something akin to a discovered magic item, and its loss should be a real blow to a character.

Expensive mounts and warhorses, I put in the same category as mercenaries…though their “loyalty” is assured so long as you remember to tie them up.
; )

Monday, August 2, 2010

Exceptional Traits for B/X (oh crap...)

Okay, okay, okay…I don’t know if this proves I have nary a creative bone in my body or that I am a master of riffing off other people, but after reading Tim’s blog post about wanting “something special” for his chargen process I couldn’t help but mull the idea over until the following optional rules (for B/X Dungeons & Dragons) manifested themselves like some Cthulhuloid deity.

Disclaimer: Please be aware that I do not think any of this is necessary to enjoy B/X play. I believe the creative minded person can come up with their own interesting/unusual character within the confines of the seven fine character types and the Big Six ability scores. The following rules are given as a possible jump start to the imaginative process and/or something to “change things up” after many years of straight B/X play.

[also note, that I doubt any such new rules will do much to satisfy some folks’ craving for more. You allow elves and someone wants a Drow. You allow Drow and someone else wants a Dragonborn. See Palladium Rifts regarding “Never Ending Cycles of Bloat”]

Okay, here goes (ugh!):


CUSTOMIZING ONE’S CHARACTER (“EXCEPTIONAL TRAITS”)

While already possible to create a multitude of interesting and distinct characters using the current B/X rules, some groups will find the following rules useful for additional customization. For each character roll once on the proper table at 1st level to determine the character’s exceptional trait. Dwarves and Halflings should roll on the Fighter Table; Elves may roll on either the Fighter or Magic-User Table (not both). DMs may allow characters to gain additional traits as a character advances in level; a new exceptional trait may be gained at each of levels 4th, 9th, 16th, 25th, and 36th. Traits marked with an “*” may only be taken at 1st level. Some DMs may allow players to select an exceptional trait of their choosing rather than rolling randomly. DMs should feel free to further customize these traits to better match the needs of their campaign.

Traits may be lost in play. A character does not gain a replacement for a lost trait.

Cleric (Roll D10)
1. Animal Friend
2. Apostate*
3. Contemplative
4. Learned
5. Martial Order*
6. Righteous Faith
7. Slayer
8. Underpriest
9. Visions
10. Witch-Finder


Fighter (Roll D10)
1. Berserk
2. Dopplehander
3. Grizzled
4. Heirloom Armament*
5. Large*
6. Pugilist
7. Signature Weapon
8. Smart Pet
9. Squire
10. Two-Fisted


Magic-User (Roll D10)
1. Conjurer
2. Elvish Blood*
3. Halfling Wizard*
4. Loremaster
5. Mystic Aura
6. Naturalist
7. Quiet Magic
8. Sleeps Eyes Open
9. Spell Sword
10. Smoke Magic


Thief (Roll D10)
1. Acrobat
2. Cat Burglar
3. Contortionist
4. Dwarvish Outcast*
5. Elvish Bastard*
6. Locksmith
7. Musician
8. On Edge
9. Tracker
10. Trap Maker



CLERIC EXCEPTIONAL TRAITS
1. Animal Friend: Normal animals (not giant, prehistoric, or magical) are naturally disposed to the cleric (+2 all reaction rolls).
2. Apostate*: The cleric was originally a member of an opposite order and retains much forbidden knowledge; the cleric may freely cast normal or reversed spells regardless of alignment.
3. Contemplative: The cleric may enter a meditative trance, re-gaining one spell after one hour or 1D6 hit points over night.
4. Learned: The cleric has spell knowledge as if one level higher.
5. Martial Order*: The cleric may use any weapon, just as a fighter.
6. Righteous Faith: The cleric adds his or her wisdom bonus to any undead Turning rolls.
7. Slayer: The cleric always recognizes undead and knows their weaknesses; may avoid energy drain attacks with a save versus petrifaction.
8. Underpriest: The cleric has an NPC assistant assigned to him or her that adventures with and learns from the character. The underpriest starts as a Normal Human and gains XP as a henchman (i.e. one-half normal), though never enough to equal the cleric in level. The underpriest does not count towards the cleric’s henchman limit and need not be paid; morale is determined as per the cleric’s Charisma.
9. Visions: The cleric is subject to premonitions and dreams of both the past and future. The DM can make these visions as cryptic or useful as appropriate.
10. Witch-Finder: The cleric can detect spell-casters within 60’ and estimate their level of power, relative to his own. The cleric can tell when non-divine magic has been used within the last 24 hours (within the same vicinity).

