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Card Based Stat Gen: A more equitable random stat gen method

Posted 26th September 2008 at 06:40 PM by Psion (Psionic Psanctuary)
Updated 28th September 2008 at 01:50 AM by Psion
Recently, the topic of random vs. point buy ability score generation has come up again. A large segment of the D&D is really enamored with it, but I find the sorts of over-optimized and/or repetitive character builds point buy often engenders to be antithetical to my playstyle.

That said, I do agree that it really sucks to be the guy who rolled crappy in a party of players who rolled well.

Though there are a couple of methods I came up with to deal with this, here's one I came up with that I have stuck with for a while because it's great for Play-by-Posts as well as for making pregens for gamedays/conventions.

This was originally posted here, but there are a few updates that introduce some tweaks I have been using lately.

Note that this was intended for use in D&D 3.5, D20 Modern, and Spycraft 2.0. I have no idea how suited this is for D&D 4e; use at your own risk.

Psion's D20 System Game Card Generation Method

1) Get a deck of standard playing cards. Take the 4-9 cards of two suits out of the deck. This should give you 12 cards, 2 of each numbered 4-9.

2) Shuffle the 12 cards. Deal them out in pairs. Flip them over and total the pairs. This gives you 6 numbers that can range from 8 to 18.

(If you are happy with this, just allocate these scores to the 6 stats at the player's discretion. I, however, was shooting for a slightly higher average to match the assumptions of Spycraft 2.0 and D20 Mars, and I wanted to avoid 8's, so I added this step.)

3) Sort the pairs from highest to lowest. Add 1 to the 2nd, 4th, and 6th highest numbers. Allocate statistics to ability scores to taste.

Note:
In Spycraft, to compensate for the fact that some players have more odd scores than others, I allow players to subtract 1 from two odd scores in exchange for 1 bonus feat, similar to Spycraft's Modular campaign quality.

In D20 Mars, you get more frequent attribute boosts than in standard D20 games, so odd scores are less of a "sunk cost."

Example:

The cards are shuffled and dealt, resulting in these pairs...

6, 5 ( = 11)
9, 4 ( = 13)
7, 7 ( = 14)
5, 9 ( = 14)
6, 4 ( = 10)
8, 8 ( = 16)

The scores are ordered, and 1 is added to the 2nd, 4th, and 6th highest
16
14 + 1 = 15
14
13 + 1 = 14
11
10 + 1 = 11

Resulting in
16
15
14
14
11
11

"But I want to be able to pick my stats!"

Okay, these sorts of players are still out there. So here's an option I provided: instead of shuffling to get pairs of cards, allocate them to taste. However, you have these additional restrictions (to make things more fair to the randomizers):
1) You may not deal yourself an 18 or 2 17's.
2) You don't get the 3 "kicker points" from step 3 above.

Comments on method

Having been using this for a bit, I have observed a few properties that differ here from random dice rolling.

Obviously, by intent, the spread between PC power is much less than random, but unlike point-buy, you don't see pattern builds and a flurry of ugly fighters and you don't see the big point cost hit for higher stats.

While dealing the cards to make scores, it's psychologically a different experience than rolling. If you roll a crappy score using a dice method, there's the definite feeling that you have been set back, because you can't expect the rest of your scores to make up for it. When using the card method, you deal out some low cards, you know a good score is coming, because those cards are out of the deck.

The main randomization between characters is that some characters will have higher peak stats than others. But that's okay by me. I find forcing a spate of hyper-optimized characters is detrimental to character variety. By giving the player a higher score, you force them to consider credible sidelines. This sort of adds some variety to character design.

UPDATE: Excel Tool

Irda Ranger has put up a quick excel tool to generate characters using this method. Check it out in this post in the original:
http://www.enworld.org/forum/d-d-3rd...ml#post4483802
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Death too bitter? Make it bittersweet!

Posted 23rd July 2008 at 07:40 PM by Psion (Psionic Psanctuary)
To me, character death is an important part of an RPG. I find the all too common stance that a GM should never kill a PC unless the players approves to be rather unsatisfying. To me, a game without the token risk of loss lacks a certain feeling of tension and excitement that exists in games for which these risks are present.

But, there are some pretty fair reasons to be annoyed by character death if you are a player. Beyond attachment to your character and what you might feel as an unsatisfying end, many games (D&D 3.x perhaps chief among them) gives the player a lasting penalty for a PC death.

To this end, some of you may be familiar with my "No Death Penalty" ideas that became part of my XP-less advancement and action point rules. Another variant that I like that helps get buy-in from the players is the "death flag" rule from Ryan Stoughton's Raising the Stakes D20 Hack.

