Lively Locals 5: Three Religious Sites

While at Paizocon, I attended a seminar on homebrew game worlds. It was one of the more thought provoking seminars I attended, and in particular one of the panelists really got me thinking about religion. I’ve never had a problem with religion in my game worlds, and you could even call me a pretty huge fan of Vecna, a god from D&D. But I’ve never spent much time thinking about the wider impact of religion on my worlds, which I now recognize as a pretty huge failing on my part. So, as a bit of fun, I decided to make this Friday’s post about something with religious significance. Nothing which deserved a really large backstory came to mind, so I settled on breaking this post up into three parts.

The Stake of Ereon

Long ago, in a small village, the Church of Arethae overstepped its bounds. Arethae was a god of contemplation and philosophy, but over time her followers in this village involved themselves more and more in the petty politics of governance. As the village grew, the clerics of Arethae became powerful and corrupt, encouraging their followers to ostracize any who did not submit themselves to the teachings of Arethae. Teachings which were often interpreted by the clerics to match their own selfish whims.

Arethae was saddened to hear her name spoken as a tool of oppression. Spurned to action, she communed with a lowly priest named Ereon, who lived in a city far from the village. She bestowed upon him her seal, and commanded that he travel to the village. There, Ereon was to meet with the church leadership, and prove his divine authority by presenting the seal. None who touched the it, she said, could have any doubt who had sent him. Ereon did not believe himself worthy of the task, but he submitted himself to his goddesses command, and left the comfort of his monastery home that very day.

It took four months for Ereon to travel the many leagues between his home and the corrupt village, but as he walked the seal infused him with his goddesses wisdom and strength. Through the challenges he faced on the road, it brought forth his inner courage and taught him how to lead those who had gone astray back to the truth of Arethae. When he arrived, he presented himself to the church leaders with the might of his goddesses’ conviction in his heart. The town’s clergy examined the seal, and knew it to be genuine. They were saddened to learn of their goddesses’ disapproval. When Ereon commanded that they submit to his guidance, however, they made a decision:

They did not need their goddesses’ approval.

They declared Ereon to be a heretic, and announced his execution to the townspeople with much pomp and circumstance. A stake was erected in the village square, and the clergy made a great show of binding Ereon to it. Ereon made no objection as they lit the fire beneath his feet. As he began to burn, he serenely chanting prayers to Arethae, until the smoke made it too difficult to speak.

The moment Ereon’s final breath left his body, every priest and priestess within the village began to choke and cough, as though they too were trying to breathe through smoke. The entire populace watched as their leaders–dozens of men and women–slowly suffocated for no apparent reason. The village was abandoned shortly after, and the buildings have long since been destroyed by the elements. But the stake remains, a charred black log standing alone in a field of grass. Even now, any character of evil alignment who steps within 100 yards of the stake is suddenly overcome by a fit of coughing, which will not end until they retreat.

Bloodstain of Vecna

Millenia ago the great warlord lich Vecna was betrayed by his lieutenant, Kas. The two fought a long battle, and at its conclusion Vecna’s tower mysteriously collapsed, presumably destroying both Vecna and Kas. No one knows what the outcome of that battle was, for the only remains ever found were Kas’s mighty sword, and Vecna’s hand and eye. Regardless of the battle’s outcome, it was soon revealed that Vecna had risen as a demigod. Much later, it was revealed that Kas had been raised as a vampire, and was a prisoner within Vecna’s Citadel Cavitius. But that is another tale.

When Vecna’s tower collapsed, so did its foundations, which extended deep into the earth. A veritable mountain of stone came crashing down through level after level. Through the eons which have passed since that fateful day, the site of Vecna’s tower has become obscured. But deep beneath the surface, in the bowels of the underdark, is a stone. Once, this stone served as part of the floor of Vecna’s audience chamber, and now it serves that same function in one of the numerous labyrinthine passages of the underdark.

During his battle with Kas, Vecna was wounded and a few droplets of blood were flung from his undead veins. They splattered on this stone, and there they remain. A dark brown stain, appearing to be perhaps a few days old at most. Not that anyone can see it in the pitch blackness of the underdark. None have ever discovered this stone, and even Vecna himself does not know of its existence. However, if anyone were ever to set foot upon it, they would immediately be granted knowledge of the locations of both Vecna’s hand, and eye.

St. Baria’s Rest

A blind prophet once came to the court of Kerrogon seeking food and shelter. Gustaf Teranar, the Primarch of Kerrogon, was not a kind man. His people suffered greatly under his tyrannical rule,and he found their suffering offensive. When the disheveled old prophet entered, Gustaf nearly had him killed on the spot for daring to present himself before the Primarch. But his advisers intervened, for they recognized the man, and knew of his gift. Intrigued, Kerrogon offered him food and shelter, in exchange for an insight into the future.

The man gladly accepted the food and shelter offered him, and on the morrow he met with the court once more to reveal Gustaf’s future: that even now, a child lived within his kingdom which would someday rise up, and slay him. The Primarch was enraged, and had the old prophet cast out of the court. He would have killed him, but he feared the consequences of slaying one who had been gifted by the gods.

Gustaf rallied his soldiers in the early morning, and ordered that every child in the kingdom–all those below the adult age–were to be killed. Ruthlessly, the soldiers went from home to home. Bodies were left in the streets, and the gutters ran with blood. The grieving wails of parents filled the air, becoming indistinguishable from one another. A righteous woman named Baria gathered together as many children as she could, and tried to flee the city. She managed to gather forty of them before she led them into the wilderness. As she entered a narrow pass, however, she heard the sound of hoof beats behind her, and the clatter of Kerrogonian Armor. Thinking quickly, she noticed a cave and bade the children to hide within. Only too late did she realize that the cave was shallow, with barely enough room for all of the children to fit, let alone hide.

Baria looked frantically for another option, but it was too late. She could see the soldiers outside as they examined the tracks the children had left. She was sure she was doomed, and it was all she and the children could do to keep quiet and still. The soldiers dismounted and walked around for a long while, puzzling over the tracks, appearing not to see the woman and the children she was trying to protect. The two even followed the tracks right to the mouth of the cave, and stared directly at the group for long minutes, before returning to their horses and riding off.

