Showing posts with label mechanics. Show all posts
Showing posts with label mechanics. Show all posts

Wednesday, August 5, 2020

Aarakocra: Nope No Longer

Aarakocra art from Tomb of Annihilation (2017)

this post specifically deals with 5th edition Dungeons and Dragons content.

Bird people are a cool concept. They combine the speed, gracefulness, keen eyesight, and predatory drive of a raptor with thumbs. Wizards of the Coast exploited this niche with the introduction of aarakocra as a player race, added to 5th edition in Princes of the Apocalypse. These hexapodal avians became the first player race in 5e to have an innate flying speed - giving them 50 ft of flight, provided they aren't wearing medium or heavy armour.

Since then they have been systematically banned from almost every D&D table I've sat at and every online game I've taken part in. The same goes for games across the globe, as the notion of a player race that can move vertically instead of horizontally is declared time and time again to be an unwelcome addition to the game. Personally, I think this is a shame, as aarakocra strike me as such an interesting player option that opens up various doors of gameplay and campaign design to both players and the DM. What's worse, the way that some DMs have gone about trying to "correct" this issue for their tables both completely negates player expectations and is arguably a more work-intensive method of getting the result they initially wanted of not having to deal with aarakocra in the first place.

So, before we "fix" these wonderful bird people, let's ask: "Why do DMs not allow aarakocra in their games?" The answers that I see most often roughly fall into two categories: balance and compensation.

Sunday, April 12, 2020

Homebrew: Underwater Mechanics and 3D combat in Roll20 (D&D 5e)

"There is heroism and brute warfare on the ocean floor, unseen by land-dwellers. There are gods and catastrophes."
~ China Mieville, The Scar
That which lies below the waves is an interesting and terrible place indeed. It is also a great location for stories and campaigns, and as such saddens me that I cannot enjoy it more often. One of the primary reasons for this is due to the additional rulings, which are seen as limitations on characters that want to flex their entire skillset. Personally I am of the belief that these rules should not be seen as limitations, but as demonstrations of the pressures on aquatic life, and as a way to explore how these pressures have been overcome or coexisted alongside.

Below are some rulings that can be used by DMs that want to emphasise the effect of being in an aquatic environment on characters and objects. These rules would also be good to consider for subterranean games, as many underground rivers and sea caves and the like exist below the earth.

Core Rules

Official rules related to underwater gameplay can be found in the following areas:
Player's Handbook: breathing underwater/suffocation (pg 183); underwater combat (pg 198)
Dungeonmaster's Guide: extreme cold, frigid water, high altitude aka effects of pressure (pg 110); swimming (pg 116); underwater visibility (pg 117)
Ghosts of Saltmarsh: ocean environs (pg 202-207); currents, depth illumination (pg 203); pressure and objects (pg 204)

In addition, Appendix A of Ghosts of Saltmarsh includes rules on ships and naval combat; Storm King's Thunder also includes a ruling on damage at 3,000 feet below sea level (pg 203).

Sunday, March 22, 2020

Faction Prompt: The Stilyard





The Stilyard deal in luck, morality, and free will.

In return, you incur a debt to be paid. This is not a debt of coin, but a debt of choice. You owe them a moment of your free will.

You won't find them at city markets, nor do they have shops. The Stilyard keeps themselves hard to find, accessible only to those who truly have the drive to seek them out. Those that find them and those they seek out are a special clientele - individuals that live lives filled with harsh decisions, drastic action, and catastrophic failures.

Goals

The Stilyard's true objectives are hard to determine, but there are clues in their transactions. They trade free will for control, luck for finality, chaos for order. The Stilyard wants to see the world on a script, with each line pre-rehearsed and each part played correctly. Whilst it presents itself as a neutral party, it is an inherently Lawful Neutral faction, for the only payment it seeks is the ability to determine how events will play out. What exactly the final end point is is unknown, potentially even to the Stilyard themselves. But there is a degree of comfort in knowing where all the players in life's stage will fall, what their lines will be, and how things will end before the curtains fall.

Individuals that work for the Stilyard can apply to have their own choices and goals taken into consideration when payment is due - the degree of influence they have increases with the amount of dealings they make. In return, their power over decisions can only be used at the authorisation of the faction as a whole.

