Magic Words: Spell Failure

Here are two things that are super awesome:

Neither of those things has ever shown up in one of my games. Here’s why:

  • Most systems that include spell failure, in my experience, make it a common risk of any casting whatsoever. It makes playing a Magic User dangerous to the point that it’s entirely unappealing.
  • DCC’s individualized Tables of Spell Results mean that every spell’s description is in excess of a page in length. Not only does this make writing new spells a creatively exhausting chore, but it means that you need a huge stack of reference material at the table. I don’t like the idea of needing to search for page numbers every time a spell is cast during play. That’s part of the reason Magic Words appealed to me in the first place.

So how can we take these two super cool things, throw in a dash of the new spellcasting rules from the LotFP Playtest booklet, and create a good spell failures system for Magic Words?

Magic Words: Optional Spell Failure Rules

Magic Users may cast spells entirely as normal so long as they are unrestricted and free from distractions. This means the Magic User must:

  • Take no damage during the same round that they’re casting.
  • Have no Bleed, Internal Bleed, or Pain. (Using Courtney’s “A Table for Avoiding Death.”)
  • Have full use of their arms, legs, and voice.
  • Are willing to cast in an entirely obvious fashion (excepting spells which specifically state that they can be cast subtly).
  • Are no more than Lightly encumbered.
  • Are not suffering from malnutrition, sleep deprivation, or other forms of exhaustion.

Within those limitations, there is no chance for a Magic User’s spells to fail. If the caster wishes to, they can risk spell failure by attempting to cast outside of those limitations. Such as when:

  • They have taken damage during the same round they were attempting to cast a spell.
  • They have Bleed, Internal Bleed, or Pain.
  • Their arms, legs, or voice are restricted and unavailable for use.
  • They wish to cast a non-stealth spell stealthily.
  • They are more than lightly encumbered.
  • They are suffering from malnutrition, sleep deprivation, or another form of exhaustion.

In any of those circumstances, there is a 3-in-6 chance that any spell the Magic User casts will fail.

When a spell fails, it’s not just a fizzling of impotent magic. The player must roll to determine unintended magical effect occurs. These possible effects are unique to each spell, and are created by the referee at the same time the spell is originally drafted. Obviously, this adds to the amount of work the referee is responsible for, which is the primary reason I’d treat this rule as optional. However, my own experience running a weekly campaign using Magic Words has shown that the work involved in creating new spells is so slight as to be negligible. I don’t anticipate this addition to substantially tax the creative abilities of any referee.

A 1d4 table of failures for each spell should be sufficient. More might be entertaining, but I think they would be superfluous. In LotFP, spell slots are not so numerous that a magician can fire off a spell during every round of combat. Spell failure won’t be common enough that you’ll get bored with 4 different failure options. But neither is it so few that players can easily plan for how spell failure will play out if it happens.

Note that there is no obligation for the referee to make the spell failures logically connected to the spell they are associated with. They can be, but it’s by no means necessary. After all, the logic of magic is indecipherable. A failed fireball causing time to jump backwards 10 seconds may seem random, but that’s only because you’ve got a tiny limited human brain. If you really understood magic, you’d get it.

Putting my money where my mouth is, here are spell failures for the first set of Magic Word based spells I drafted way back in the day.

Stars of Indirection

The first person who is touched by the caster after this spell is cast becomes cursed. Any attempt to use the stars as a means of navigation will return a false result. The navigator will believe they have read the stars correctly. But any attempt to travel based on that navigation will lead in a random direction. This curse lasts one month, and a save versus Magic negates the effect.

  1. The stars still misdirect the target; but instead of leading to a random direction they lead to a great treasure. If the magic user owns any such treasure, that is what they are led to. Otherwise the treasure is random.
  2. The target sees the night sky as completely black and devoid of any stars. As this is something others can easily confirm as false, they will probably realize they’ve been cursed very quickly.
  3. The light of the stars burns the skin of the caster for the next month, dealing 1d4 damage for each hour spent under their light. Remove Curse will remedy this effect.
  4. Cartoon stars begin to orbit the target’s head, spinning and twinkling.

Star Fighter

If cast during combat, a target within 100′ will be perceived as impressive by everyone who sees them. Even a bungling commoner with a sword they don’t understand how to use will be perceived as a peerless warrior. Weaker foes will become intimidated and may flee or falter before the Star Fighter. More ambitious opponents, meanwhile, will be drawn to the Star Fighter as a means of winning glory for themselves. This effect ends after the Star Fighter spends an adventuring turn out of combat. If the target wishes, they may make a save versus Magic to resist the spell’s effect.

  1. The target gains +2 to their attacks, but are not perceived any differently by others.
  2. The target must save versus magic, or begins acting in a buffoonish manner, as though they’re intentionally trying to do a frankly offensive impression of a mentally challenged warrior.
  3. The target is engulfed in blue flames which do not burn them. In darkness they take a -2 penalty to their armor class.
  4. The target becomes insubstantial for the next hour, and is completely unable to interact with (or be affected by) the material world.

Star Seat

A throne made of the night sky is summoned for 1 hour. Anyone but the caster attempting to sit in the throne will cause it to dissipate into a cold mist. When the caster sits on the throne, they perceive themselves to be miles above their own body, looking down at the world from the heavens. From this height, it’s impossible to discern any details. However, it can be used to make an effective map of the area within a 10 mile radius of the caster. The caster will also be able to see any sufficiently large phenomena, such as a town being on fire, or an army on the march. While sitting in the Star Seat, the caster will be completely unaware of anything happening to their body, including hit point damage.

  1. The caster sees a false image of what is below them. Nothing they see is remotely accurate.
  2. The caster sees an accurate image of the landscape as it was 24 hours ago.
  3. The caster becomes trapped in the Star Seat, and cannot leave it until the spell runs its course after 1 hour. Any attempt to remove them by force causes 1d10 damage.
  4. The star seat works in reverse, sending the perceptions of whomever sits in it deep underground. For as long as they sit, they see nothing but darkness, dirt, and stone. (Unless there’s something to see down there).

Seat

A single human or human-like target must make a save versus Paralyzation or immediately sit down and remain seated for 1 turn per caster level. If there is a chair within arm’s reach, they may sit in that, but otherwise they must simply sit on the floor. Swimming, flying, or climbing targets don’t simply fall to whatever surface is beneath them, but may move themselves along the most expedient course to a seat that is not lethal to them. So long as the target’s butt remains in constant contact with a horizontal surface, they are otherwise free to move and act.

  1. Any chairs within the vicinity of the caster catch on fire, even if they are made of a material that is not typically flammable.
  2. The caster sinks up to their knees in the ground.
  3. The caster turns into a chair for the duration of the time the spell would be in effect.
  4. Time stops for the caster for 1d6 rounds. The world around them moves forward normally.

Seat of Indirection

This spell is cast on a chair or other sitting place, and lasts for 1 hour per caster level. Anyone sitting in that seat is more easily fooled than normal. They are not charmed, they are merely a little more gullible than they would normally be. If using the social system presented in “On The Non Player Character” by Courtney Campbell, treat this as a +2 to social action rolls. +3 if the social action is Gamble.

  1. The chair is actually a Seat of Skepticism, and whomever sits in it is unusually obstinate. Use the opposite modifiers you would have used if the spell was working properly.
  2. The chair is actually a Seat of Discomfort. Anyone who sits in it will constantly shift around, offer awkward answers, and excuse themselves to return home at the earliest opportunity.
  3. The chair is actually a Seat of Wit. Anyone sitting in it will be unable to do anything but offer “clever” responses to anything that is said.
  4. The chair is actually a Seat of Bad Faith. Everything someone says while sitting in this chair is a lie.

Indirect Fighting

A willing target within 30′ is able to attack indirectly for 2 rounds per caster level. They may use any weapons or techniques they possess to attack someone within 30′ of themselves, without actually touching them. On a successful attack roll, the target takes damage normally. The target doesn’t receive any AC bonus from dexterity.

  1. For 2 rounds per caster level, the target may only attempt to harm someone by indirect means. They may attempt to convince the person to consume something that has been poisoned, or they can attempt to fell a tree that will happen to fall on a person; but they cannot force poison down someone’s throat, or directly use a weapon against someone.
  2. The caster’s head turns around backwards and will remain stuck that way until they make a save versus magic. They may attempt one save per day, after today.
  3. Any missiles loosed between now and the same time next round will stop mid air, spin around, and launch themselves at the target of the spell instead.
  4. The target suffers a -2 per caster level to their attack roll on their next attack.

Cointoss, a 200 Word RPG

So there’s this contest. In the contest you’re supposed to write a whole RPG in 200 words or less. This struck my fancy because I thought “That wouldn’t take too much effort to attempt!” That attitude is probably why I didn’t win the contest, but whatever.

Cointoss RPG

You are you. You’re in a restaurant waiting for food to arrive. You stand up.

Cointoss can be played anywhere, for any length of time, without any preparation. At the start of a game, you are who you are, where you are, when you are. Then, the imaginary you deviates, and goes off to have some adventure you could never attempt in real life.

You can do anything you could normally do without question. The referee describes the world around you, and determines which actions have a chance of failure. Such actions require a coin toss: heads is success, tails is failure. Some actions may require two successes to work, others may only require a single success out of two tosses. Thus any action may have a 75%, 50%, or 25% chance of success.

Anything is within the purview of these flips. You can check to see if you’ve spontaneously developed superpowers, or if you can get yourself elected president. It doesn’t matter, because no game of Cointoss will ever last long. Eventually the food comes, and the game ends. So get moving.

This is actually an idea I’ve had in the back of my head for awhile now. There was a brief time where I carried a set of dice in my pocket because I liked the idea that I might find some empty moment to fill with D&D. There’s a group of folks sitting around waiting for something, or just being bored together, and I could pull out my dice and say “Ya guys wanna run a quick dungeon?”

But dice are a pain to carry around. They made my pants lumpy, and I was always worried about losing one. And those brief D&D-able moments were never as common as I thought they might be. I gave up on carrying dice around, but the idea stuck with me that I’d like the option of proposing some kind of role playing game in the spur of the moment. It would just require no prep, and no tools that wouldn’t be readily available wherever I go.

I came up with a flip of the coin, the universally available randomizer, very early, but never pursued the idea further than that. This contest was a nice excuse to get it done.

A Use for Excess Experience Points

In games which grant experience as a reward for recovering treasure, there is usually a rule that a character can’t level up more than once in a single session. So if you’re level 1, and you find a diamond worth 10,000 money, (which would normally translate to 10,000 experience), you don’t get to jump straight to level 3. You’ll reach level 2, and then stop. Usually the rules allow for a character to gain enough experience to be 1xp short of gaining 2 levels, but that’s it. After a big treasure haul you might see large amounts of your experience evaporate because of this rule. Possibly even the majority of it.

This is good and proper for any one of a dozen reasons. It maintains the pacing of the game. It cuts down on complications. It prevents players who may have missed a session from being left in the dust. It allows the referee to place large hoards of treasure without worrying that it will wreck the game’s progression. There are tons of reasons to recommend it. It’s a good rule.

But, from a player perspective, it’s always kind of a bummer losing out on those excess experience points. Sure gaining one level was nice, and you’re nearly guaranteed to level next session. That’s nice too. But gosh dang it, you could have leaped all the way to level 6 if not for that dumb rule! It’s enough to leave you weeping into your massive pile of money. #SuccessfulAdventurerProblems.

What if those spare experience points could be used for something? Not leveling, but something. Preferably something simple, since this issue only arises rarely. It would be too complex even to make the benefits proportional to the amount of excess experience the player earned. I think it should be treated as a binary thing: did you earn more experience points than your character could absorb? If yes, you get a cookie.

So what’s a good cookie?

  • Free training. This is kind of the obvious one, right? Experience points are usually used to train a character in their class, so if it can’t do that, it may as well be used to teach the character something else. Excess experience could allow a character to select any training they qualify for, and instantaneously and freely gain it. Alternatively, if that’s a little too much, you might consider waiving only one of the two requirements: either the training is free, or it’s instantaneous.
  • A skill point. If you’re not using any kind of in-game training, then most characters will never improve any of their skills. Giving a skill point to characters who earn excess experience flows from the same logic that training does. To the Fighter, having a 2-in-6 Tinker chance would be a pretty significant ability, since it’s not something they’re ever supposed to be able to get. But overall, it does little to impact the fabric of the game.
  • A character’s total XP doesn’t only model their wealth of experience as an adventurer, it also models their social cachet. An excess of experience points could be taken to indicate a sudden surge in renown for the character. Perhaps word of their great deeds is only now starting to reach the upper echelons of society, or maybe their recent success was so explosively impressive that nobody can really ignore them anymore. For whatever the reason, the players should see some benefit from this. People of higher status should take notice! Land grants or titles should be offered. Or, on a smaller scale, better jobs should come the players way. Perhaps they’re able to recruit hirelings more effectively. And on that note…
  • Hireling loyalty improves. There aren’t a lot of explicit ways to improve hireling loyalty. Knowing that you’re working for a winner can be a real ego boost. All hirelings get a +1 bump in their loyalty. Or maybe just one hireling, if the referee is stingy.
  • The player may Auto-Best a single roll, after it is rolled. It’s a small reward. Simple. But turning an attack roll of 1 into a 20 feels pretty durn good.
  • Temporary hit points. This is the one time I think the reward should be proportional to the excess XP. The character gains 10 temporary hit points for each level which they could have gained, but didn’t. So if they started at level 1, and could have made it all the way to level 6, then they get 40 temporary hit points. (Because they level up to 2, then get 10 each for levels 3-6). The temporary hit points cannot be healed, they last until the character takes enough damage to exhaust them.

This post was in no way inspired by the diamond worth 100,000gp that my 1st level character found in Courtney Campbell‘s Perdition campaign.

d100 Magic Words: Opposites, and Evocation

The best way to implement words with opposite meanings had me stumped for a little bit. On the one hand, there are some opposites which players should absolutely have to earn separately. Stuff like Fire and Ice, or Love and Hate. Yet there are other words which seem as though players ought to be able to automatically know one if they already know the other. Words like Fortune and Misfortune, or Appear and Disappear.

I was seriously toying with the idea of some kind of “discover opposite word” ability before I realized that the solution to the problem was already built into the system: if you know a word, then you also know any words derived from it. If an opposite is created merely by adding or removing a prefix or suffix, then it’s functionally the same word for the purposes of creating spells.

In retrospect, this seems so obvious that I feel a little silly spelling it out. But I’m the guy who came up with the system in the first place, and I was confused by this, so it seems reasonable to assume others might have a similar mental hangup. Anyway, the first of the two lists below are opposites which don’t share the same root, and thus would need to be learned separately.

The second list, Evocations and Shapes, is of course a spellcasting necessity. While spells like Fire Ball or Lightning Bolt aren’t exactly the most creative or interesting spells, I would be remiss if elements and shapes were not represented on these tables. And the great thing about forcing myself to write 100 point tables is that I need to really stretch myself to find interesting elements and shapes to include. So while Fire Ball may be droll, I’m curious to see players create spells like Plasmatic Circle, Magnetic Ray, or Earth Ball.

d100 Opposites

  1. Expand
  2. Contract
  3. Open
  4. Close
  5. On
  6. Off
  7. Abundance
  8. Scarcity
  9. Accept
  10. Refuse
  11. Admit
  12. Deny
  13. Friend
  14. Foe
  15. Bitter
  16. Sweet
  17. Odd
  18. Even
  19. Old
  20. Young
  21. Past
  22. Present
  23. Peace
  24. War
  25. Plentiful
  26. Scarce
  27. Power
  28. Weak
  29. Beautiful
  30. Ugly
  31. Private
  32. Public
  33. Ancient
  34. Modern
  35. Answer
  36. Question
  37. Arrive
  38. Depart
  39. Begin
  40. End
  41. Grow
  42. Shrink
  43. Large
  44. Small
  45. Construct
  46. Demolish
  47. Love
  48. Hate
  49. Scatter
  50. Collect
  51. Sink
  52. Float
  53. Slow
  54. Fast
  55. Truth
  56. Falsehood
  57. Under
  58. Over
  59. Victory
  60. Defeat
  61. Virtue
  62. Vice
  63. Vanish
  64. Appear
  65. Win
  66. Lose
  67. Zenith
  68. Nadir
  69. Rare
  70. Common
  71. Rich
  72. Poor
  73. Permanent
  74. Temporary
  75. Night
  76. Day
  77. Happy
  78. Sad
  79. Major
  80. Minor
  81. More
  82. Less
  83. Loose
  84. Tight
  85. Lazy
  86. Industrious
  87. Lead
  88. Follow
  89. Left
  90. Right
  91. Less
  92. More
  93. Intelligent
  94. Stupid
  95. Shame
  96. Pride
  97. Help
  98. Hinder
  99. Life
  100. Death

d100 Evocations & Shapes

  1. Acid
  2. Air
  3. Arc
  4. Arcane
  5. Ball
  6. Blade
  7. Blanket
  8. Blast
  9. Boil
  10. Bolt
  11. Burning
  12. Channel
  13. Circle
  14. Cloud
  15. Coax
  16. Cold
  17. Cone
  18. Crystal
  19. Cube
  20. Dark
  21. Disc
  22. Disease
  23. Disintegration
  24. Dome
  25. Earth
  26. Electricity
  27. Explosion
  28. Exude
  29. Fall
  30. Filth
  31. Fire
  32. Flame
  33. Flow
  34. Gas
  35. Gaze
  36. Geyser
  37. Goo
  38. Gravity
  39. Grow
  40. Growth
  41. Hail
  42. Heat
  43. Ice
  44. Imbue
  45. Inebriate
  46. Lance
  47. Laser
  48. Lava
  49. Light
  50. Lightning
  51. Line
  52. Magic
  53. Magnetic
  54. Metal
  55. Missile
  56. Mud
  57. Music
  58. Narcotic
  59. Nature
  60. Nothing
  61. Nuclear
  62. Ooze
  63. Orb
  64. Pandemic
  65. Pentagram
  66. Plant
  67. Plasma
  68. Poison
  69. Pressure
  70. Prismatic
  71. Protoplasmic
  72. Pyramid
  73. Radiate
  74. Rain
  75. Ray
  76. Rock
  77. Sand
  78. Shadow
  79. Shock
  80. Slime
  81. Snow
  82. Sonic
  83. Spectral
  84. Speed
  85. Sphere
  86. Spiral
  87. Spray
  88. Spread
  89. Square
  90. Steam
  91. Steel
  92. Storm
  93. Telekinetic
  94. Time
  95. Triangle
  96. Tumble
  97. Vacuum
  98. Wall
  99. Water
  100. Wind

Bringing PCs Back as Cyborgs

The ORWA campaign recently had its first character death. Umquat, of blessed memory, had her neck melted through by the Righteous Gaze of the Children of God. She fell to the ground a mere 15′ from the rest of the party. Even if there had been hope that she might be saved, there was no way for Umquat’s fellows to step out from their cover without sharing her fate. The dice foretold that she would gurgle and cough for 4 rounds before she was able to die, and all the party could do was watch. It was a death beautiful in its tragedy.

However, beautiful as it was, it occurred to me that there’s no reason for death to be the end of Umquat. After all, ORWA has long since moved beyond the technological limitations of its medieval beginnings. The setting has a very “Saturday Morning Sci-Fi” vibe, and characters already have the option of cybernetically enhancing themselves. Why not allow dead characters to be ‘resurrected’ through cybernetics? If fits the themes of the game perfectly.

Requirements

The body of the character to be cybernetically resurrected must first be recovered. Your friends need to get your corpse back to the safety of a haven with Internet access. (By which I mean, a haven where the party can make contact with agents of the shadowy organization known as “The Internet.”) If the majority of your body is unrecoverable for whatever reason, then there is no hope for you.

Cybernetic resurrection is also expensive. It costs all the money of the person being reincarnated. All of it. They’re able to hold on to any material goods they might own, but any liquid wealth is confiscated by The Internet to pay for the procedure. If you didn’t have very much money, or no money at all, well then you lucked out. The Internet is feeling generous that day.

The Consequences

Cybernetics are great for enhancing the natural function of your body, but they’re shit at actually replacing those functions whole cloth. And unfortunately, you’re dead, which means some part of your body is so damaged that it could no longer function at all. That part of your body had to be completely replaced with cybernetics, and those cybernetics are gonna be a whole lot worse than your original home-grown human parts were.

I use Courtney Campbell’s Table for Avoiding Death. It is a very good table. One of its many benefits is that when a character dies, the table describes precisely what their means of death was. In Umquat’s case, her neck was melted through. Other deaths include a bone shard puncturing your femoral artery, the front of your face becoming frozen enough to shatter, and dozens upon dozens more. Like I said, it’s a very good table.

When a dead character is cybernetically resurrected, the part of their body that was destroyed during the death process must be replaced by a mechanical facsimile. The drawbacks of this are entirely at the discretion of the referee. They should be significant, but not so debilitating that the player wants to retire the character. For example, this is what Umquat will have to deal with:

Umquat’s new neck is good at allowing her to breathe, speak, and control her body with electrical impulses from her brain. However, it can’t handle food or drink. Umquat must now feed herself through a tube in her stomach, using special liquid rations which cost 3x the normal rate for rations. Even in dire circumstances, she cannot eat normal food. 

Also, she has to talk in a robot voice from now on.

As a corollary to this first point: since vital life functions are now managed by machines, the cyborg is vulnerable to EMP attacks. If all electronics would be shut down for any reason, then the cyborg is immediately reduced to 0 hit points until the effect is ended. (If they already were at 0 hit points, they gain 2 pain, as per the Table for Avoiding Death).

The second major drawback to being a cyborg is the consequences of brain death. In the real world, resuscitation has to occur within minutes of death, lest the patient’s brain be irreparably damaged. In the game, even ignoring the time it takes to recover, the actual process of being cybernetically reanimated takes nearly a month to complete. It is hardly surprising that cyborgs suffer from a variety of mental derangement. Roll on the table below to determine the way in which the cyborg’s brain is damaged.

  1. The cyborg is sexually attracted to spherical objects. They are a sphere-sexual.
  2. One of the many technicians who worked on resuscitating the cyborg has added secret instructions into their brain. The referee should write these down on a piece of paper, and place that piece of paper in an envelope. When the instructions become relevant, the player should be allowed to open and read the instructions.
  3. The cyborg becomes obsessed with a religion–either one that they already professed, or a new one determined by whatever means seem most expedient. The cyborg follows an arcane set of rules based on their extremist interpretation of the religion, and will find some way to bring every single conversation back to their faith.
  4. The cyborg is utterly disgusted by children. Any human that has not yet gone through puberty is profoundly offensive to the cyborg.
  5. The cyborg loses impulse control. Any time that the player mentions a possible course of action, jokes about something ludicrous that their character does, or even expresses a desire for something, the cyborg will do that thing.
  6. The cyborg becomes an absolute coward. Roll 3d6 to determine a morale score using the same chart hireling loyalty is generated with. Any time a hireling’s loyalty would need to be checked, the cyborg’s morale must be checked. On failure, they have to flee for their lives.
  7. The cyborg just doesn’t see why they would ever pass up a good time. If some pleasurable activity is available, they must agree to participate. There’s no way to keep the cyborg on task during a party, or in a red light district.
  8. The pleasure center of the cyborg’s brain has withered, and they are incapable of having a good time. Worldly pleasures just hold no draw for the cyborg, and they look down on any pursuit of pleasure they witness in others.
  9. The mood of the cyborg is completely disassociated from the events occurring around them. Rather, it’s a randomly determined fact established at the start of a game session. Roll: 1. Angry, 2. Cheerful, 3. Morose, 4. Silly, 5. Lethargic, 6. Anxious
  10. The cyborg becomes incredibly miserly, and will never spend more than 10% of their total net worth in a single game session or haven turn.
  11. The cyborg finds clothing incredibly uncomfortable against their skin, and refuses ever to wear it. They must be completely naked at all time, with the exception of jewelry. Jewelry is nice.
  12. Only one hand is ever available, because the other is constantly masturbating. Constantly.
  13. The cyborg develops a kind of narcolepsy. This usually isn’t too much of a problem, as companions are around to nudge them awake. If the cyborg is ever alone, however, then one of the results on the encounter die should indicate that they have fallen asleep, and will remain asleep for 1d4 turns or until awakened. Due to the adrenaline kick, the cyborg will never fall asleep in combat.
  14. The cyborg is given to passionate, flighty affections. Anytime a new NPC is encountered and engaged in discussion, the cyborg must make a 2d6 reaction roll for themselves. If they roll a 12, then they fall desperately in love, completely forgetting whoever they were in love with previously.
  15. The cyborg believes that they are more cybernetic than they actually are. Despite any evidence to the contrary, they do not believe anything remains of their human selves. As far as they’re concerned, they don’t have anything but circuits and disks in their heads. They will often attempt to “interface” with machines, which of course never works.
  16. The cyborg’s reality is almost entirely different than our own. Everything they see appears more colorful and simplistic than it actually is. Instead of people they see anthropomorphic animals, instead of blood and death they see silly slapstick comedy.
  17. The cyborg believes they are trapped at a certain age. They have all of the adult faculties and experience of their true age, but will act as though they’re doing an impression of a person of a different age. Roll to determine what age they think they are: 1. Four, 2. Nine, 3. Sixteen, 4. Ninety
  18. The cyborg becomes a serial doodler of graphic vulgarities. Any time the cyborg has a few free minutes, they scrawl dicks and tits and profanities on the walls. If they ever spend any length of time waiting somewhere, it will be clear to everyone that someone was there.
  19. The cyborg suffers from a literally paralyzing fear of the dark. If they ever find themselves in an area where they cannot see their surroundings, then they freeze in place. They are completely trapped until something illuminates their surroundings.
  20. The cyborg’s internal balance is messed up. They can usually walk okay (though they do stumble more often than most people). However, any time their balance would be in question, they fail automatically.
  21. The cyborg can’t quite control their eating, and they become immensely fat as a result. The added pudge requires that any armor be specially fitted for them. Their own fat takes up a full encumbrance worth of inventory space.
  22. The cyborg develops a depraved sexual fetish that even the most tolerant individuals are disgusted by. The cyborg must make a saving throw versus Poison during each haven turn. On a failure, they spend 1d6 x 100 money pursuing their strange fetish with a wild abandon, and they lose out on any opportunity to use their haven turn more productively. They will become well known in their community for their depravity, which will affect their reputation accordingly. (If the cyborg was in the middle of training, this does not interrupt that training. The training is merely delayed).
  23. The cyborg feels disassociated from their own flesh, and begins self-mutilating as a nervous habit. Any time that is not actively spent in some task requires a save versus Paralyzation. On a failure, the cyborg deals 1 point of damage to themselves.
  24. The cyborg becomes unbearably prudish about sex. Even something as simple as casual flirtation happening within earshot will prompt the cyborg to launch into a lecture about sexual morality. The cyborg is even uncomfortable around anyone who is a parent, because they know that such a person must have had sex at some point.
  25. The cyborg loves animals, and lacks impulse control. Anytime they see an animal they will run over to pet it and coo at it, without thought to their safety or any task they were previously performing.
  26. The cyborg refuses to ever bathe again. Their stench will make parley difficult, at least with any creature that has a human sense of smell.
  27. A new skill is created for the cyborg. It doesn’t matter what, so long as it is pretty much useless. Something like whittling, guitar hero, or macramé. The cyborg becomes obsessed with this new hobby, and cannot spend their haven turns doing anything other than training in this hobby until they reach the max level of skill.
  28. The cyborg refuses to acknowledge that they are affected by weather. Heat, cold, rain, or hail, it doesn’t matter. They will not make any attempt to protect or prepare themselves for dealing with environmental conditions. This will certainly end badly anytime they have to deal with these factors.
  29. Loud noises cause the cyborg to soil themselves.
  30. The cyborg is completely incapable of ‘negative’ emotions, such as anger, sadness, resentment, jealousy, suspicion, etcetera. They are dangerously naive because of this, and are absolutely convinced that everyone and everything they meet is a good friend to them.

How I Use the Skills I Hate

When I started running my most recent campaign, I wanted to keep things simple. “It uses LotFP, rules as written.” I said. Naturally, my players rolled up their characters according to the written rules of LotFP. This, predictably, means that they have skill points in skills which I don’t really like. And now that the campaign seems to be sticking, I find myself in the frustrating position of running a game with a search skill. A fucking search skill. Blerg.

It would be easy to simply never call for the players to roll these skills. But that would be a shitty thing to do. The skill points spent on Search could have been spent on anything–like sneak attack or stealth. The player put them in search because its presence next to those options explicitly implied its usefulness. If the skill is secretly useless, that makes me a liar.

Alternatively I could tell my players that the search skill has been removed, and that they can redistribute those skill points as they wish. While this is appealing from my perspective, players don’t like it. I know, because I’ve done it before, and it kinda bums them out. Nobody likes it when the referee tells them to just erase part of their character sheet because that bit has been retroactively removed from the game. The rules start to feel completely arbitrary when the referee just tosses them out like that.

So what should a myopic referee do when he forgot to disallow the skills he hates? Rewrite the skills he hates!

Climb

Why I don’t Like it: In terms of pure mechanics, I love the LotFP climb skill. Particularly the bit about rolling percentile dice to determine how far along the intended climb the character was when they fell. Unfortunately, climbing doesn’t actually happen that often in my games. So while the skill is mechanically solid, it just sorta sits there gathering dust, which isn’t good. 

Fortunately, there are several other niche activities which I think should be resolved by a skill roll, and aren’t in the RAW version of the game. 

What I’m doing about it: The skill is renamed “Athletics,” which is suitable, if not very original. It is still used to climb, and when climbing it functions exactly as originally written. It’s only used to climb sheer surfaces without obvious handholds, everybody but specialists have to be unencumbered to attempt it, and on fail you roll d% to determine how far along the character was when they fell. 

In addition, Athletics is rolled to move through space that is occupied by another person. If you fail while trying to pass an ally, you make it to your destination, but your ally is knocked to the ground. If failed while attempting to move past an enemy, the enemy may choose either to attack you as you pass, or grapple you and stop you in your tracks. 

Athletics is checked when a character is swimming in disadvantageous conditions, such as during a storm or while encumbered. It is checked when attempting to balance in any situation in which that would be difficult (though it cannot be used to counter knockdown effects). Finally, it is checked when a character is attempting to leap forward more than 10′, allowing them to leap up to 30′.

Bushcraft

Why I don’t like it: I imagine Bushcraft would make a ton of sense in a game with a lot of hex crawling. One where civilization is sparse, and settlements are far apart. I’d be really interested to run a game like that, but I never actually have. In fact, the last two campaigns I’ve run were set in a post apocalypse. Neither Dungeon Moon, nor On A Red World Alone had much use for the Bushcraft skill as it is intended to be used. 

I have no problem letting the skill work the way it was originally written, but since that’s so unlikely to come up, it needs some additional utility. 

What I’m doing with it: In addition to its function as a means of foraging for food and recovering from getting lost, Bushcraft can be used to gain animal companions. If the players have an encounter with a natural animal with a neutral or better reaction, a successful Bushcraft check will allow that animal to be tamed. A tamed animal will follow the character around, and perform simple, safe tasks for its master. If the character wishes to send their animal companion into combat, it must first be trained. This requires 1 month, and 200sp per hit dice of the animal. 

When encountering a creature, a Bushcraft check can also be used to learn some basic information about that monster. It is up to the referee to determine if such information would be available, and the information provided may or may not be considered useful by the players.

Architecture

Why I don’t like it: There are two reasons I really don’t like the architecture skill at all. First, if my players are walking down a slight slope, I don’t see any reason not to tell them that. Nor do I see any reason not to simply tell them about any of the information this skill is meant to reveal if they ask me about it. 

This gets into my problem with search a bit. From my perspective, part of the challenge of D&D is figuring out what to look for in your environment. So if a player has correctly figured out what to look for–has succeeded in one of the game’s primary challenges–I fail to see the benefit in denying them that success based on a failed die roll. 

Second, I don’t like the architecture skill because it seems to imply that I should know a lot more about buildings in my game than I typically know. Do you know what culture built your dungeon? Do you know what specific method they used to build it? Because I don’t know those things. 

What I’m doing with it: First off, I’m changing the name to Engineering. It’s a skill less about the art of creating a building, and more about the science of creating a structure. 

A successful roll can be used to direct the swift construction of basic structures. While any player can throw together a barricade, an Engineer can throw together a wall. (Or a bridge, or seige equipment). This may be particularly useful when setting camp at night. The reverse is also true; the skill can be used to quickly assess how to demolish a structure. 

As a specific consideration for my ORWA campaign, Engineering is also used to move through dilapidated buildings safely. A successful roll indicates that you reached your destination safely; whereas a failed check may indicate that you’ve fallen through the floor, had a bit of ceiling fall on you, disturbed some vermin living in the walls, or had some other misfortune befall you.

Search

Why I don’t like it: My distaste for the search skill is already long standing and well documented. The whole process of it feels deeply wrong to me. When a player asks me if a thing exists, and I tell them that it doesn’t because of a bad roll, I am betraying my position as referee. It makes me a liar, and I hate that. 

I’ve read all the various ways of thinking about this, I’ve tried all the techniques, and I’ve only become more assured in the fundamental failure of this skill to provide anything but ruin to the game. I can count on one hand the number of times I’ve seen players search for secret doors. Why, when the event is already so infrequent, would I lie to the players in the rare event that their search actually does coincide with the location of a secret door? I worked hard on the cool things behind that door, I want them to see it. Like hell am I going to let a die roll stop them when they’ve actually earned seeing all that cool stuff! 

And then, of course, there are traps. “Haha, you were smart enough to ask me if there were traps, but you were stupid enough to believe me when I said no! Now you’re dead!” 

Fuck that noise. 

Knowing where to look for a secret door or a trap should be the challenge. Not whether or not to trust the die roll. And once a secret door or trap is located, it’s no guarantee of discovering the means by which that door can be opened, or that trap bypassed. There’s plenty of interesting challenge to be had here without muddying the waters with the hated search roll. 

What I’m doing with it:Search rolls are not made with respect to a character’s ability to find something. Rather, the search roll is oracular. It is used in cases where the thing being searched for may or may not exist. 

For example, a search check might be made to find clues of recent activity (or lack thereof). Success might indicate that the players find the spoor of a wandering monster. If another character came through recently, success might indicate that they left something behind which the players now find. 

Search is also used when players are attempting to pursue someone by tracking signs of their passing. Each successful roll allows the players to follow 1 day worth of travel by their quarry.

Sleight of Hand

Why I don’t like it: I don’t even get this skill. It’s like…mini stealth? Really there’s no reason that any of this couldn’t be handled by the stealth skill, except for the fact that Stealth is already a very powerful skill. There’s some logic in wanting to break it up, I do get that. Except nobody actually does any of the stuff that gets dumped into Sleight of Hand. I don’t think I’ve ever once seen a character pickpocket anybody. Maybe I need to start putting some maguffins in people’s pockets? 

What I’m doing with it: Unfortunately, I have no idea how to make Sleight of Hand good. There’s no problem with allowing it to cover what it already covers: picking pockets, hiding small objects, readying a weapon stealthily, etc. To that list you could add cheating at gambling, performing simple magic tricks, and essentially any kind of stealth that is done with the hands rather than the feet. But even thusly expanded, I actually don’t forsee people putting points into this skill. If I think of anything better, I’ll letcha know. 

Edit: I originally finished writing this post on March 11th, and I haven’t really thought about it since then. But now as I’m re-reading it in preparation for it going live on the site tomorrow, I realize I came upon a good use for the Sleight of Hand skill just the other day! 

Taking weapons from an enemy’s hands during combat can be accomplished with a successful sleight of hand check. If need be, the character may suffer a penalty to their check equal to the difference in hit dice between themselves and their target. However, I don’t think I’d use that penalty myself. I’m fine with my players being able to take the sword out of a big bad guy’s hand. If he’s really that big of a bad guy, he won’t be helpless without his sword. Not to mention all of the monsters who use natural weapons, and would thus be immune to having their weapons stolen.

Spending Money: Training

I’m still interested in finding new ways for players to spend their money.  Today I’d like to talk about the method I think is the most valuable, and perhaps the most controversial: training. The expenditure of money (and time) to make a character better.

Before I get into concrete rules, I feel some obligation to mention the giants whose shoulders I’m standing on. This post draws heavily on work done by Courtney Campbell for his Numenhalla and Perdition campaigns, as well as work done by John Bell for Necrocarserous. Further, I believe Courtney drew much of his inspiration from the writings of Benjamin David. I’ve taken these ideas and adapted them for LotFP, as well as adding some of my own refinements and twists to make them better suited to my own tastes. But I want to acknowledge that all the really heavy lifting was done before I got here.

There are four types of training: Skills, Weapons, Talents, and Spells.  Spell training might better be titled “research,” but it uses the structure of training, and so falls under the more general term. Regardless of type, training requires that the character invest both time and money before they receive any benefit.

Training is done during down time between adventures, when a character is free to avail themselves of the resources of civilization. What Brendan S. has eloquently titled the Haven Turn. While training, the character may break to continue their adventures, but must return to the same Haven at the end of their adventure if they don’t want to lose their progress (and money!). Training otherwise takes up all of the character’s time, and they are unable to pursue any other activities, such as carousing, until it is complete.

If the players wish, they are encouraged to roll an alternate character to play while their primary character is training. This will allow that character to focus entirely on their studies, and reduce the training time by 1 month. It also creates a handy backup in the event of character death.

Training provides a significant benefit to the PCs, one which cannot be regulated by funds alone. The need to spend time is an important factor. It allows training to be cheap enough to be afforded by low level characters, without the potential to be abused by wealthy, high-level characters. It is pertinent to paraphrase Gygax: You cannot use the training system if strict time records are not kept. Training works when time is a resource to be spent carefully; it doesn’t work when time can be handwaved away without consequence.

For players with excess funds, the referee may be inclined to offer accelerated training. The means by which this rapid training is accomplished should be thematic to the game world: cybernetics, magical implantation, brain matter grafting, soul mixing, etcetera. In any event it costs 3x the normal amount required. Training time is reduced to a single week covering the procedure, and recovery.

Skills Training

Skill training allows characters of any class to advance their skills beyond a 1-in-6 chance. However, increasing a skill beyond a 5-in-6 chance remains the sole purview of characters who receive skill points from their class.  Training must be undertaken for a specific skill, and each rank of ability must be achieved before advancing to the next. A character with 1 in 6 Tinkering may not pay 12,000sp & spend 6 months training to leap straight to Master level ability. They must first advance to Talented, then Skilled, and so on.

Sneak Attack is not considered a skill for the purposes of training, and remains available only to Specialists.

Talented – 2 in 6 – 1,000 silver pieces & 2 Month of training.
Skilled – 3 in 6 –  5,000 silver pieces & 4 Months of training.
Expert – 4 in 6 –  10,000 silver pieces & 5 Months of training.
Master – 5 in 6 – 12,000 silver pieces & 6 Months of training.

Weapons Training

All characters have a basic proficiency with any weapon they pick up. If a player wishes to train themselves beyond proficiency and achieve true excellence, they must specialize their training to a specific weapon family.    

For each level of expertise, a character receives a +1 bonus to attack rolls when using weapons from that family. In addition, each level of expertise grants an Expertise Feat which is specific to that weapon family. The Expertise Feats gained by a character training with a longsword are the same for all longsword-wielding characters. 

Expertise Feats may be combined with standard attacks at no penalty. However, only one feat may be applied each round. If an expert longswordist attempts to deflect an incoming attack, they forfeit their ability to use Disarm on the following round. Feats are never passive bonuses, they must be declared during each individual combat round.

Any saving throw called for by an Expertise Feat is a save versus Paralyzation.

Skilled – 2,000 silver pieces & 3 Months of training
Expert – 6,000 silver pieces & 4 Months of training
Master – 12,000 silver pieces & 6 Months of Training

Here are some of the weapon families I am using in On a Red World Alone. This list is truncated for the sake of brevity.

Close Quarters: Additional +2 to attack rolls when fighting in cramped conditions, or melees with 4 or more combatants in close proximity.

Swift: Can make 2 attacks per round against a single target.

Hidden: +1 to determine surprise when attempting a sneak attack.

Deflect: May attempt a saving throw to negate one melee attack each round.

Disarm: On a successful hit, target must save or lose their weapon.

Vicious: Roll damage twice, take the higher result.

Sunder: On a successful hit, target must save or their armor bonus from armor is reduced by 1.

Delay: On a successful hit, target must save or take only a half action next round.

Riposte: Once per round when struck in combat you may make a saving throw to attempt an immediate counter attack.

Hold Back: Once per round when a foe attempts to close to melee range, wielder may make an attack roll against them.

Push: Target must make a saving throw or stumble backwards 10′.

Talents

You might think of talents as a kind of “Miscellaneous Training.” Unlike other forms of training which allow you to improve within a given system (Skills, Combat, Magic), talents provide a wide array of character improvements touching on all aspects of gameplay.

Talents marked with an * may be taken multiple times, and their effects stack. Each talent requires 3 months of training time, and costs 4,000 silver pieces to acquire. If a talent is taken multiple times, the training time remains the same, but the cost is multiplied by the number of times the character will have taken the talent.

Charm School*: +1 to Charisma
Endurance Training*: +1 to Constitution
Weight Training*: +1 to Strength
Gymnastics Tutoring*: +1 to Dexterity
Attend Symposia*: +1 Wisdom
Academic Study*: +1 Intelligence

Bravery: Immune to Fear effects.

Penetrating Spells: Saving throws made against your spells suffer a -1 penalty.

Spell Resistant: Gain a +2 on any saving throws made against a spell.

Tough: +3 hit points per level

Innovator*: With a weapon group you have mastery-level expertise with, gain an expertise feat that the weapon would not normally have. (If taken multiple times, must be for a different weapon group each time).

Indomitable Armor bonus from armor is improved by 1.

Deflect Missile*: Negate one ranged attack per round.

Interceptor: Redirect one enemy attack per round to hit you instead of an ally.

Precise Shot: Fire into melee without any chance of hitting allies.

Criticator: You land a critical blow on a 19 or a 20.

Deadly Strike: Critical hits deal triple damage instead of double.

Good Opener*: Once per day you may re-roll a single die used as part of a reaction roll, and take the higher option.

Spell Research

A Magic User can expend a certain amount of time and money to pour through ancient texts, experiment with peculiar creatures, and test the cosmic energies. At the end of the indicated period, the character will have earned a new Magic Word which they can use to create spells according to the normal system.

2,000 silver pieces & 1 month: The MU learns a randomly determined Magic Word.
3,500 silver pieces & 1 month: The referee randomly determines 3 Magic Words, and the MU may pick one.
7,000 silver pieces & 2 months: The MU may create their own, new Magic Word.

For the majority of you, whom I assume are not using my magic word system, this can easily be modified to allow an MU to learn new spells outright. The time required is 1/2 the desired spell’s level with a minimum of 1 month. The same costs listed above determine whether the character learns a random spell of that level, chooses between 3 random spells of that level, or gets to choose their own spell from that level. 

Why Training is Valuable 

Obviously one of the core benefits here is that training gives players something to spend their money on. That is, after all, the whole point of this series of posts. But there’s more to it than simply balancing the game’s economy. 

When you really get down to it, the primary goal of a PC is to improve. They’re on a constant quest for more experience points, and better gear. But the amount of experience they will gain is bounded by the opportunities they encounter during a play session. When the player sits down, they don’t know whether they’ll earn enough XP to gain 3 levels, or whether they won’t earn even a single point of experience. Magic items are likewise a matter of fate. They may occasionally be something the player can strive for over a long period, but in most cases they’re something the player discovers unexpectedly. 

This unpredictability is all part of the adventure, and it should stay that way! But there is value in having a stable fallback. At the end of a hard session without a tangible benefit to your name, it’s nice to know that at least you’re a step closer to learning that cool new trick with your sword. In that respect, training is a different kind of character improvement; a new layer which compliments the others. It fills a valuable niche. 

Furthermore, training allows for mechanical character customization done right. It’s easy to demonize the mechanical clusterfuck that official D&D eventually became, but it wasn’t all bad. The ability to make choices about your character’s mechanical progression can be great! 

The problem comes when choices start to pile on top of one another. When you’ve got to pick a feat and assign multiple skill points, rather than a feat or a single skill point. It comes when each individual choice has hundreds of possibilities, rather than a mere handful. More possibilities than even a passionate hobbyist can really consider in their mind all at once. It comes when the choices are attached to the leveling system, turning every gained level into an ever-increasing amount of paperwork. 

Is allowing characters to train introducing power creep into a game? Yes, but given the cost and time required for training, that power creep is kept at a slow pace. Easy to adapt to. 

Is allowing characters to train making your game more rules-heavy? Yes, but not so much as it might seem on the surface. Each layer of decision actually has very few options to it. And players who wish to spend their time and money on other things, avoiding what might be viewed as a source of confusion, are free to do so. 

Training, as presented here, is far from perfect, I’ll readily grant. Weapon training in particular feels incomplete to me. Like the seed of a much better idea that hasn’t sprouted yet. But I can confirm from experience that all of these ideas are fun and functional in play–or at least, the systems I based them on are.   

d100 Magic Words: Body Parts & Simple Actions

Two more d100 lists of Magic Words! If you’re not familiar with what’s happening here, check out the posts in the Magic Word category, probably starting with the basic system outline.

“Body Parts” is pretty self explanatory. It’s a list of words that name parts of the bodies of living creatures. “Simple Actions” is stuff you can do with just your body, or at most very minimal tools.

If anybody else is actually using the system, by the by, I’d be fascinated to know what magic words are active in your game, and what spells your players have crafted. Email me!

d100 Body Parts

  1. Antennae
  2. Antler
  3. Appendage
  4. Appendix
  5. Arm
  6. Artery
  7. Back
  8. Beak
  9. Beard
  10. Belly
  11. Bladder
  12. Blood
  13. Bone
  14. Brain
  15. Breast
  16. Carapace
  17. Claw
  18. Cloaca
  19. Digestion
  20. Ear
  21. Egg
  22. Elbow
  23. Exoskeleton
  24. Eye
  25. Fang
  26. Fat
  27. Feather
  28. Fin
  29. Finger
  30. Fist
  31. Flesh
  32. Foot
  33. Fur
  34. Gentiles
  35. Gill
  36. Gland
  37. Hair
  38. Hand
  39. Heart
  40. Heel
  41. Hips
  42. Hoof
  43. Horn
  44. Intestine
  45. Iris
  46. Jaw
  47. Joint
  48. Knee
  49. Knuckle
  50. Leg
  51. Lips
  52. Liver
  53. Lung
  54. Mane
  55. Mouth
  56. Mucus
  57. Muscle
  58. Nails
  59. Navel
  60. Neck
  61. Nerve
  62. Nipple
  63. Nose
  64. Organ
  65. Orifice
  66. Palm
  67. Phallus
  68. Pheromones
  69. Pores
  70. Proboscis
  71. Quill
  72. Rectum
  73. Rib
  74. Scale
  75. Shell
  76. Skeleton
  77. Skin
  78. Skull
  79. Soul
  80. Sphincter
  81. Spine
  82. Sting
  83. Sucker
  84. Sweat
  85. Tail
  86. Talon
  87. Teeth
  88. Tendril
  89. Tentacle
  90. Throat
  91. Toe
  92. Tongue
  93. Tusk
  94. Uterus
  95. Vagina
  96. Vein
  97. Web
  98. Whisker
  99. Wing
  100. Wrist

d100 Simple Actions

  1. Ask
  2. Attack
  3. Awaken
  4. Belch
  5. Bellow
  6. Bite
  7. Blink
  8. Blow
  9. Breathe
  10. Build
  11. Carry
  12. Clap
  13. Comb
  14. Come
  15. Contemplate
  16. Cough
  17. Crawl
  18. Crouch
  19. Cry
  20. Dance
  21. Defend
  22. Dig
  23. Draw
  24. Drink
  25. Eat
  26. Excrete
  27. Exercise
  28. Fart
  29. Flap
  30. Flee
  31. Flex
  32. Flick
  33. Frown
  34. Give
  35. Glare
  36. Go
  37. Grind
  38. Grip
  39. Hear
  40. Hold
  41. Hug
  42. Jump
  43. Kick
  44. Kiss
  45. Laugh
  46. Lean
  47. Leap
  48. Learn
  49. Lick
  50. Lift
  51. Look
  52. Make
  53. Move
  54. Pat
  55. Play
  56. Point
  57. Pound
  58. Pull
  59. Punch
  60. Push
  61. Reach
  62. Read
  63. Recoil
  64. Release
  65. Rub
  66. Run
  67. Say
  68. Scratch
  69. Shake
  70. Sit
  71. Slap
  72. Sleep
  73. Slither
  74. Smile
  75. Snap
  76. Sneeze
  77. Speak
  78. Spin
  79. Spit
  80. Squeeze
  81. Stack
  82. Stand
  83. Stare
  84. Step
  85. Stomp
  86. Strain
  87. Stretch
  88. Strike
  89. Stroke
  90. Swallow
  91. Swing
  92. Tap
  93. Tear
  94. Think
  95. Touch
  96. Use
  97. Walk
  98. Wave
  99. Wiggle
  100. Write

Making Languages Relevant

Does anybody actually use language mechanics? I suppose there must be some not-insignificant number of people who do. There wouldn’t be so many games that include languages if nobody was using them. But the people using them sure aren’t playing with me. I can’t recall the last time I encountered an NPC who only spoke some specific non-common language. Occasionally I’ve encountered non-common inscriptions or writings. Usually, though, those seem to be intended as set dressing, rather than as something meant to have an impact on the game. That’s a poor justification for having a language skill.

It makes sense. Both why we have languages in the game, and why nobody uses them. Language barriers are intrinsic to the sort of genre fiction a lot of us have in mind when we play D&D. But games and fiction are different things. In a game sense, language barriers don’t work out to be very fun for anybody.

For players, encountering a language you don’t know generally means you’re going to miss out on information that is helpful, but not strictly necessary to move forward. You could waste time finding a translator, or you could waste a spell slot carrying around “Comprehend Languages,” but usually there’s an easier way around the problem.

For the referee, why bother doing anything in any language other than common? If your players do speak Elvish, then the only benefits from adding anything Elvish to the game are:

1. Atmosphere, and
2. to validate the usefulness of speaking Elvish.
On the flip side of things, if none of your players speak Elvish, you’ve either got to put work into making something interesting that they’ll probably never see, or you’ve got to validate their apathy by making something trivial.

None of which is to say that languages can’t work in their current form. I realize that the above criticisms are an oversimplification. But I do think it’s a reasonable assessment of how languages work in practice. So instead of modifying the way we play to accommodate the rules system, I thought I’d take a shot at modifying the rules system to accommodate the way we (I?) play. I have two proposals.

The first is to divide languages into two groups. There are the languages of the common folk, and the languages of the uncommon folk.

Common folk are any species that has a widespread, peaceful presence in the game world. In a standard fantasy setting that’d be stuff like elves, dwarves, gnomes, halflings, humans, and so on. Every single member of all of these races speak Common. There will never be any language barrier to talking with them. However, everybody prefers to speak in their native languages when possible. If you meet a dwarf, and you speak to them in the dwarf tongue, it will be taken as a sign of respect. Speaking to a member of a common race that is not your own in their native tongue grants a +1 bonus on reaction rolls and social actions.

The uncommon folk are the sorts of things that aren’t part of normal society. The creatures your players don’t normally talk to. Oozes, Dragons, Beholders, Orcs, Goblins, etc. These creatures only speak their native tongues. So if you want to parley with them, you’ll need to speak it as well.

Using this system, knowing a commonplace language grants the player a significant, logical benefit, without requiring that the referee change the way they prepare their game in the slightest. Meanwhile, knowing an uncommon language ‘unlocks’ the ability to speak with a whole group of monsters. There’s no need to make an individual orc particularly interesting to make knowing Orcish worthwhile. The very fact that you can talk to any orc ever at all is the interesting thing.

Alternatively, language could be used as a kind of fence. A way to keep your players penned into an easy to manage area without being too heavy handed. After all, this is pretty much how language works in the real world.

Ya see, here they speak English. You can undersatand what everybody is saying. Because of that, you can function effectively in this part of the world. If you go too far to the east, then everybody will speak French. You don’t speak French, so you won’t be able to understand anybody in that area. You can go there if you want, but it’s unlikely anybody will want to hire you, and even if they do you’ll have a hard time understanding what they want. Probably easiest just to stay within these English-speaking hexes here.

If you were to use language this way you’d probably want to alter the language system to be more limited. I’d start players off speaking only their native language. They could spend X amount of time and gold to learn a new language, thus allowing them to go to a territory which speaks that language without difficulty. (Not to mention giving me some lead-time to prepare interesting stuff to go there).

Thoughts?

I Hate Choice

A long time ago I wrote a series called “Pathfinder Class Analysis.” Basically, I would read over an individual Pathfinder class, then I’d write outlandish blog posts about what I would do differently if I were the one designing it. At the time I probably would have said I was criticizing Pathfinder because I loved it and wanted to see it improve. In retrospect, the whole series was kind of my parting shot at the whole 3.X family of systems. I had already started to play in OSR games at that point, and was enjoying the hobby more than I ever had before. It wasn’t too much later that I stopped writing about Pathfinder entirely.

But in many ways, Papers & Pencils is still much more popular as a Pathfinder website than it is as an OSR one. The Class Analysis posts in particular draw a lot of traffic, and produce a lot of comments. Some are surprisingly positive, but nearly all of them posit some serious disagreement . The most consistent criticism is directed at my frequent assertion that some class choices ought to be made randomly, rather than left to the player’s discretion.

It’s a belief I’ve only doubled down on. Many of the classes I’ve drafted for you this year have randomized powers, The Windmaster and The Slasher are two examples that come immediately to mind. I love randomized class options, but a lot of folks seem to think that’s a pretty weird thing to love. So lets dig into just why I love them.

There are two arguments I find compelling in favor of randomizing character options. The first is an argument against choice, the second is an argument for randomization.

Choice is good. But like all things, it’s only good in moderation. The human brain is really only capable of weighing so many options before it reaches a point of choice paralysis. This is doubly true when the effects of those options aren’t readily apparent. If you’re trying to learn a new game, you can’t know if +1 to your Blamf is better than +1 to your Flumph.

Most players don’t enjoy creating their character. Oh, sure, there are some who do. They’re the sort of folks who go online to talk about their favorite games. The ones who just can’t get enough D&D. They get together on forums or subreddits and it’s easy to assume they represent the entire player base for tabletop games. But I don’t think I’ve ever met one of those people outside the Internet.

Every player I’ve ever played with in real life just wants to play the game. Every choice the character creation process gives them is an extra step they have to take before they get to do the thing they actually want to do. But they won’t rush the choice, because they don’t want to make a bad choice. So they agonize over options they don’t really understand, that are too numerous to be explained to them in any meaningful way. When they finally do choose, it’s more out of exasperation than anything else. Then they spend the next several months asking the referee “so…what does this do again?”

This is not because players are lazy. This is because complicated, choice-heavy character creation is only fun for a small minority of people. For everybody else, you might as well gate the fun behind tax forms.

None of this is to say that character creation should never include any choices. Far from it, I think a small number of options that can be made quickly and understood easily are a great way to make a player feel like their character is really their own. But many rules-heavy games labor under the false assumption that more choice is always better. Quite the contrary, too much choice is poison to fun.

So that’s why I don’t like (excessive) choice. It’s a barrier that prevents new or casual players from enjoying the game. But what makes randomized options so appealing?

If there’s a list of 10 class options, and the player is allowed to pick whichever one they want, they’re going to try to pick the one that will give them the most success in the game. That’s a completely reasonable thing for them to do. It’s what I would do. Most likely 1-3 of those 10 options will seem obviously superior to the rest. It’s not that any of the options are bad, but no array of powers are all created equal. Not unless they’re painfully bland. (+1 to attack during the day, +1 to attack at night, +1 to attack underground, +1 to attack indoors, yawn.)

If, on the other hand, the player must roll a d10 to determine their power, then there’s a good chance they’ll end up with something they don’t have a good idea of how to use. It’s a perfectly functional ability, there’s nothing wrong with it. But it’s not what they would have picked, and now they need to figure out how to make the most of it. There is a true artistry and beauty in figuring out how to excel with the cards you’ve been dealt.

When you’ve got a hammer, then every problem looks like a nail. And in a world full of nails, you might be inclined to pick the hammer every time. But what do you do when someone hands you a hacksaw instead? Maybe you cut the nail in half, maybe you cut the board that’s supporting the nail, or maybe you realize some of your problems were never nails in the first place.

In other words: you get creative.

Randomization breeds creativity in players. It forces them to be clever. To think. To explore options they never would have considered otherwise. That creativity is the kind of thing they’re going to be proud of, and tell stories about.

So that’s why I said the Sorcerer’s spells should be randomized in Pathfinder. It’s also why anyone playing a Slasher in my games wouldn’t get to pick their own quirk. Choices made during character creation are a slow, alienating, unnecessary process; and randomized character options elevate play to artistry.

Come at me, bruh.