Baria was mystified, and thanked the gods for whatever miracle they had performed to save her and her wards. They continued to flee, and successfully escaped the slaughter. They settled in a faraway city, and indeed, one of the children eventually returned to slay the tyrant king who had killed so many others. And to this day, none with evil intent are able to see the entrance of St. Baria’s Cave, even with powerful spells and divinations, it appears to be naught but solid stone.

Tabletop Magic from Final Fantasy

For the past few weeks, my mind has been wandering. Other projects and hobbies have been pulling at my attention, and I’ve devoted much less of my time to tabletop than I normally do. Aside from installing new shelving and reorganizing my apartment, I’ve enjoyed several evening spent playing Cthulhu Saves the World. It’s a game created in the style of classic 16-bit RPGs like Chrono Trigger, Secret of Mana, and of course, the Final Fantasies 4 through 6. It celebrates their artistic style and gameplay, while incorporating new ideas to improve upon the failings of those older games. The whole thing is very ‘Old-School Renaissance’ in its style.

Playing this game over the past week or so has got me thinking about the games I wasted my youth on, and the Final Fantasy series in particular. I know it’s the hip thing to pretend we all hate the Final Fantasy series for one reason or another. But I’ve never been very hip. Partially because I still use terms like ‘hip.’ The Final Fantasy series has always fascinated me, particularly the way that each game starts largely from scratch. The series does have a formula, and a number of traditional elements which show up in each game, but each installment in the series always tries something new. The magic system for each game is an area where this is particularly evident.

Magic systems in tabletop games also fascinate me. Perhaps because magic has no real-world analog, it’s much easier to be creative about how magic is accessed by characters in a game world. So while my mind is adrift, I thought I’d use this post to examine the magic systems in the first 10 Final Fantasy games. Specifically with regards to how adaptable they might be to a tabletop gaming system. Let me be perfectly clear: most of these will probably not translate well to a tabletop system. This is intended primarily as a thought experiment, and not as a serious attempt at game design.

Final Fantasy: In the first game of the Final Fantasy series, players must choose four classes to make up their party. Among the available classes are a few different types of mages, which can each learn a different array of spells. Most towns in this game’s world have a white (healing/protection) and black (offensive) magic shop, where spells can be purchased and taught to members of the appropriate mage class.

This idea would adapt easily to a tabletop game, you wouldn’t even need to change anything about it. All you need to do is come up with prices for spells, and roll some random inventories for shops. The only potential problem I see with allowing players to access magic this way is that PCs often become ludicrously wealthy, and might be able to purchase all the spells they want. But that could be easily handled by restricting what spells are available, and pricing spells so as to drain your player’s coin purses.

I could honestly see myself using a system like this.

Final Fantasy II: Spells in Final Fantasy II were purchased in much the same way they were in the original game. However, they could be taught to any character in the party, as opposed to only those who were mages. Most games in the series would follow suit, allowing any character to learn spells. Additionally, only basic spells were available for purchase, and the spells ‘leveled up’ separately from the character, based on how frequently they were used.

This is not as simple to convert to a tabletop format. Tracking the level of multiple spells implies a lot of bookkeeping on the player’s part. More bookkeeping than I think most players would enjoy. Though, perhaps, a system could be set up where all of a magic user’s spells start at a basic level. Each time the character levels up, they can select a certain number of spells in their repertoire (perhaps equal to their relevant spellcasting ability modifier) to ‘level up’ with them. Assuming this number remains relatively static, the player is given an interesting choice: would they like to have only a few very powerful spells, or a larger number of moderately powerful spells?

Final Fantasy III: I must be honest, I did not play this game past the opening, and thus don’t have any personal experience with the magic system. My understanding is that spells were learned by characters of magic-using classes as they leveled up. I believe characters were able to change their class, but aside from that, this isn’t particularly unusual. So I won’t expound on it further.

Final Fantasy IV: Unlike Final Fantasy III, this game stands as one of my favorites in the entire series. I’ve played through it several times, and every time I cheer when Cecil becomes a paladin, and get teary eyed when Edward crawls from his sickbed to save his friends. I even adapted the game’s Dwarven Tanks for use in Pathfinder. However, the magic system is very dry. Characters who can cast spells learn them at per-determined levels (or, occasionally, during story events). It works well enough in a video game, but in a tabletop game it would just be boring.

That being said, one of these days I will grant a character the ‘Meteo’ spell during a dramatic moment, just for kicks.

Final Fantasy V: The fifth game in the series was focused on multiclassing, and it was pretty complicated. So complicated, in fact, that it was intentionally never released in North America because it was assumed American gamers would not be smart enough to understand it. There were a large number of classes to choose from, and characters could switch between them easily. Anytime a character’s class was changed, the player could select one ability from another class which they could continue to use. So if, for example, you chose to level a character in the Black Mage and White Mage classes, then when the character was a Black Mage, you could give them the ‘White Magic’ ability. The game had a vast array of different magic using classes, which might be compared to the different magical schools of a game like Pathfinder. Often these different casting classes learned their spells in different ways, and those spells had vastly different effects.

Consider Pathfinder’s various magical schools. Abjuration, Conjuration, Evocation, Necromancy, etc. What if a system forced you to specialize in one of these schools, and when specialized, you could only cast spells from that school? However, once you attained a certain level of mastery in that school (lets say, Necromancy), you could begin studying a secondary school (lets say, Enchantment). While studying the Enchantment school, you would still be able to cast Necromancy spells. However, the maximum level of spell you could cast would be reduced by half.

So a Necromancer able to cast 8th level Necromancy spells could then begin to study Enchantment, and learn to cast 1st level Enchantment spells, but he could not cast any Necromancy spell above 4th level. I suppose the character could go on learning as many new schools as the player wanted, but they would only ever be able to cast from two schools at a time: the school they were currently learning, and one other school they already know, reduced by half. As a flavor explanation, perhaps the caster needs to carry a gem of a certain type in order to access each school, and the gems interfere with each other when in close proximity.

Having written that out, I don’t know how interested I would be in playing such a system, but it’s an interesting idea none the less. Maybe if the exact numbers were played with a bit, it could be made more serviceable for a tabletop environment.

