Monday, June 10, 2019

House Rule - Empowering Arcane Casters

For years, I battled my players on Magic Users and Illusionist. No one would play them because at low level, they can't survive combat. Of course, they can't. They aren't meant to rush headlong into combat. You need those clerics, thieves and of course, the mighty fighting man to smash whatever remains of the enemy after the Magic User has his or her way with them. Once a couple of spells are released, Magic Users should take a back seat to the action.

No one likes the back seat.

I even had trouble trying to get players multi-classing MUs. My players' opinion was that fighters fight, thieves steal and Magic Users use magic. And never the three should meet. Two of my players advanced a ranger and paladin to spell casting levels, but then never used the option because they believed it to be to unbalancing.

I was always a fan of Fighter-Magic User-Thief when I couldn't be a Bard under AD&D, and wanted my players to do the same.

In an effort to inject something attractive to the players into the Magic User classes, I tried some house rules. The only one seemed to appeal to the players was Counter Magic. Back then, I didn't have the whole thing codified like I do now, so it was a relatively unsuccessful trial run of House Rules.

Two other ideas struck me: Down Casting and Crisis Casting. They also turned out to be untenable.

Down Casting is simple. The character has a certain number of spells of certain levels. A fifth level Magic User has 4 first level spells, 2 second level spells and 1 third level spell. When Down Casting is in play, the Magic User can forgo his or her third level spell and convert that to 3 second level spells. They can take it a step further and convert a second level spell into 2 first level spells. Note that you get x number of spells based on the level of the forgone spell. I had thought this was diminishing returns, but it wasn't enough.

You can probably see how that didn't work. While we were play testing this rule, the 5th level Magic User Down Casted his 3rd level spell to two second level spells, then Down Cast all of his second level spells to first level spells. He then spent the entire combat casting magic missile. I am uncertain as to how many times that was, but he could have potentially put 36 magic missiles in to the enemy. I recall they ran out of enemies really fast.

I still think the idea has merit, but needs a different mechanic to prevent a magic missile MERV attack.

Crisis Casting was a little more successful, but also equally untenable. The rule was, if a Magic User has 10 or less hit points and is hit for damage, they regain memorized one first level spell. I had intended for this ability to make a spell caster more dangerous in combat, but it ultimately caused the deaths of several characters.

From a DM's perspective, Crisis Casting seemed to be a cure for any number of tactical problems. However, in practice, it made the Magic Users too aggressive. Instead of using Push, Jump, Spider Climb or Feather Fall to take control the tactical situation, most player simply unleashed another offensive spell. Usually of the type which didn't help them the first time. It could be that with limited spell slots available and combat being on the mind, they didn't memorize the right spells to make good use of the talent.

I'm probably going to try to reintroduce these option in my next campaign, but need to rethink each of them. I have the most hope for Counter Casting. What do you think?

Sunday, June 9, 2019

52 Weeks of Magic - By Infi, half a year

Believe it or not, this week marks half a year. In honor of this milestone, I'm taking the day off. By the Infinite, I feel I deserve it. Hard work should be appreciated and rewarded.

Wait... that gives me an idea...

The Token of Infi is a magical item created by a cleric whom believes in luck and the random nature of people and events. To create the token, they must witness the recipient perform a difficult feat. Having observed a successful use of a singular ability, they can meditate on it and then create a small token which provides a bonus of 1 when performing a similar action. The task is linked to a single die roll, usually a non-combat action. The token has a life time of a year and a day and crumbles to dust when the bonus is invoked. A character may only have one token at a time and the bonus and cannot be transferred to another.

The token is similar to The Shape of Memory created by magic users:

"The creation process takes all day as the {cleric} makes choices about creation, but is not an all day process. The item has some worth, say a few coppers, but no one would call it art."

Navigation
WeekItemWeekItemWeekItemWeekItem
1 2 3Emulous Cursed Sword4
5 6 7The Symbol of Sol Invictus8
9 10 11Aemilla Carna12
13 14 15Shape of Memory16
17 18 19Staff of Eyes20
21 22 23Whispering Wings24
25 25b 26Shield of Force27
Coming Soon



Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. Also on Drivethru is my custom character sheet for AD&D and Unearthed Arcana.

I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments. 


The Difference Between Zero and Hero

The difference between zero and hero is good PR and support. When most parties go looking for NPC or henchmen, they tend to pick up another sword or a healer, when what they need is a Herald or Lawyer.