Cuombajj Witches by Seb McKinnon

Mechanics

Members of the Stilyard can provide two primary forms of service. Firstly, they can alter alignment (if such a mechanic exists in your game). Depending on the system, this may be a percentage/value reduction or a binary change, depending on whether the relevant mechanic is analogue or digital.

Secondly, they can sell luck. Mechanically speaking, they sell a predetermined dice roll to the player, which they can use to replace a roll of their choice, after which it is expended. For D&D 5e, this would allow them to replace an ability check, saving throw, or attack roll. Treat this as if the player is using the divination wizard's Portent ability.

In return, they seek control of a player's luck or free will in the future. For a dice roll, the Stilyard may choose the player to succeed or fail on a dice roll that would directly or indirectly benefit the Stilyard. The DM can either choose such a roll based on the action's consequences, or roll a d20 (or d100) and then determine that, in that number of rolls, the Stilyard makes its move. The roll the Stilyard chooses can either be proportional to the player's dice roll (e.g. a 1 for a 20, a 5 for a 15, a 3 for a 17 etc) or could be rolled immediately after the transaction is made.

For an alignment shift, the Stilyard requires a heavier price to be paid: 1d8 hours of a character's free will. There is no saving throw for this control.

d10
What the Stilyard does with your free will
1 You sign a devil's contract with your own blood
2 You march into a courtroom as a surprise witness
3 You set up an assassination for a passing noble
4 You tell a beloved friend the truth they needed to hear
5 You donate half your carried wealth to a noble cause
6 You deliver a package to someone in a back alley, then drink to forget
7 You allow a spirits to inhabit your body
8 You act as messenger for other Stilyard clients
9 You witness a brutal, unforgivable crime... and walk away.
10 Nothing seems to change from what you would normally do

Inspired by the Mann, Levinn, and Lewis Firm from Wildbow's Pact series.

Saturday, March 21, 2020

Insight: Hard to Read

Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.

I like the Insight skill. It's one my characters use frequently, to gain that extra edge in social encounters. It is however no surprise that, despite the fact that I envisage its use like a Sherlock-scanner of intent and micro-expression analysis, it is used about 95% of the time to tell if a NPC is lying to me.

This is not just the case with my own usage - as the PHB itself states, Insight is used to tell if a creature is lying. This turns the Insight skill from a DM perspective into a binary response roll: the player detects a lie or does not detect a lie. However, the way in which a DM conveys this information opens up space to interpretation.

Saturday, October 5, 2019

What's in a Name?: a Response to UA Onomancy Wizard

Fear Names.
Names have power in identity.
Others can use names as weapons.
Names are a hook that can be used to track you...
Remain nameless, and you shall be safe.
~ Planescape: Torment

Multiple D&D subclasses inform the DM about aspects of their world. A cleric's domain informs what deities or forces are present in the world, as does a warlock's patronage. The presence of glamour bards informs one of the many roles of fey in the world, and draconic ancestry sorcerers inform the potential for bloodlines of humanoids and dragons to intertwine.

This list has been further added to with the most recent UA's addition of the School of Onomancy, a wizard subclass that focuses on the role and control of true names. Their flavour text states:
Something that is named stands out in the multiverse, distinct from the tapestry of creation all around it. That distinction creates power that onomancers seek to tap.
True names - the concept that knowing an individual's name gives you power over them - are found throughout fiction. From the fairytale of Rumpelstiltskin to the multiple applications of true names in White Wolf's World of Darkness games, to the banishment of DC Comics's Mr Mxyzptlk, the power of names comes in many forms and with many depictions. Dungeons and Dragons has used it multiple times in the past, but this has declined since 3rd edition. In 5th edition published content, the arcane usage of true names is mostly limited to flavour text; the most it can be seen mechanically is with devil summoning:
A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service (MM, pg 67)
On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. (Infernal calling spell)
Personally, I love the idea of true names. It's an evocative concept that has made its way into multiple forms of fiction, and creates great opportunities for interesting adventures and roleplay. If players want to defeat a powerful enemy, they can go out of their way to seek the villain's true name, learning about their history and the choices they made to get to where they are, then use this knowledge to compel the villain to surrender or change their ways. It also flows in well with the general idea that words and magic are intermingled, as with bards and their songs, paladins and the oaths they swear, and the words of power within the D&D spell list.

I fully support the presence of true names in D&D, and that's why I cannot say I'm the biggest fan of the onomancy wizard.

Sunday, September 15, 2019

Tolkien's Dragon-Spell

The Glance of Glaurung by Alexey Rudikov
In Middle Earth, dragons have an ability known as the dragon-spell. This is essentially described as a kind of hypnotic voice/gaze, allowing them to manipulate humans and elves to their will. Dragon-spell could create feelings of distrust, influence the target's perception of the truth (as with Smaug), and even lead to total memory loss and madness (as with Glaurung).

This ability has been connected to dragon-sickness, in which individuals exposed to a dragon's hoard (especially after the dragon's death) can be overcome with greed.

Further information on these can be found at A Tolkienist Perspective and the Lord of the Rings Fandom Wiki.

I wanted to have a go at making these traits into mechanics that could be used for dragons in tabletop games, using D&D 5e mechanics for this entry with the knowledge that they could then be converted into other systems as and when needed.

Sacrifice to the Green Dragon by John Tedrick

Dragon-Spell

Dragons with this capability gain the following additional traits:

Roving Eyes. The dragon targets one creature within 120 feet that can see the dragon's eyes. The target must make a Wisdom saving throw or be charmed by the dragon. At the end of each hour, the target can repeat the saving throw, ending the effect on a success. On a successful save, the target is immune to this dragon's Roving Eyes for 24 hours.

Serpent's Tongue. if the creature can understand the dragon, it must make a Charisma saving throw or become influenced by the dragon indefinitely. A creature that cannot understand the dragon is unaffected by this ability. Before the saving throw is made, the dragon chooses one of the following effects to apply to the creature if it fails the saving throw:

False Truths. The dragon manipulates the target's perception of the truth, creating feelings of greed, loyalty, distrust, or any other desired mindset.
Memory Loss. The dragon clouds the target's memories, causing partial or total memory loss. The dragon can only remove memories in broad strokes (e.g. "your childhood" or "your time in the castle").

The effect can be ended early by the dragon speaking a command word as a bonus action, or by a remove curse, greater restoration, wish spell or similar ability.

Dragon Sickness

This counts as a curse that starts when a dragon dies. Within 1d4 hours, the hoard becomes infested with the curse. Any creature that comes within 30 feet of the hoard must make a Wisdom saving throw. On a failed save, the creature is afflicted with dragon sickness. On a successful save, the creature is immune to this hoard's dragon sickness for 24 hours. A creature with dragon sickness gains indefinite madness (DMG, pg 258-260), adding the following flaw to their character: 

"protecting the hoard is all that matters to me now."

The character puts the hoard above all else, and the hoard intends to keep things that way. At the DM's discretion, a particularly large hoard may also provide the following effects to a cursed individual:
- They only eat and drink half as much as a regular person, and sleep half as long
- They are immune to disease
- They have advantage on saving throws against being charmed or frightened
- They age at 1/3 of the rate of their normal race

Dragon Sickness can be cured as with any other indefinite madness. At the DM's discretion, a character may also be able to repeat the saving throw after an extended period of time away from the hoard, or if their desire to protect the hoard conflicts drastically with their character bond (such as with the case of Thorin choosing between the hoard and aiding his allies in battle). Should additional effects be used, the target returns to their own mind with 1d4 levels of exhaustion (no more than 4 total) and their age catches up to them.

Dragon's Hoard by Adam Paquette
I would potentially consider also adding this effect to magic items within the hoard as a curse, similar to the effect on items stolen from the lairs of Mummy Lords (MM, pg 229). Straight up taking the specific regional effect would also work fine.

I also feel that these abilities would work well together with the 'words of power' used by dragons in Skyrim; perhaps instead of traditional breath weapons, they use effects similar to power word stun, power word pain, or power word kill?