Final Fantasy VI: This game is, in my opinion, the best in the series, and its magic system represents that. The world of FFVI is one of technology, but early in the game the characters are introduced to Espers. Espers are magical beings from another world, many of whom have been killed by the villains of the character’s world. By equipping ‘Magicite,’ which are stones left behind when an Esper dies, the characters can gradually learn spells associated with that Esper as they defeat monsters and gain exp, and retains these spells even when a different magicite is equipped. Additionally, characters can summon the spirits of their deceased Esper to aid them in battle occasionally. Though, unlike spells, this ability does not stay when the character switches to a different magicite.

Despite the apparent complexity of the system, I think it would translate easily to a tabletop environment. Every magic user would have a necklace, or a ring, or some other device where they could mount a magical stone. These stones would be the remains of powerful magical beings that introduced magic to the world. Each magic user would start with one, but after that they would need to obtain them through adventuring. Only one stone can be used at a time, and the stone which is being used grants the magic user access to a magical ability.

Each time the magic user levels, they gain spells (and other abilities, perhaps) based on the stone they currently have equipped. But each stone only has enough magic in it to support perhaps one or two levels of advancement. So it is important for magic users to seek out new stones, so they can continue to advance in power.

The cool thing about this system is that it is not only flavorful, but could have interesting game effects. Magic users would be desperate to never advance a level without possessing a stone they could learn from. If the GM chose to make such stones scarce, the search for them would drive every magic user to take risks in the pursuit of them. The system could certainly use a lot of polish, but I think this could be fun to use.

Final Fantasy VII: Seven attempted to give magic a bit of a scientific twist with its Materia system. Materia are gems formed within the earth which allow characters to access unusual abilities, such as summoning blasts of fire, healing wounds, etc. Each materia starts out weak, but gains its own kind of experience over time. Materia slowly level up, and can give characters access to more powerful effects. What is interesting about this system is that materia can always be traded between characters. So if a character starts with a “fire” materia which can barely conjure a spark, but levels it up until it can summon a conflagration, they can easily hand that materia over to someone else and allow that character to summon a conflagration.

Essentially, this is a system with no magic users. Everything is handled by naturally formed magic items, which level up over time. If you wanted to run this, you could just adapt Paul’s magic item leveling rules and run with it. Surprisingly simple.

Final Fantasy VIII: This was the pinnacle of the series’ complexity, and for the record, I loved it. Each character was able to use a turn during battle to ‘draw’ spells from the enemy creatures, and spells were treated as a shared resource between everyone in the group, with a max number of 100 per each type of spell. The spells could then be ‘junctioned’ to an individual character’s various statistics, giving that statistic some property of the spell it was juncitoned to, with an effect proportional to the number of spells of that type. So if you junctioned 10 “fire” spells to your attack, then your attacks would deal a small amount of elemental damage. Whereas if you junctioned 100 fire spells, your attacks would be entirely elemental in nature.

I honestly don’t think this system has any chance of being adapted for tabletop. Not unless everyone at your table is much better at doing mathematical caluclations than I am.

Final Fantasy IX: While I did play Final Fantasy IX a great deal, I find it very difficult to remember how the game’s magic system worked. From what I’ve read online, it seems as though it was very similar to the Esper system of FFVI, where players learn spells by equipping an item. The primary difference being that abilities are learned from items such armor and weapons, rather than the remains of magical creatures.

Like Final Fantasy VII’s system, I think this would work best in a game with no magic users. Where every character has the potential to learn spells as they level up. Finding a magic suit of armor would offer characters more than just additional protection. If they found it and wore it until they leveled up, then they could permanently learn a spell such as Cure or Magic Shield.

Final Fantasy X: The sphere grid. This was a huge deviation from leveling systems we’d seen before in the series. Truth be told, I’ve never seen anything quite like it, before or since.

Every character starts at a predetermined location on a massive, interconnected grid. Characters gain levels very quickly, and each time a character levels, they can spend that level to move themselves one ‘space’ along the grid’s paths. Each space has a single ability or attribute bonus on it which the character can learn.

The interesting thing about the system is that it simultaneously established characters as certain Archetypes (Lulu, pictured left, is a Black Mage) but at the same time allowed each character to develop in any way the player desired. As an example, Lulu’s starting location on the grid is surrounded by Black Mage abilities; spells, extra magic power, and so on. But if the player so chooses, they can gradually move Lulu out of the Black Mage area of the grid, and into the White Mage, or Warrior areas.

If we were adapting this for a tabletop game, I think the first step would be to drop everything but spells from the grid. Using a system like this for for general character advancement would be both too complicated, and too limiting for a tabletop RPG. But if the entire grid is nothing but spells, it could be a very interesting way of representing a magic user’s advancement and specialization. Instead of different areas of the grid representing different classes, they could represent different schools of magic. Players would need to select a starting spot in one of the enchantments, and spend their first few levels learning spells from that school. But as they moved through the sphere grid, they could guide their progress towards secondary, and tertiary schools.

The only downside I can see is that it would be next to impossible to model the system at the table. In order to track a character’s progress along the grid, it needs to be small enough for each player to have a copy, which means it would need to fit on an 8.5″ x 11″ sheet of paper, or thereabouts. Perhaps each space on the grid could be three spells, instead of only one?

Final Fantasy X+: When it was announced that Final Fantasy XI would be an MMO, I lost interest in the series. The god-awful failure that was Final Fantasy X-2 only solidified that feeling for me. I haven’t played any of the games since X, and cannot make an honest attempt to adapt magic systems I don’t know.

Let me know if you have any thoughts. This is just random brainstorming for me, so input would be fun.

What It is that I'm Doing Here

I recently had the good fortune to attend Paizocon, held here in the Pacific Northwest. I’ve always wanted to attend a gaming convention, but until now never made time to do so. Which is insane, because there are half a dozen awesome conventions in Seattle every year. For its part, Paizocon is small. I think there were five rooms being used by the con. But there was still a lot of cool stuff to see and do, which I’m sure I’ll be mentioning in at least a couple upcoming posts. But first I’d like to talk about something a little more personal.