FIGHTER EXCEPTIONAL TRAITS
1. Berserk: In melee combat the fighter may enter a frenzied state gaining a +1 to hit and damage rolls and immunity to fear effects. The fighter may not flee or evade combat once entering a berserk and is always fatigued afterwards.
2. Dopplehander: The fighter is adept at using two-handed melee weapons, gaining a +1 on damage rolls and +1 bonus to Armor Class. The fighter still attacks last and may not use a shield.
3. Grizzled: The fighter is a scar-toughened veteran and commands respect. Add +1 to reaction rolls and treat negative Charisma as a positive bonus when intimidating NPCs. All henchmen morale is at +1.
4. Heirloom Armament*: The fighter begins the game with a magical weapon or piece of armor handed down from a parent, relative, or mentor. The item is +1 enchantment.
5. Large*: The fighter is of huge size for his species, gaining a +1 to every hit die rolled and +1 to damage inflicted in melee. Armor must be sized to fit (twice normal cost) and the character has a -1 penalty to Armor Class (big target).
6. Pugilist: The fighter is adept at fighting unarmed, attacking at +1 and doing 1D6 damage. Humanoid foes reduced to 0 hit points may be “knocked out” for 1D6 turns.
7. Signature Weapon: The fighter has a specific favored weapon type (e.g. the short sword, the battle axe, etc.) with which he or she receives a +1 bonus to hit and damage.
8. Smart Pet: The fighter has a reasonably intelligent and loyal pet (e.g. a falcon, a hunting dog, a war horse). Besides its loyalty, the animal is normal in all respects.
9. Squire: The fighter has an NPC assistant assigned to him or her that adventures with and learns from the character. The squire starts as a Normal Human and gains XP as a henchman (i.e. one-half normal), though never enough to equal the fighter in level. The squire does not count towards the fighter’s henchman limit and need not be paid; morale is determined as per the fighter’s Charisma.
10. Two-Fisted: The fighter may fight with a weapon in each hand. The normal attack roll is made, but damage is rolled for both weapons with the character choosing which roll to keep for damage.

MAGIC-USER EXCEPTIONAL TRAITS
1. Conjurer: The magic-user may perform simple illusions and sleight of hand tricks and may pick pockets as a thief of the same level.
2. Elvish Blood*: The magic-user has elvish blood in his or her ancestry and enjoys both the infravision and immunity to paralysis abilities of the elf class. The magic-user will generally be long-lived as well.
3. Halfling Wizard*: The magic-user is a Halfling that was apprenticed to a wizard or elf from an early age! The magic-user retains a Halfling’s stature and +1 bonus to Armor Class, and knows the normal languages of a Halfling character; in all other ways the character is a magic-user (including new exceptional traits!). Elves should re-roll this trait.
4. Loremaster: The magic-user is knowledgeable on a variety of subjects and has a 50% chance to identify the properties of a magical item, once the character has ascertained it is enchanted. The DM may apply this chance to the magic-user’s ability to remember trivia and ancient history as well.
5. Mystic Aura: The magic-user has a palpable feeling of magic that emanates from their person, causing awe and disquiet in those that share the character’s presence (+2 reaction bonus to impress/intimidate).
6. Naturalist: The magic-user is well-schooled in the natural world, able to identify most plants and fauna, and understands the speech of birds and beast (though they may not understand the character).
7. Quiet Magic: The magic-user can cast spells with minimal words and no gestures. Full gagging is necessary to prevent the character from working magic.
8. Sleeps Eyes Open: Even when sleeping the magic-users eyes are open and aware; the character can never be surprised while sleeping.
9. Spell Sword: The magic-user has been trained to use weapons normally prohibited by his class, and the character can benefit from a potion of heroism like a fighter of the same level. This does not allow the use of armor or shields. Elves should re-roll this trait.
10. Smoke Magic: The magic-user is adept and summoning and controlling smoke and mist. In addition to blowing impressive smoke rings, the character can summon mist to conceal himself as if a thief of equal level attempting to hide in shadows.

THIEF EXCEPTIONAL TRAITS
1. Acrobat: The thief is capable of many feats of agility and has a 50% chance of being able to somersault or back-flip behind an opponent in melee allowing a “backstab” attempt.
2. Cat Burglar: The thief has no fear of heights and may balance on thin ledges or tight ropes with the same chance as climbing sheer surfaces. If the thief falls while climbing, the player may make a second roll at half the normal chance in order to catch himself, preventing any damage.
3. Contortionist: The character is extremely flexible, able to squeeze and fold her body in ways that seem humanly impossible, including squeezing between bars and escaping chains and restraints.
4. Dwarvish Outcast* (minimum Con 9): The character is a Dwarf that has been cast out of his clan for thievery! All thief skills are at -15% except Open Locks, Hearing Noise, and Find/Remove Traps. However the thief gains the dwarf’s infravision and language abilities and rolls D6 for hit points instead of D4. The character is considered a thief in every other way (including the gaining of new exceptional traits!).
5. Elvish Bastard*: The thief has elvish blood in his or her ancestry and enjoys the Elf’s infravision ability and immunity to paralysis. True elves cannot believe one of their blood would stoop to thievery and the character suffers a -2 penalty to all reaction rolls with elves.
6. Locksmith: The thief is an expert with locks, receiving a +15% bonus to opening them. The thief can create fiendish locks of his own with time and money.
7. Musician: The thief is an accomplished minstrel able to play for his supper (earning 1D6 gold per day), serenade members of the opposite gender (as a charm person spell), or tame the savage beast (as casting a sleep spell). These latter two abilities require a full turn of playing; none of these abilities can be performed in combat and all require a musical instrument of at least 50gp value.
8. On Edge: The thief is extremely furtive and paranoid and is never surprised unless asleep, drunk, or unconscious.
9. Tracker: The thief is adept at finding, following, and recognizing tracks with a chance equal to his or her ability to find traps. The DM may modify this chance by weather conditions.
10. Trap Maker: The thief is an expert trap finder, receiving a +15% chance to both the finding and removing of traps. The character can also build both simple and elaborate traps given time and resources.


[all right, that’s enough “exceptional traits;” feel free to adopt them for your own B/X campaign, swapping out those you don’t like and adding in your own. Keep in mind that they haven’t been play-tested…though I’m seriously considering using these tables for my upcoming B/X game. Just for fun, you, understand…as I mentioned, B/X is already pretty cool, as is]

: )