Levi Kornelsen gave me some more arrows for my quiver in this battle to keep death a meaningful part of the game in his Amagi Games column:

Quote:
Originally Posted by Levi
The Death Gift

WHAT IS IT?
Your character is overwhelmed by a swarm of unimportant thugs. By the rules, they’re about to die, and it’s a total anticlimax. It is, as it sits, a lame way to go out. But instead of finding a way to help you live - which might be cheap and unsatisfying unto itself - the GM looks at you and tells you that this is where you make a death gift, to choose a legacy that will live on beyond their death. Your character is still going to die - and their death itself is going to remain ugly. But something of the character will go on; the end of their life will not be the end of their effect.

WHY WOULD I WANT THAT?
Sometimes, in some settings and genres, life is supposed to be cheap. Yet, at the same time, it’s not a lot of fun to create a character and see them go out like this, totally pointlessly, even if it does fit. The often - created compromise is to shift rules so that the player characters aren’t really part of the genre; they’re much tougher. Sometimes, that isn’t the ideal compromise. Here are a few compromises that may be more ideal.

WHAT IF THEY CAN COME BACK?
In games where resurrection is a viable option, choosing to give a death gift might mean that the character has “made peace” with death, and cannot return. Alternatively, the ‘gift’ might simply fade if the character is returned to life.

OPTION 1: FROM FAILING HANDS
The falling feral-minded warrior throws their sword to the fair and perfect knight as they fall; they are dead before they hit the ground. Upon catching the weapon, the knight vibrates with rage, and explodes into a frenzy of feral wrath. This kind of ‘passing the torch’ might be a one-time transfer, a “have my abilities on top of your own for the encounter”, or it might be lasting in some way, such as causing that weapon to become permanently magical - or a little of each, creating a weak item but a strong ‘for the fight’ effect. One caveat here: If this creates a lasting item, care should be taken that the item won’t become defunct shortly; discarding the ‘last gift’ of a dying ally because the next sword on is better? That cheapens the effect - it’s better to make the ongoing power weaker, and attach it in some other way; maybe the power passes into the ‘lucky charm’ the feral warrior hung from the hilt of the blade, rather than the blade itself.

OPTION 2: I SPIT AT THEE
A dying character, instead of giving a gift, might be allowed to level a terrible curse. If the rules system already includes curses, the GM will likely want to pick a fairly potent effect, and let the player choose the target and specific details, if any. If not, details will need to be invented or handled on the fly.

OPTION 3: THE LEGACY POOL
If this option is used, nothing special happens at the time of death. Instead, their character sheet (or whatever) is set to the side, and a “legacy pool” of points is created in their honor; the starting value of this pool is (2 points, plus 1 per session of play the character appeared in). Legacy points are not recovered naturally; once the pool is empty, that’s typically it. Legacy can be spent by any player whose character was familiar with the dead one, with group permission, in the following ways:

• A trick they knew: By spending a legacy point, a character may make use of a single (generally only non-combat) skill that was possessed by the character that died; if this would generally require a dice roll, the roll should automatically be maximized. When using a legacy point in this way, the character should explain (inventing details as required) how the dead character ‘showed them this trick’.

• A helping hand: If there are ‘helping rules’, a character might spend a legacy point when performing a task or a deed that the dead character would have approved of. If so, they receive ‘help’, as if the dead character was present and assisting, that takes the form of minor happenstance, sudden inspiration, or the like. The character will feel as if their dead ally was ‘lending them a hand’ in this task.

• A story they told me: A character might spend a legacy point to ‘recall’ information that was known by the dead character (or reasonably could have been), in the form of something the dead character once said to them while alive. They should relate or describe the information in this fashion - as ‘something that so-and-so told them once’. If a knowledge roll of some kind would be needed by the dead character for that character to have known the information (but they did have the skill), maximize the roll.

THE GIFT IS ELSEWHERE / REFRESHING THE LEGACY
A dying character might well have ‘things not done’ that the characters might choose to take up as their own cause. In such a case, the ‘death gift’ of the character might be something stored, held, or left behind, which they will be given or can claim as part of ‘wrapping up’ that business. Alternatively, taking care of the business of a dead comrade might add points to the legacy pool.