My outlook on tabletop gaming has changed a lot in the last year, largely influenced by blogs such as Hack & Slash and Untimately. I’ve started to see the many ways in which my fundamental assumptions about RPGs have been wrong. It wasn’t so long ago when I fully embraced everything Pathfinder had to offer, but as I’ve experimented and learned, I’ve become much more critical. Among other things, I’ve dropped half of the skills from my games, and even concluded that the entire skills system is too fundamentally flawed to be salvaged.  I’ve have always maintained, and continue to hold, a great deal of respect for Paizo as a company. I think they’ve made a lot of good decisions in how they’ve chosen to handle the 3.5 property. But I knew even before I left for the convention that I didn’t fit into the Paizo community as well as I would have when I first bought the tickets.

There were times when I felt as though I was visiting an alien culture. I spent several minutes talking with a representative of Louis Porter Jr. Design. A very friendly fellow who was absolutely flabbergasted by my aversion to using skill rolls unnecessarily. I was likewise baffled by my inability to express the benefits to him–though I like to think that if we’d had a longer time to talk we might have come to an understanding. Unfortunately his booth was rather busy. I did end up purchasing his supplements “Dangers and Discoveries,” and “Debatable Actions: The Non-Combat Resolution Sourcebook.” Both of which I hope to learn from.

This was typical of many of my interactions at the con. I briefly sat in on a few smaller workshops while waiting for things I was more interested in to start, and was often frustrated by the assumptions made there. Obviously the official rules were used, as one would expect at an official function. But, as an example, one speaker made an off hand comment about how it is highly undesirable to run a game where the players are using characters of vastly different levels. I wanted to point out that some of my best games have been run with characters that have large level gaps between them. Though I didn’t, because it would have been rude to interrupt a lecture.

I don’t want to paint a terrible picture of Paizocon. I did very much enjoy my time there. Some of the seminars I attended were incredibly informative. In particular the two I attended dealing with terrain building. Sean Reynolds taught me more in two hours than I think I could have learned in two months of watching YouTube videos. I even met a number of other attendees with whom I had some very pleasant conversations about Pathfinder’s mechanics, their failings, and alternative choices. None the less, the whole experience has left me wondering where I fit within the Pathfinder community.

This has never been a question which really bothered me before. I do my own thing, and I do it my own way, and that’s what keeps me passionate about my work. I don’t have any intention of changing that outlook, but I wonder if I should change how I describe myself. In particular the fact that Papers & Pencils is often billed as a Pathfinder blog. It’s true, I play Pathfinder, it’s the system I’m most familiar with, and many of my views are informed by years of playing it and D&D 3.5. But I’ve never bothered to read up on Golarion, or participate in the Pathfinder Society. I think I have a grand total of 3 posts on the Paizo.com forums. I don’t think I even have a very wide readership amongst Pathfinder players. Most of the websites which link to me are, amusingly, OSR blogs. As are most of my biggest influences.

So where, exactly, does that put me? I play Pathfinder, and love the game for all the things it does well. But, I approach gaming the same way I approach everything else: with a critical eye. I believe that if it’s worth my attention, then it’s worth my criticism as well. I’ve been heavily influenced by people who reject the new-school ideologies of the game that I play, and other Pathfinder players feel cut off from my writing because of that. So when a person asks me what my website is about, what can I honestly tell them? What is an apt description of this blog?

This is Papers and Pencils. I like games, and I write about them. You probably won’t agree with what I write, and that’s okay with me.

Dungeons & Dragons, Small Towns & Zealots

Tabletop gamers of my generation never had to deal with the mass hysteria surrounding role playing games in the 80s. Some of us, including myself, did have people in our lives who believed RPGs were evil. I still have strong feelings about my experiences, and I’m sure others with similar stories do as well. But what we experienced was an aftershock of a much more widespread phenomenon. Most people I’ve spoken with view tabletop games as an interesting past time. Occasionally they deride it as childish, or ‘nerdy,’ but it’s not very common these days to come across someone who honestly believes it is evil. None the less there was a time when role playing games were the target of religious zealots all across North America.

I bring this up because I was recently sent a link to a series of forum posts and images, uploaded by a fellow called Walkerp. When he was young, his hometown was swept up in this ‘controversy.’ His mother (who is clearly the coolest mother ever) saved a lot of local newspaper clippings on the subject, and eventually presented them to him as a gift. He was kind enough to scan and share them, and I’ve reproduced them below. Some of them are a little blurry near the edges, but I was able to decipher everything just fine. Reading these clippings was enlightening for me. It’s one thing to know a controversy existed, to read about it, and even encounter an odd individual or so who still believes D&D is evil. It’s quite another to see these issues seriously discussed in a newspaper.

You’ll note that in many of the clippings, a man named Clifford Olson is referenced. The anti-D&D crusaders repeatedly say they fear the children are being influenced by the game, and that they don’t want a repeat of the Clifford Olson incident. I had never heard of Clifford Olson before, but I assumed he was somehow involved in role playing games. Perhaps he was the kid who committed suicide over it which I’ve heard so much about. Curious, I decided to look into who he was. As it turns out he was not even slightly related to D&D or role playing games of any kind. He was simply a pedophile who raped and murdered young girls.

I am honestly floored by that casual and despicable accusation. How can any adult seriously claim a group of young teenagers are going to become monsters? It’s hard to believe a newspaper would print that kind of vile attack against children, much less that anyone would ever take it seriously. I understand that fear can be powerful, and that emotions run high after a tragedy, but there is no excuse for that kind of depraved behavior.

As I read this, I repeatedly thought of the men and women who worked on D&D in those days, Gary Gygax in particular. He (and no doubt many others at TSR) was a devout Christian. I can’t imagine what it is like to have your life’s work literally demonized by your own religious community. He probably found great comfort in his religious beliefs, but petty fools chose to take his source of comfort and use it as a weapon against him. Even decades after this nonsense had mostly blown over, after Gary died, a donation in his name was refused by his favorite Christian charity. I can’t even comment on that, it’s simply depressing.

Cicero said: “Not to know what happened before we were born is to remain perpetually a child.” So without further comment, here is what happened in our hobby before many of us were born.

Lively Locals 4: The Wood of Lost Paths

Far to the north west is a deep forest. A girl with leaf-green hair, perhaps 10 years old, roams there. She cares little for the world of humans. Her days are filled by picking flowers, climbing tress, and running through the woods as fast as she can. She’s been there as long as anyone can remember, and longer, all without growing a day older. This unique fay is said to be the forest’s heart made manifest. But, truth be told, no one knows which came first: the forest, or the girl.

Civilization has long since grown around this forest. A number of villages, and even a large city, are within a day’s travel of it. But no serious attempt has ever been made to harvest its wood, or settle in its shade. For the trees of this forest can move as surely as a man can walk. Which isn’t to say that anyone has ever seen them move. The trees somehow know when there are eyes upon them—even the magical eyes of a diviner. But a traveler entering the forest is best advised that the path behind her will never be the same one she traveled.

The girl has some part in this, that much is certain. The paths of the wood shape themselves to her whimsy. Those few who have returned from the Wood of Lost Paths tell stories of meeting her. She introduces herself as Asria, and leads the lucky traveler down a path they had not seen; wide and straight, leading directly to the forest’s edge. The moment they set eyes upon the grassy planes that surround the forest, the girl disappears again into the trees. Most are wise enough to avoid the forest entirely. For every tale of a traveler who was led out, there are twenty of men and women who never returned. But a legend sometimes draws foolish adventurers to the Wood of Lost Paths: the tale of the Kingsblade.

It is said that a great king once lost a battle near the forest’s edge. Upon seeing the suffering of his soldiers, caused by his own rivalry with another lord, the king drew his sword and cast it into the forest, declaring that he would force his people to do battle no more. Three celestials saw this powerful act, and were moved by it. They were sisters, representing the virtues of wisdom, love, and courage. They carried the blade to the center of the forest, and saturated it with their powers. They transformed it into a weapon which could stand against any evil. It is said that the blade is still there, its hilt held aloft in a single hand shared between three statues of these celestial creatures. They wait only for one worthy enough to wield it.

Recently, a band of a few dozens Drow discovered the forest. They’d offended the spider queen, and fled to the surface world to escape her wrath. After a lifetime of living in the depths of the underdark, however, they found the light of the surface world unbearable. They sought refuge in the Wood of Lost Paths, finding the shade to be an acceptable substitute for the darkness of their home. It was only after they entered the forest that they realized it was not a simple task to leave it again.

The impossible to navigate landscape nearly drove the Drow to madness. Several of them were separated from the group and lost, presumed to be dead. It was only good fortune that saved them when they encountered the girl, Asria. She offered to show them the way out, and when the drow discovered that she could navigate the forest, they immediately began scheming. Rather than follow Asria’s path, they captured and bound her. Despite her great powers and apparent immortality, Asria was as weak and naive as a child.

One of the drow wizards fashioned a headband for her, one she could never remove herself. To it, he bound four stones. Each stone allowed the wielder to instinctively navigate the forest’s shifting landscape as though they were Asria herself. By exerting their will, the drow could even force Asria to create paths and clearings for them.

Since then, the drow have been raiding the nearby settlements for food, supplies, and treasure. A number of attempts have been made to pursue them, but none dare follow them past the treeline.

The Crazy Straw of Race as Class

In April, after watching some people play a board game called Small World for the first time, I was struck by what I considered to be a pretty novel idea. What if a character’s race, and a character’s class directly affected one another? Rather than having the two be mutually exclusive like some games have done in the past, or having them be completely independent from one another as some modern games do, what if there was a middle ground? I wrote a detailed post on the idea, which I titled A Twist on Race as Class. The idea is thoroughly explained there, so I won’t recap it any further here. If you haven’t read that post, it may help you understand where I’m coming from with this one.

I recently noticed that I have a lot of posts–such as that one–which deal with ideas and theory. That’s because I like ideas a lot! (I did major in philosophy, after all). But it becomes problematic when those ideas are never put into practice. I have a bad habit of thinking that once I’ve satisfactorily expressed an idea, I can set it aside and move on to something new. (Again: philosophy major). The truth is, though, that ideas don’t have a lot of value if you don’t follow through with them. So this is me attempting to build on my ideas. For the twist on race as class, I figure my first step is to draft a very simplified version of the system, and see if I can root out its flaws.

For this experiment, I’ve created four classes: Fighter, Wizard, Cleric, and Rogue. They each progress through five levels, and have abilities that are a cross between what you’d find in Pathfinder, and what you’d find in an oldschool game like first edition D&D. They are not what you would call ‘fleshed out,’ but they don’t need to be. They exist to provide a framework, not to be playable.

Fighter

1st level: Select a combat bonus.
2nd level: Select a combat bonus.
3rd level: Select a combat bonus.
4th level: Select a combat bonus.
5th level: Select a combat bonus.

Wizard

1st level: Ability to cast 4 first level spells. May select a specialization school, must select one ‘banned’ school which can never be cast from.
2nd level: Can summon a familiar. Ability to cast 5 first level spells.
3rd level: Ability to cast 2 second level spells, and 5 first level spells.
4th level: Ability to cast 3 second level spells, and 5 first level spells.
5th level: Ability to cast 2 third level spells, 4 second level spells, and 5 first level spells.

Cleric

1st level: Ability to cast 4 first level spells.
2nd level: Ability to turn evil. Able to cast 5 first level spells.
3rd level: Ability to cast 2 second level spells, and 5 first level spells.
4th level: Ability to cast 3 second level spells, and 5 first level spells.
5th level: Ability to cast 2 third level spells, 4 second level spells, and 5 first level spells.

Rogue

1st level: Move silently in any environment.
2nd level: Able to pick locks and disable traps.
3rd level: Can hide in shadows.
4th level: Able to climb sheer surfaces.
5th level: Backstab.

As I said above, none of this is fancy or well balanced. Though, I must confess, I am kind of in love with the idea of a rogue gradually gaining all of their sneaking abilities before they learn how to backstab. Teaches newbie rogues how to play correctly!

To combine with these four classes are three races: Human, Elf, and Dwarf. Again, little to no attempt has been made to balance these abilities, but I did make sure to utilize meaning-first design for each of them. My goal was first to envision what a paragon member of each race/class combination would be like, and then to design towards that. For example, an elven fighter is never going to be a brutish, axe wielding warrior. But elven grace lends itself well to a more refined fighting style. In some cases this was difficult, such as with the dwarven wizard, but I’m relatively happy with what I came up with there.

Elf (Medium creature, 30ft base land speed, Enhanced Hearing, Enhanced Sight)

Fighter

1st level: +2 Dexterity
3rd level: When using a ranged weapon, the range increments of that weapon are increased by 50%
5th level: The critical range of light weapons (such as a rapier) is widened by 1.

Wizard

1st level: +2 Intelligence.
3rd level: Able to cast one additional spell of each spell level known.
5th level: If a specialty school was selected, that school now casts as if the character were one level higher than they are. If no specialty school was selected, select any one school of magic to receive this bonus.

Cleric

1st level: +2 Wisdom
3rd level: Healing spells have their effects doubled in a forest environment.
5th level: A number of times per day equal to the character’s wisdom modifier, they may command any natural animal to obey them.

Rogue

1st level: +2 Dexterity
3rd level: The character gain the ability to camouflage themselves perfectly. They can hide in a natural environment as effectively as they can hide in shadows.
5th level: +10ft to movement speed. The range of the character’s hearing is doubled.

Dwarf (Medium creature, 20ft base land speed, Darkvision)

Fighter

1st level: +2 Constitution
3rd level: The character is much more difficult to knock over. Any attempt to intentionally knock the character over are made at a -6 penalty.
5th level: +2 to any attack roll made with hammers, axes, or other heavy weapons.

Wizard

1st level: +2 Constitution
3rd level: The character is able to resist spells as though they were a wizard 2 levels higher.
5th level: The character is able to craft magical items as though they are 1 level higher than they are.

Cleric

1st level: +2 Wisdom
3rd level: Healing spells have their effects doubled while underground, or in a mountainous environment.
5th level: Dwarven clerics may smite characters of the opposite alignment, adding their wisdom modifier to attack rolls, and their cleric level to damage rolls made against such creatures.

Rogue

1st level: +2 Strength
3rd level: The range of the character’s darkvision is doubled. Additionally, they can sense vibrations through the ground. This allows them to detect footfalls up to 20ft away, and they can detect more substantial disturbances to an even greater distance.
5th level: The dwarven rogue eventually develops a kind of sixth sense for precious minerals and stones. The character can detect the presence, and the direction, of gold, silver, or gems, up to 10ft away.

Human

Fighter

1st level: +2 Strength
3rd level: Any time a combat bonus requires the fighter to select a type of weapon for the bonus to apply to, the human fighter may select two types of weapons.
5th level: Human fighters recruit followers as though they were 2 levels higher.

Wizard

1st level: +2 Intelligence
3rd level: If the human wizard chose to specialize, they can still cast spells from their blocked school as though they were 1 level lower.
5th level: Human wizards gain one additional spells slot for each spell level known.

Cleric

1st level: +2 Wisdom
3rd level: +2 Charisma
5th level: Human clerics recruit followers as though they were 2 levels higher.

Rogue

1st level: +2 Dexterity
3rd level: +2 Charisma
5th level: The character is able to charm their way past many social obstacles. NPCs start react more favorably to the character than they otherwise would.

And that’s what I came up with on my first attempt. Conclusions? Well, as with all things, making it work in practice is more difficult than simply coming up with the theory was. Some race/class combinations just seem preposterous. I have no real archetype to draw on for elven clerics or dwarven wizards. I actually reconsidered whether such unusual combinations should be ruled out entirely. But I stand by my belief that players should be able to choose any race/class combination they want.

The biggest problem, surprisingly, turned out to be the humans. In retrospect it makes sense. Elves and dwarves are each an archetype unto themselves, while humans can fall into a wide array of archetypes. That’s why race as class existed in the first place: because humans could fill many roles, but non-human races each fill a specific role. I’m not quite sure how to work around this issue yet, but I think it can be done.

I would very much like any criticisms my readers have to offer. As it stands, I know this is not ‘good,’ and it would be helpful to be told precisely why it’s not good.

Weapon Mechanics

A lot of emphasis in Pathfinder is placed upon magical weapons and their properties. Since acquiring such weapons is one of the primary goals of adventurers, this is good and proper. But put magic aside for a moment. Magic can do anything, and it doesn’t really matter (save, perhaps, thematically) what type of weapon serves as a vessel for which magical effect. When we take the magic away, what are the fundamental differences between weapons? Why would a level 1 adventurer choose a spear over a trident, or a scimitar over a falchion?

As it stands, mundane weapons all have a few simple attributes:

  • Price, which may or may not matter. Personally I’ve been much happier since I started enforcing starting gold more strictly. But for many years I allowed players to select any mundane equipment they wanted, and I do see the appeal of that method.
  • Damage, separated into Small and Medium, to reflect the various sizes of player races.
  • Critical range, and multiplier.
  • Range, for projectile weapons, or weapons which can be thrown.
  • Weight, which nobody I’ve ever met, not even the grognardiest of grognards really seem to care about. Encumbrance is important. The difference between 11lb and 12lb isn’t.
  • Damage type, which can be bludgeoning, piercing, or slashing damage. Sometimes a combination of two is used.
  • Hands Needed, which can be Two, One, or ‘light.’ (One handed weapons can be used with two hands optionally, while light weapons cannot.)
  • Complexity Category, which Pathfinder uses to help determine proficiency. The categories are Simple, Martial, and Exotic.
  • Some weapons have special properties, such as being ‘reach’ or ‘brace’ weapons. Other weapons are easier to use with certain combat maneuvers, such as tripping or disarming.

It’s not exactly a comprehensive representation of the differences between various weapons, but aside from overly precise weapon weight, it works well. After all, Pathfinder is a game, and everything needs to be simplified to help the game run smoothly. Excessive realism has a way of making a game tedious. None the less, I wonder if mundane weapons could be made more varied and interesting.

Below is a list I’ve compiled of weapon mechanics. Some are ready to be implemented, while others would need their mechanics refined. Individually, I think each could be included in a game without making in overly complex. Collectively, however, they would probably be too much. I’d like to hear more ideas in the comments if you have any. I’m particularly curious to know if other games have mechanics I didn’t think of.

Two-Handed Damage: In Pathfinder, a weapon wielded in your off hand gains half of your strength modifier to its damage, one in your main hand gains your full strength modifier, and one in both hands gains 150% of your strength modifier as damage. Calculating the strength bonus with decimal places is both unnecessarily complicated, and insufficient to influence the player’s decision. Make it simple: Offhand weapons get no strength bonus, main hand weapons get full strength bonus, and two handed weapons get double strength bonus.

Throwability: Pathfinder’s throwing weapon status is binary. Either a weapon is meant for throwing, or it is not. It could be fun if there were three options. A dagger or javelin can be thrown with no penalties. A rapier or a scythe would take a full -6 penalty on any thrown attack roll. Some weapons, like a spear, battleaxe, or longsword would take only a -3 penalty to throwing them. They’re not designed to be thrown, but they’re similar enough to weapons which are that it’s a feasible tactic. Weapons like whips and flails should be un-throwable.

Finesse and Cleave Weapons: Credit for this idea must be given to D&D 5th Edition, and to Jack. He shared the idea in the comments for my post on the Wide Swing Dilemma, and it is largely his creation. He’s got a nifty blog where I’ve got a whole tag all to myself.

In Pathfinder, Finesse is a feat which allows characters to use their dexterity instead of their strength to modify an attack roll when using light weapons. Cleave is a feat which allows a player to attack multiple enemies in a single turn. The idea here is to remove both feats, and instead make them an intrinsic property of certain weapons. A rapier or dagger, for example, would always have its attack rolls modified by dexterity rather than strength. Likewise, a two handed waraxe would always enable a character to take a swing at 2 or 3 enemies at a time, so long as all of them could be hit with a single arcing swing.

Speed: Each weapon would have a speed number associated with it. That number would be the amount of iterative attacks it was possible to make with that weapon on a given turn. A two handed war hammer, for example, might have a speed of 2 or 3 at most. While a dagger might have a speed of 10. Note that these iterative attacks are not entitlements, they are maximums. A character would need to work hard and level up before they were able to make multiple attacks during a single round, but a two handed war hammer would never be able to make more than 3 attacks, no matter how high level the character became.

Space To Use: A two handed axe is not the best weapon to have in a 3ft wide cavern. You can make some use of it, but it would be at an extreme penalty. I suggest three types of weapons. First, those which require only personal space. These would work anywhere that a character could fit comfortably, and would include weapons like a dagger, blowgun, or rapier. Weapons with a 10ft space to use would require an area at least 10ft wide to use comfortably, and in smaller spaces they would take a -4 penalty to attack rolls. This would include any weapon like a longsword or axe, which requires a wide swing. Finally there would be 15ft or larger weapons. These would mostly be weapons with reach, such as a whip, spiked chain, or trident. They would take a -4 penalty in spaces less than 15ft wide. In some spaces they might be impossible to use. A whip, for example, is completely useless if you don’t have room to swing it. And a 7ft long trident isn’t much use when you’re attacked from behind in a corridor 5ft square.

Both Speed and Space to Use are included in AD&D 1st edition. I am not very familiar with the relevant rules, however, so the above are concocted from my own suppositions on how such rules might work in a game.

Strength/Dexterity To Use: Composite bows already do something similar to this. Each composite bow has a strength rating, and a character must be at least that strong in order to be proficient in the weapon. This would apply the same concept to other weapons. Using a rapier or whip proficiently, for example, would require a dexterity of no less than 14. While a two handed warhammer would require a similar amount of strength. A character without a sufficient ability score could still used the weapon, but they would never be able to become proficient in it.

Training Time: This would replace Pathfinder’s weapon proficiency system. Each weapon would have a pair of training numbers indicating how long it takes to become proficient in the weapon. A dagger, for example, would be 2/4. If a character wishes to become proficient with a dagger, they simply need to take it with them into battle. The character is considered non proficient with the weapon, and all attack rolls are made with a -4 penalty. Anytime the character gains at least 2 experience* from a battle where they successfully dealt damage using the dagger, they put a tally mark next to the weapon. Once they have a number of tally marks equaling the first number (in this case, 2) their attack penalty is reduced to -2. Once they have a number of tally marks equal to the second number, they are considered proficient with the weapon and no longer take any penalties associated with using it.

Each class starts out already being proficient with a number of weapons. For fighters, all training times are reduced by half (rounding up).

*This is in reference to the Simple XP System I use.

Weapon Vs. Armor Type: This is another 1st edition rule which I know very little about. I like the concept, and would be interested in seeing it in play, however I have no real original ideas on how to implement it (yet). Instead, I would direct you to a post over at Delta’s D&D Hotspot which proposes pretty much what I think I would come up with. (I seem to have a tendency to reduce everything to 3 groups).

Hold at Range: A few weapons, like a spear or a trident, naturally lend themselves to keeping someone at range. At the end of each turn while using such a weapon, the player may indicate that they would like to keep a foe they just attacked at bay. When the character does this, they gain a -2 Dexterity penalty to AC against all other enemies. If their designated enemy attempts to move closer, then the character gets an automatic attack of opportunity against their foe. If the attack succeeds, then the foe’s movement is halted and they cannot move any more on that turn.

Parry Bonus to AC: I’m not 100% convinced that this is a good idea. To some degree, the parry is already included in a character’s AC as part of their dexterity. However, some weapons lend themselves better to defense than others do. Neither a very short weapon, like a dagger, nor a very long weapon, like a scythe, would be well suited to aiding in defense. This, I think, has the potential to be the mid-sized weapon’s biggest advantage vs. smaller faster weapons, and larger harder-hitting weapons.

Weapon Damage and Repair: This is hardly a new idea, which never seems to survive long because tracking weapon damage is too much hassle. I’m not sure how that problem could be resolved, but I would very much enjoy seeing this element in a game if it were possible. It would be particularly interesting when combined with my new crafting system. (Which, I swear, I’m going to post eventually).

Alternate Attack Surfaces: The party encounters a band of skeletons. This is unfortunate, because they’ve all come equipped with spears and tridents. Since they only have piercing weapons it will be difficult to kill the skeletons, who have DR 5/Bludgeoning. Then the bard has a wacky idea: what if they turn their weapons around and hit the skeletons with the shaft instead of the points? Many weapons seem as though they would be simple to use in other ways, to achieve a different type of damage. It’s pretty difficult to use a weapon when you’re striking with the flat of the blade or the pommel, so I could understand if many weapons did not have alternate damage types. But what could be simpler than using a spear as a quarterstaff, or a scythe as a piecing weapon?