Heralds are much more than criers, they announce the party with style. They are made of moxie, poise and flair. They improve the standing of a party and positively affect morale and reactions. Lawyers often do the same. Since both speak on the behalf of the party first, each can provide a "fail safe" or "cutout" should the random dice go wrong. Players can counter their pronouncements with fairness and humility, gaining another reaction or morale roll. An uppity lawyer of herald can speak quietly with the lady or master on the behalf other henchmen to prevent walkouts.

Where lawyers differ from heralds is lawyers must not tell a falsehood. They do not have to tell the thruth, but good ones are poor liars. When things go wrong, lawyers tend to go formal. They dress and speak formally, which enables a fair amount of bluffing. Lawyers are apt judges of both character and situations, which can be a second set of eyes and ears for a party adventuring in a foreign land. The can guess the underlying reasons for most traditions, laws and policies which should help the party.

Heralds tend to dress and speak as needed by the goals of the party. They can wear any armor, including none at all. They may carry any weapon, but usage is limited to the lightest arms: daggers, foils, etc. Lawyers are limited to knives and daggers, and will resist all suggestions of wearing armor. They will fall back on their official robes and poise for protection. Sometimes, that can work.

These NPC types exploit their social status, portraying themselves as sacrosanct. Enemies wishing to have good standing with the general public or to hide evil plots for the future often perpetuate this idea. However, if chaos and evil ever reign, lawyers and heralds will be the second against the wall, right after the PCs.

For most campaigns, lawyers and heralds are well versed in oration, history, and tradition besides the more expected talents for showmanship and legal proweness. Should the party become imprisioned, the captor may view locking the lawyer or herald up as bad press or form.

You can read all about these NPC character classes and more than 50 more in my book, Zero to Hero: Uncommon Commoners, available at DriveThruRPG.

Monday, June 3, 2019

Three Character Study - Moral Creatures

This document was written as 3 character study, where 2 of the characters are children. The main intent was to create a realistic seeming conversation including children. I did not want idiots or wunderkind. I think I succeeded, but in free writing, created a rather dark story.

The secondary intent of this post was to imbed a Google doc into a blogger post, as can be done with Google sites. It's a bit tricky, but I think I nailed it down. 

Sunday, June 2, 2019

52 Weeks of Magic - Week 24 - Monk's Bane

This weapon is a dragonfly shaped dart made from wire and glass. When thrown at a target, it will strike once a round, every round until the target either strikes the dart with a weapon or makes a save vs. magic. No to hit roll is required as the dart can be avoided and neutralized with a saving throw. 

The dart strikes for 1 point of damage per round, but also foils one attack per round by the target. If the target strikes the dart without a weapon or tries to catch or deflect it, they suffer 3 points of damage, lose all attacks for that round, and the dart will still attack next round. This is why the dart is called Monk's Bane.

Any handheld object counts as a weapon, including gauntlets, sticks, brooms, shields, etc. 

If thrown at a magic user and the MU passes their saving throw, the dart will return to the thrower and explode for 1d6 points of damage. There is no saving throw. Illusionists who make a saving throw will take control of the dart. Again, there is no saving throw. All other character types that make a save cause the dart to return to the original thrower, where it will go inert for a day. Note: Characters have two opportunities to negate the dart; First the saving throw and second, an attempt to strike. 

Since the Bane is attempting to strike the target's face, the target suffers no penalty for striking it and can even use a shield to bat it down. However, other people suffer a -4 when striking at a dart pursuing someone else. Missile weapons are right out for this purpose (unless the archer is evil or doesn't care). 

Monk's Bane is usually found in groups of three, sometimes 6. Several of these darts can target one individual, but only the first will attempt to strike them. The rest will circle. If one is defeated, another will take its place in the next round. Most characters will need to make multiple attacks or multiple saves to escape. However magic users and illusionists require only one and this one save will either cause all of them to return home and explode or all fall under the control of the illusionist. 

When an illusionist takes control of the darts, the darts will land in his or her hand. The darts can only be thrown as fast as the character has attacks. Monk's Bane have the normal range of a dart, but once in flight can chase someone for miles. 

When a magic user repels these darts with saving throw, the darts will scream after their former owner and newest target with a vengeance and will usually strike by the end of the round, but can strike like a bolt from the blue after many days. It is a rather ignominious way to die. 

Magic users and illusionists generally understand the problems presented with these magic items and will use them with care.

Navigation
WeekItemWeekItemWeekItemWeekItem
1 2 3Emulous Cursed Sword4
5 6 7The Symbol of Sol Invictus8
9 10 11Aemilla Carna12
13 14 15Shape of Memory16
17 18 19Staff of Eyes20
21 22 23Whispering Wings24
25 25b 26Shield of Force27
Coming Soon



Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. Also on Drivethru is my custom character sheet for AD&D and Unearthed Arcana.

I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments.