[Spes Magna] Making Craft Work (see last post)

It's something every candidate promises to do, but most of them are lying. Just about everything costs more because of taxes. Is it too much to ask that game systems not include taxes as well?

"Wait a minute," you might be thinking. "What on Oerth are you talking about?"

I'm talking about skill and feat taxes built into the 3.5 system. These taxes require you the player to purchase certain skills or have certain feats to do neat things. To a certain extent, this is unavoidable (much like real taxes). After all, the 3.5 system isn't free-form. It provides mechanics to quantify and resolve character actions for a variety of tasks. On the other hand, the system itself seems to spawn new taxes. Let's look at one example.

Improved Feint lets your PC feint in combat as a move action for the cost of two feats (including the prerequisite). Unless your character is human or a fighter, this feat is unavailable at 1st-level. Is the ability to feint as a move action really something that ought to cost two feats (and, for many characters, require your PC to be at least 3rd level)?

I don't think so. I think characters should be able to do more for less. This is part of the reason why I've written Fencing & Firearms to include universal feats and to give you more bang for your BAB. It's also why I'm borrowing some OGL from True20 and implementing these modifications to the way skills work.

Calculated Risk
You can take a calculated risk on one check to make a follow-up check easier. You accept a -5 penalty (or +5 DC bonus) to the first check in exchange for a +5 bonus (or -5 DC penalty) to the second check. The two checks must be related and the first, penalized check cannot be a check on which you take 20.

For example, a character faces a difficult climb. He uses Search to look for handholds along the climb route, taking a -5 penalty against the DC set by the DM. If successful, he finds a suitable route and gets a +5 bonus on a Climb check.

Or, another example: The party is split up by a chasm and are fighting orcs on both sides. The wizard has been cornered on the other side of the chasm from the rogue. The fighter accepts a -5 penalty on his Acrobatics check to move through one orc's space in order to get a +5 bonus on the check to leap across the chasm to help the wizard.​

Calculated risks require some narrative imagination and common sense adjudication by the DM.

Fast Task
You reduce the time needed to complete the check by accepting a -5 penalty to check or a +5 bonus to the check's DC. If the check is normally a full-round action, it becomes a standard action. An standard action becomes a move action, while a move action becomes a free action. For checks requiring time in rounds, minutes, or longer, reduce the time needed by 25 percent per -5/+5 modifier, to a maximum 75% reduction.

For example, using Bluff to feint in combat is usually a standard action. A character could accept a -5 penalty to his check in order to feint as a move action.

Or, another example: Opening a lock is normally a full-round action. If the rogue is in a hurry, he can use fast task to use Disable Device to pick the lock as a standard action. Of course, he first wants to search for traps, normally a move action. Using fast task, he can use Perception to look for traps as a free action.​

Simultaneous Tasks
You can accept a challenge in order to perform two checks simultaneously. To attempt simultaneous checks, make the challenge check, followed by a second check using the same or a different trait. Your secondary check suffers a –10 penalty or a +10 increase in Difficulty. The combined task requires the same time as the longest normal task, so if both tasks require a standard action, you accomplish the simultaneous use in a single standard action rather than two.

For example, a character being grappled by ogre can use simultaneous tasks to use Escape Artist to get out of the grapple and then use Bluff to create a distraction. Both actions take a single standard action to accomplish.​

These sorts of changes to the game accomplish two goals important to Spes Magna Games. First, these changes maintain compatibility. We're not completely re-inventing the wheel. Fencing & Firearms can be used with 3.5 and Pathfinder. Second, these changes give players more options without imposing a tax on skill points and feats.
 

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More Spes Magna News:

It's looking like everything is on-track for the release of our first for-sale product, a one-shot adventure entitled The Mad Monk's Revenge. It's too early to say for sure what the cost will be, but Quid Novi? subscribers will be able to purchase TMMR with at least a 25% discount.

I'm also trying to coordinate with Mission of Yahweh, a Houston-area shelter that specializes in helping homeless women and children. In these less-than-robust economic times, Mission of Yahweh is seeing an increase in people seeking their help without a corresponding increase in resources. We here at Spes Magna Games want to help out by donating at least 50% of TMMR sales toward renovating one of the mission's buildings that is currently not up to code and consequently unusable as a dormitory.

Issue III of Quid Novi? is taking shape. We're also working on the most recent round of Fencing & Firearms edits. F&F is scheduled for release to Quid Novi? subscribers this coming Sunday. There's a lot to get done before Friday since I'm going to be out of the loop at a men's retreat Friday evening through Sunday afternoon. This ought not be a problem for Quid Novi? subscribers, however. As long as everything's typed and in the queue, the automailer will handle delivery while I'm enjoying some much needed peace and quiet.

Finally, it's time for another reminder that Quid Novi? accepts subscriber submissions for any of the newsletter's regular features. We can't pay you for your submissions, but we're more than happy to give credit where credit is due.
 
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Just a quick update today!

Issue 3 of Quid Novi? is in the final editing stage. It will go out as scheduled in the wee hours of the morning on Sunday, January 10. Issue 3 includes:

* Making History: Lost in the Wilderness - Read all about Rene Robert Cavelier, sieur de La Salle. Marvel at his semi-competence that ultimately leads to his murder at the hands of his own men in East Texas. Enterprising DMs can take the broad strokes of La Salle's misadventures to create their own games of exploration, intrigue, and dysentery.

* Recommended Reading: Shameless Self-Promotion - It's all about me as a I briefly highlight three places on the Internet where you can find literally hundreds of creatures and NPCs lovingly crafted for three systems: 3.5, Mutants & Masterminds, and the Pathfinder Roleplaying Game.

* Fencing & Firearmshttp://spesmagna.com/products/fencing-firearms Debut - Quid Novi? subscribers will receive a link from which they can download a zipped copy of Fencing & Firearms.

In other news, I've spoken with Ron Sterlekar, Director of Development for Mission of Yahweh. It's official! Mission of Yawheh will receive 50% of sales from The Mad Monk's Revenge, a convention-style module highlighting the Spes Magna way of gaming that goes on sale in March 2010.
 

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Have you ever watched a movie full of swashbuckling goodness and thought, "This would make a great game?" I know I have, and long before I played RPGs. As a kid, I loved Errol Flynn and Tyrone Powers. Many a Saturday was spent pretending to be Captain Blood, Robin Hood, or Zorro. And let's not forget the Three Musketeers, Jim Hawkins and Long John Silver, and, yes, even Don Quixote.

The roleplaying aspects of the swashbuckler genre work well-enough with any game system. Tongue-in-cheek humor and traded bon mots don't require game mechanics. Swashbuckling combat must be fast-paced, highly mobile, and full of flashy attacks. Unfortunately, version 3.5 of the world's most popular roleplaying game's combat system doesn't score high marks in these areas.

We wanted Fencing & Firearms (F&F) to respect the core mechanics of the game but still address widely perceived problems with the combat rules. F&F doesn't change racial traits, class features, or skills. It has as little impact on core rules feats as possible. Our primary goal is that DMs can take this book and drop it into their games with a minimal amount of work. F&F focuses on:

* speeding up play,
* keeping each player involved even when it's not his turn,
* providing all players with more combat options, and
* making combat maneuvers easier to use.

And this is just the first part of F&F. The second part deals with black powder weapons and how to use them with your game.

F&F is a 29-page, black-and-white PDF. The playtest version will be made available for download by Quid Novi? subscribers in January.

Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
 

Well, the roll out for Fencing & Firearms seems to have gone off without a hitch. My Internet ninjas report that about two-thirds of Quid Novi? subscribers have downloaded F&F. I've already received some great feedback, either by e-mail or on our website.

Work on The Mad Monk's Revenge continues. This convention-style module is Pathfinder-compatible and uses F&F. It's public debut will be at Con-Jour and at OwlCon, and it's still scheduled to go on sale in March. Also, don't forget: 50% of all TMMR sales will help benefit Mission of Yahweh, a Houston-area shelter that helps homeless women and children.

If you missed the debut of F&F, it's not too late. All Quid Novi? subscribers receive both Rewarding Roleplaying and Fencing & Firearms. Speaking of Quid Novi?, issue 4 arrives in subscriber in-boxes early Sunday, 24 January 2010. Issue 4 will include another monster inspired by North American lore, a 5-Room One-Shot, and more Recommended Reading.

Finally, work has also started on Magic, Mind & Muscle, the handbook for players related to our upcoming Novus Mundus campaign world. Novus Mundus blends myth, history, and fantasy RPG within the context of the 17th and 18th centuries. The Pathfinder-compatible MM&M retools character creation, races, and classes to fit Novus Mundus at the same time it presents new interpretations of psionic classes, skills, and feats.
 

Here's a preview of The Mad Monk's Revenge. First, the cover's teaser text:

On the eve of her birthday celebration, impossibly well-trained apes kidnap the Princess Teena. It's up to the Anklebiter League to track the beasts to their lair and thwart the evil plans of their vengeful master. This action-packed, all-halfling adventure includes thrills, chills, athletic drinking contest spills, and a damsel-in-distress dressed in frills.

The Mad Monk's Revenge is a convention-style adventure for 2nd-level characters that includes almost everything you need for a single session of rip-snorting roleplaying as the most famous band of halfling heroes around. Grab those dice! Gird your loins! Tonight, evil loses!


An excerpt from the introduction:

While The Mad Monk's Revenge is compatible with the Pathfinder Roleplaying Game, there are some differences. This adventure has been written to showcase Fencing & Firearms and to preview some of the features of Magic, Mind & Muscle. Neither of these Spes Magna Games products are required to run this adventure. In fact, you can run it as is without any modifications at all. Your players might notice a few aspects are different than the Pathfinder Roleplaying Game, but none of them should substantially impact play even if they use their normal characters instead of the Anklebiter League. You'll notice there are two sets of characters, NPCs, and monsters. One set has been built using standard rules for the Pathfinder Roleplaying Game. The other set -- the set used in the playtests -- have been built using the Fencing & Firearms and Magic, Mind & Muscle rules sets.
 

The next issue of Quid Novi? will be delivered by Internet postal carriers in the wee hours of the morning (EST) this coming Sunday, 24 January 2010. It will include a brand new monster presented with both Pathfinder and Pathfinder-compatible Fencing & Firearms stats. There will be another Five-Room One-Shot. As always, we've got some recommended reading to finish things off.

New subscribers also get subscriber perks: free PDF copies of Spes Magna's flagship products, Rewarding Roleplaying and Fencing & Firearms. About the former, Martin Ralya of Gnome Stew had this to say: "Available for free by signing up for Spes Magna’s mailing list, I’ve read this PDF and found it quite enjoyable. It reminds me of Burning Wheel’s Artha system, which is a very good thing." Back issues of Quid Novi? are also archived for subscribers' convenience.

Sign up today!

P.S. If you're running Firefox plus Adblock, you'll not be able to see our Quid Novi? subscription form. I've not figured out how/if this can be fixed. You can load the site in Internet Explorer and see things just fine, or you can send us an email at mark at spesmagna dot com and we can sign you up the old-fashioned way.
 

The next issue of Quid Novi? will be delivered by Internet postal carriers in the wee hours of the morning (EST) this coming Sunday, 24 January 2010. It will include a brand new monster presented with both Pathfinder and Pathfinder-compatible Fencing & Firearms stats. There will be another Five-Room One-Shot. As always, we've got some recommended reading to finish things off.

New subscribers also get subscriber perks: free PDF copies of Spes Magna's flagship products, Rewarding Roleplaying and Fencing & Firearms. About the former, Martin Ralya of Gnome Stew had this to say: "Available for free by signing up for Spes Magna’s mailing list, I’ve read this PDF and found it quite enjoyable. It reminds me of Burning Wheel’s Artha system, which is a very good thing." Back issues of Quid Novi? are also archived for subscribers' convenience.

Sign up today!

P.S. If you're running Firefox plus Adblock, you'll not be able to see our Quid Novi? subscription form. I've not figured out how/if this can be fixed. You can load the site in Internet Explorer and see things just fine, or you can send us an email at mark at spesmagna dot com and we can sign you up the old-fashioned way.
 

Our Quid Novi? newsletter is emailed to subscribers every second Sunday in the wee hours of the morning. One of Quid Novi's regular features is a Five-Room One-Shot, a paragraph outline of a short adventure you can use with just about fantasy RPG. What follows is the most recently published Five-Room One-Shot:

Shelter from the Storm

This issue's Five-Room One-Shot presents a short murder mystery. To set up the adventure, it is important that the PCs already be on the trail of a killer. The terrain doesn't matter much, but it should be someplace to far away from civilization to prevent quick trips to town. There also needs to be an abandoned tower-like structure. I think a windmill would work great. Since this is a murder mystery, the rooms are really more like events. The setting for these events has a certain amount of flexibility.