Page by Page: Gary Gygax's DMG Part 6

This is the sixth installment of my continuing series on the 1979 Dungeon Master’s Guide, written by Gary Gygax. This post begins with the section “Combat” on page 61, and continues through “Special Types of Attacks” on page 70

Encounters, Combat, and Initiative: Here is the first place where Gygax brings up the fact that AD&D uses a 1 minute round. This has been discussed in the comments section of previous Page by Page posts, but I think it deserves a proper mention here. To his credit, Gygax writes a lengthy explanation and defense of the one minute round. He makes a few very compelling points about the importance of abstraction, and how more granular combat is inappropriate in a game which does not focus on combat. As a sabre fencer myself, I can appreciate the fact that it would be impossible to really represent swordplay in the tabletop RPG format. None the less, I view the 6 second round as a major improvement. I simply think the game becomes more engaging when the players have more granular control on what happens in combat. I wouldn’t really argue that one method is inherently better than the other, it’s a stylistic preference.

Gygax also explains exactly what hit points are meant to represent in this section. If I’d had this quote on hand in the past, I would have been able to settle a lot of silly arguments:

“Damage scored to characters or certain monsters is actually not substantially physical–a mere nick or scratch until the last handful of hit points are considered–it is a matter of wearing away the endurance, the luck, the magical protections.”

Initiative: I like the fact that Initiative is only rolled if there is no element of surprise to consider. I do not like the idea that initiative is recalculated each round. There seems to be an excessive amount of computation involved in determining the order of combat. This excess becomes even more prevalent later in this reading.

Morale: I thought I had mentioned this before, but apparently I have not: morale is a good idea. I don’t understand why developers decided to cut the morale mechanic out of the game. These days, most enemies simply fight to the death, which is not only silly, but harmful. If the monsters never run away, then players will never realize that running away is an entirely valid strategy for survival.

Encounter Reactions: I’ve never liked rolling for reactions, but that may be because I’ve never liked entirely random environments. Which isn’t to say I don’t have a healthy respect for the role of random generation in RPGs. It is not only useful, but essential. However, I prefer a kind of directed randomness. When I roll for a random monster, I’m rolling on a list of monsters for which I have already created worldviews, and reasons for being in the area. My players have repeatedly told us they appreciate this, because it means that random encounters are not meaningless encounters. Every random encounter tells them more about the world around them, and could potentially lead to adventure.

Missile Discharge: I had never considered before that a missile (such as an arrow) might be destroyed by a spell (such as a fireball). The concept is fascinating, and I’m curious to give it a try. I’m also somewhat wary of it, however. The player firing an arrow into a group of enemies is already having less of an impact than the guy casting a fireball into that same group. It seems mean to make the two mutually exclusive.

Also in this section, I gained a new appreciation for the modern rules of firing into a melee. These rules are ridiculously convoluted.

Missile Fire Cover and Concealment Adjustments: In an amusing turnaround, I think the cover and concealment mechanics are actually more simple than they are in modern games. A flat boost to AC rather than an extra d% roll to determine miss chance.

Grenade-Like Missiles: I find it a little terrifying that Gygax thought such complex rules were necessary. I’ve always handled grenade-like missiles using a very simple system. They have a range increment of 10ft and use a ranged touch attack. Standard damage is dealt to anyone hit by them, and splash damage is dealt to anyone in an adjacent space. If you miss, roll 1d6 (for hexes) or 1d8 (for squares) to determine which direction the object landed in, and roll 1d4 to determine the total number of spaces away from the intended target it landed.

Spell Casting During Melee: I love this idea. I’ve written in the past (twice, actually) about ways to nerf the wizard without losing any of its flavor, and the rules presented here seem like a great method for partially accomplishing that goal. An AD&D a spellcaster cannot crouch or lie prone while casting any spell that includes somatic components, and loses their dexterity bonus to their AC while casting such a spell. If they are attacked or jostled while casting a spell, that spell fails and is expended for the day. No concentration check, no nothing. There’s nothing wrong with wizards wielding powers vastly beyond the abilities of a fighter or rogue, so long as the fighter and rogue are still needed to keep the caster alive while they cast.

It’s also sounds like most AD&D spells have much longer casting times than Pathfinder spells do. Not only would implementing that as a house rule improve game balance, but it would lend spells a sense of gravitas.

Turning Undead: There are some really interesting concepts here. First, I love the idea that a cleric can only continue to turn undead until he fails once. You might say that if a cleric fails to turn undead, it’s because his faith faltered for a moment. And upon seeing the undead continue undaunted by his god’s power, the cleric’s faith in that power is broken until they have a chance to rest and pray. I also like that more powerful undead ‘shield’ less powerful undead from being turned. If a cleric encounters a vampire and five zombies, they must turn the vampire in order to attempt turning the zombies.

Counter-Affecting: I very much would like to see a good and an evil cleric fighting for control of a group of undead. That sounds awesome.

Closing to Striking Range: Perhaps I’m failing to understand something. I haven’t read the AD&D player’s handbook, so I lack a basis which many of these sections assume I have. However, it sounds like you cannot close to striking range, and strike, in the same turn. Why ever not? That just seems silly.

Weapon Speed Factor/Other Weapon Factor Determinants: The more I read about the AD&D combat round, the more it seems like a jumbled mess to me. Again, perhaps this is because I lack information found in the PHB. But figuring out who gets what actions in each round, and then determining which actions occur simultaneously with other actions, is enough to make my eyes glaze over. That doesn’t happen very often! I love reading about mechanics. But halfway through Gygax’s example about a fighter using a sword and a magic user casting a fireball, I realized I simply did not care.

At this point my view is that AD&D combat is filled with interesting ideas which could be useful in a modern game, but that modern combat is still an overall improvement. That may change once I have an opportunity to actually see these rules in action.

Pursuit and Evasion of Pursuit: This is a good, simple breakdown of pursuit rules. I wouldn’t call it great, but it actually answers a lot of questions I’ve had (and heard) about how to run a chase scene well. I’m convinced it can be done better, but I don’t have any real ideas on how that could be accomplished.

I do really like how the GM is not supposed to provide fleeing characters with enough information to create a map. So the cost of running away from a monster is being lost in a dungeon.

Number of Opponents Per Figure: I find it highly amusing that AD&D is noted for functioning without a battlemat, but still needs to utilize squares and hexes to determine how many monsters can attack a single character at a given time.