GOING FURTHER WITH LEGACY
As a plug-in concept, the idea of a legacy pool can be employed in a number of other ways. It would be entirely possible to start a campaign about a group of young students of a single mentor, with the mentor dead before the campaign even begins, and a significant legacy pool to unify the group. In such a case, the character sheet for the mentor might be already filled in, or the players might create it as they use legacy points, giving that mentor the abilities the character wishes to draw upon.
It might be a little premature for me to speculate on how I might hammer this into d20, as some ideas I have hinge on an idea I have for putting Spirit of the Century/FATE's Aspects into D20. But a few thoughts:
  • A dying character can distribute action points to remaining characters
  • There might be special action point uses for legacies.
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XP-less Advancement & Action Point Variant (3.5)

Posted 13th July 2008 at 04:43 PM by Psion (Psionic Psanctuary)
As I am looking at the possibility of starting a PbP after GenCon, I thought I'd gather together some of my disparate house rules. One of the most telling ones that I have taken a shine too is my XP-free advancement rules. These rules started life as my "no death penalty" and "simplified advancement" rules, but took major cues from PirateCat's XP-less gaming rules. The main goals/implications of these rules are:
  • Simplify advancement (eliminate need to calculate and track XP)
  • Eliminate level spread in the party. The entire party is at the same level and nobody ever gets left behind.
  • Take the sting out of PC death; bringing in a new character just as viable as having the character raised.

The Advancement and Action Point rules are as follows:

Character Advancement and Levels

Players don't track experience in this variant. The DM tracks level by the means of "encounter points" (which include both combat and non-combat challenges). The encounter points are not tracked for each character; there is a single encounter point allotment that applies to the whole group. When enough eps are received to advance, the whole group will level simultaneously.

Any effect that would drain XP or cause permanent level loss is applied to essence points instead (see below). If no essence points are available, the character has a negative level (using all the standard rules for such) that persists until the character pays off the "essence debt".

Note that XP costs can also be paid by the use of power components or "levin". This is the favored method for many NPCs. See Green Ronin's Advanced GMs Guide for details on acquiring and using Levin.

Tracking Encounter Points

The DM sets a "per level" encounter point rate; the standard is assumed to be 25 eps/level. The DM rewards the party 1-4 encounter points per meaningful encounter or goal. 2 points is considered a normal encounter, on the order of facing a creature with CR=party level. 1 point should be allowed for simple encounters or challenges without great risk or effort (but nothing so trivial as a single skill check unless the consequences were severe). 3 points is a difficult encounter (for combat challenges, CR > APL+2), and 4 points for climactic encounters. The 4 point award should be rare.

Keep in mind that EPs can be rewarded with no creature threat involved at all; all sorts of noncombat tasks can be tracked with this system.
Discussion: Advancement with EP's
The standard of 25 eps/level is based on the assumption from the 3.x DMG that it takes about 13 encounters to gain a level. Assuming an average ep award of 2 points, it should take 26 eps to gain a level. The number was altered to 25 so you can have a nice round number.

For the standard 25 ep/level advancement rate, this gives an advancement table like:
Code:
level eps
1.....0
2.....25
3.....50
4.....75
5.....100
6.....125
7.....150
8.....175
9.....200
10....225
(etc.)


Action Points

PCs have action points in 3 categories: Fortune, Essence, and Karma. All types of action points operate as described in Unearthed Arcana (summarized here) except as noted below:
Action Point Categories
Fortune:
  • All PCs start with 5 fortune points.
  • Fortune points are restored to 5 points at each new level. Any fortune points unused from previous levels are lost.
  • Fortune points have the standard action point functions.
Essence:
  • Essence points represent a certain spiritual energy and will in exceptional individuals. All PCs start with Essence points equal to half their character level (round down).
  • Like fortune points, essence point are restored at each level. In the case of essence points, at each new level, the essence point total is set to one half of the new character level.
  • Essence points have the standard action point functions.
  • In addition, essence point may be sacrificed to make an XP pool that may be used to pay for item creation, powerful spells, and XP draining effects. Each essence point sacrificed produces a pool of 1000 xp for this purpose.
  • If the character ever suffers an effect that would cause them to lose a level (including being restored to life), they lose an essence point instead.
  • Losing XP when a character has no XP pool or essence points causes the character to acquire a negative level. This negative level persists until the player gains an essence point to pay off the "debt". A character cannot voluntarily take an "essence debt" in this way.
Karma:
  • Unlike fortune and essence points, PCs do not start with any Karma points and do not gain (or lose) any merely for advancing. Karma points are strictly awarded by the GM.
  • Karma points survive the death of a character. If a character dies and is not restored to life, the karma points are transferred to the player's new character.
  • Karma points can perform all the standard functions of action points.
  • A character may use a karma point in the place of an essence point, but is never required to do so.
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