As with any murder mystery, we need to establish our cast of characters.

The Heroes: These are the PCs.

The Killer: Capturing this NPC starts as the PCs' objective. Make him appropriately despicable. Attach a reward to his head. Make him wanted dead or alive. Since he's operating alone against the PCs, make sure he's enough of threat that the players will be cautious, but ultimately he shouldn't prove too much of a challenge. He's not the main point of the story. The Killer is really a red herring.

The Sideshow Freaks: Holed up in the abandoned windmill are sideshow freaks. Their wagon broke down on their way from Point A to Point B. They saw the storm brewing and decided to spend the night in relative comfort rather than attempting to repair the wagon in the rain, wind, and lightning.

The sideshow freaks include the Fat Lady, the Thin Man, the Strong Man, and the Flipper Boy. The Fat Lady and Thin Man are sort of like the mother and father of this strange family. The Strong Man secretly loves the Fat Lady and hates the Thin Man. Flipper Boy is mute and deformed. His arms and legs are stunted, appearing more like a seal's flippers than human limbs. He is about eight years old, and he loves the Fat Lady and the Thin Man as if they were his actual parents. Flipper Boy tries to be fond of the Strong Man, but he is afraid of him.

We also need a setting. In this case, it is just after sundown near the road between Points A and B. The abandoned windmill can be seen. The broken down wagon has been pulled to the side of the road. The moon and stars cannot be seen behind the thick, roiling storm clouds overhead. Lightning flashes. Thunder booms. A cold rain starts to fall. A fire's light can be seen flickering within the windmill.

Room One: Anyone Home?

Since the PCs have tracked the Killer this far, and there is light in the windmill, it doesn't seem unreasonable that the PCs will investigate. The Killer is hiding in the windmill, but not on the ground floor with the Sideshow Freaks. He's upstairs. The Sideshow Freaks aren't really a threat to the PCs. They're not secretly wizards or any such thing. They're just entertainers. Of course, the Strong Man needs to be very strong indeed. Assuming they're not mistreated, the Sideshow Freaks welcome the PCs to share their fire, food, and wine. They're polite and curious. What brings adventurers to an abandoned windmill on a night like this?

If the PCs tell the Sideshow Freaks about their mission (and why wouldn't they warn these travelers about the Killer loose in the vicinity), the Thin Man remarks that he saw someone lurking in the trees (scrub, rocks, whatever) not too far from the windmill. They hello'd him, but he ran off.

During the interplay between the PCs and the Sideshow Freaks, slip a player a note. On the note, mention that the player's character notices that the Strong Man looks displeased by displays of affection between the Fat Lady and the Thin Man. For example, the Fat Lady strokes the Thin Man's hand, and the Strong Man glowers a bit. If the PC brings this up, the Sideshow Freaks laugh and defend each other. Appropriate skill checks may reveal that the Strong Man is less than sincere when insisting that he doesn't have a problem.

Room Two: Chasing Wild Geese

The PCs head out into the storm to search for the Killer in the direction indicated by the Thin Man. Play up the weather: the driving rain, the howling wind, the crashing of the thunder, the sudden bursts of light from the lightning. Give any characters with nature skills a chance to do their thing. Emphasize that the weather makes tracking difficult, but don't let the players lose hope. Right when they think they've lost the trail, a PC discovers a clue: a bit of cloth snagged on a branch, a dropped personal item, et cetera. Gradually the trail leads the PCs in a wide circle right back to the windmill.

Room Three: Murder Most Foul, Part One

While the PCs are gone, the Thin Man hears the Killer moving upstairs. He tells the Fat Lady to hide with Flipper Boy. He and the Strong Man arm themselves with clubs and go investigate. The Killer moves higher up into the windmill and evades detection. It's during this time that the Strong Man sees his opportunity. He chokes the Thin Man to death, wraps a length of rope around his crushed neck, and hauls him up toward the second floor's rafters. He then clubs himself in the head and stumbles back to the Fat Lady, arriving at the same time the PCs return.

The Strong Man's story is that he and the Thin Man went to investigate noises. The Thin Man was jumped and the Strong Man was clubbed. Dazed, he staggered back to the Fat Lady and Flipper Boy. Since this rough sequence of events is basically the truth, he is pretty convincing. What's more, the PCs might not have time for fact checking. After all, the Thin Man is missing and the Killer is on the loose.

The PCs head upstairs and find the Thin Man's corpse. They also find the Killer trying to get out of the windmill by exiting a second floor window. Run the fight as normal. The PCs either capture or kill the Killer.

After the fight, hand two other players two more notes. On one note, say that the player's character notices that the Thin Man's neck has been crushed. Not only would this require great strength, but it's also not the Killer's modus operandi. On the other note, say the player's character notices that the rope suspending the Thin Man from the floor was tied off close to the ceiling. The Killer would have to stand on a chair to reach this height.

With the three clues provided, the players have what they need to figure out who really murdered the Thin Man.

Room Four: Murder Most Foul, Part Two

If the players still haven't figured it out, the Flipper Boy offers a final clue. He gets a PC's attention and draws a figure in the dirt of the floor. The figure is two circles connected by a straight line: O--O, a child's representation of a barbell. Even if the PCs still don't get it, the Strong Man does when he sees the picture.

Once he knows he's been figured out, the Strong Man justifies his action. He's a better man than the Thin Man. No one could love the Fat Lady as much as he does. He did what he did out of love. Whether the Strong Man goes down without a fight is up to you.

Room Five: After the Storm

The Fat Lady is heartbroken but strong. She's still got Flipper Boy to take care of, after all. She asks the PCs to help her ensure that the Thin Man receives a proper burial. If the Strong Man died, she insists on the same for him. At least once upon a time, they were friends, and it's the least she can do. The PCs might be able to help fix the wagon and accompany the Fat Lady and Flipper Boy down the road. Of course, there's also that reward to collect for capturing the Killer.
 

Work continues on Spes Magna's first for-sale product, a one-shot convention-style adventure featuring the heroic Anklebiter League. I'll be running the first public playtests this weekend at Con-Jour in Clear Lake, Texas. I'm corresponding with a fantastic artist to do the cover (and maybe some of the interior).

Part of the adventure will feature a chase scene. I hunted around the Internet for d20-style chase rules and cobbled these together from what I found:

Chase Rules
A chase scene is a type of combat. All combatants are in motion, whether they be running, riding, flying, et cetera. A chase takes place round to round in initiative order, but the special conditions of the chase require a few special rules.

Actions During the Chase
Here's where the normal rules must give way to fun. During the chase, everyone is moving all-out all the time, which would normally mean you don't get to do anything else that round. How dull. Actions during a chase work differently. In addition to moving all-out, you get to perform a single standard or move action each round.

Terrain Checks
At the beginning of your turn, you must make a Terrain Check. This is a straight 1d20 roll against the chase terrain's DC. There are three categories of terrain: open (DC 3), close (DC 6), and tight (DC 9). If you fail your Terrain Check, you must draw a card from the Chase Deck*. This will probably dictate what you must do for your action during the round.

Close terrains impose a -2 penalty on Notice checks but a +2 bonus on anything to do with tricky maneuvering or hiding. Tight terrains impose a -4 penalty on Notice checks but provide a +4 bonus on anything to do with tricky maneuvering or hiding.

Actions
The basic action in a chase is to Chase. This is a Strength check against a Difficulty of 15. If you succeed, you gain on your opponent by one chase increment. You receive a +2 on this check if you have the Run feat. If your faster than your opponent, you get another +2 bonus. If you opponent has the Run feat, you receive a -2 penalty on the check. If he's faster, you get a -2 penalty as well. In place of a Strength check, you can attempt a stunt using any of your skills that you can convince the DM is reasonable.

You can forgo your Chase action in order to take a standard or move action of another sort, to include attacking your opponent. These other actions automatically cause you to lose one chase increment (unless, of course, you manage to stop your opponent).

Chase Increments
It doesn't make sense to try to count squares, draw on battlemats, et cetera, during a chase. Instead, each chaser has a distance from the pursued expressed as one of five chase increments: Point-Blank, Short, Medium, Long, and Extreme.

The DM determine the range for each pursuer when the chase begins. Characters at Point-Blank can use melee attacks against each other. Characters at Medium range suffer a -2 penalty on ranged attacks, and characters at Long range suffer a -4 penalty. For purposes of spells, if the chase increment exceeds the spell's range category, then the opponent is too far away to target. Characters at Extreme range cannot target their opponent.

* The Chase Deck is a small deck of 20 or so cards, each one with a specific, exciting chase-related event to thrill and challenge the players.
 

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