Sunday, September 8, 2019

Reintroducing Alignment

I wanted to get some vague ideas down on how alignment could be made into a more integral part of 5e, either in general or for a specific setting or campaign. Many of these suggestions are mechanical and come down to the same root point of having alignment be more mechanically present than it is currently, but there are a few lore suggestions here and there as well.

Unfortunately this post is going to be a bit disorganised, though that's nothing new here.

It's also worth mentioning that this isn't a post on why alignment should be implemented, merely how.



To start off, I'm going to give definitions of alignment. The notion of what is or isn't under which alignment is flexible and open to interpretation, but for this post I'm going to steal and tweak my definitions from a previous post I made on alignment-based factions:

Good: acting for the benefit of others, especially when no personal gain is achieved from it. Altruism, compassion, and empathy are tenants of Good.

Evil: allow or enforce suffering upon others, for one's own benefit or for no benefit whatsoever. Selfishness, manipulation, and abuse are tenants of Evil.

Law: adhere to and enforce a set structure to life and society. This could be a city's laws, a factions rules, a deity's oaths etc.

Chaos: promote free will and metamorphosis, opposing control and restriction, and abiding by one's own sense of how to behave.

Alignment for characters has a dominant trait and a recessive trait, as shown with capitalisation. This is used to indicate which of the two alignments - law-chaos and good-evil - overrides the other in decision making. For example, a Lawful good character will choose Law over Good if pushed, whilst a lawful Good character would choose Good over Law.

Unaligned creatures are such because they lack an understanding of the alignment system and as such are unaffected by its influence. Whilst an animal may act in a chaotic neutral manner, it does so because of its instinctual drives, not due to a sense that the alternative is morally wrong or unfavourable. Creatures with completely different senses of morality and alignment are also classified as Unaligned - in my books, this should arguably include oozes and aberrations, given that their minds are so alien to ours that they may not work on the same notions that we do. They are outside of alignment.



A game that brings back alignment as a prominent aspect should bring it to the front mechanically as well as in theme and lore. D&D does do this, but 5th edition does so significantly less than past editions. We mainly see alignment present in these aspects:

Spells: spirit guardians has its damage type vary on character alignment. This kind of thing should be expanded upon. Different character alignments or deity alignments should influence damage types, or potentially further influence spell effects. Perhaps casting burning hands whilst Chaotic in alignment makes more things ignite on contact, or bless and bane could be the same spell, with the effect changing based on whether you're Good or Evil?

Monsters: There are some monsters that have alignment-based abilities. Sprites can detect alignment using their Heart Sight; rakshasas are vulnerable to piercing damage from good-aligned creatures; demiliches and unicorns have lair traits/regional effects that affect non-evil and good creatures respectively. Planar creatures especially show these traits, which is to be expected given their stronger connections to alignment.

Items: Items show some of the more prominent alignment mechanics in the game, with items that can only be attuned to if you are of a specific alignment. This makes sense to include, or potentially to expand upon: perhaps an Evil artifact can be attuned to by a Good person, but the abilities they get are different. Alternatively, maybe their abilities are warped? A Good cleric attunes to the Evil item and now all of her healing spells instead deal necrotic damage, or only give temporary hit points?



As a vague idea, why not have the forces of alignment be more conventional large-scale forces, like deities? We have dichotomous notions of deities in real world religions (e.g. Abrahamic God and Satan), and Forgotten Realms already has the alignments act as planar forces, so why not have gods of Good, Evil, Law, and Chaos? These could in turn create the gods of dual alignments, and/or create emissaries to spread their influence - the devils, slaadi, celestials, modrons etc.

With my personal prefernce for Chaos and Law, I'd potentially go for a god/entity of each of these, which in turn have six opposing spawn (for Chaotic and Lawful good, evil, and neutral).

Alternatively, why not go the route of Avatar? Each alignment is an ideology and way of life, none perfect on their own but best seen in their interactions with one another and the balance of the four. In such a setting, Neutral may be seen as the ideal state to be in, with players traveling the land to learn about the different ways of life and their influences on the world. This could also be an interesting way of exploring how different alignments look from outside perspectives, and how they can come across in many different forms.

An important idea in such a setting to get across for me is that the prescriptive nature of character alignment is something special - it is an indication of free will and the ability to make choices. It is this that differentiates them from celestials and fiends, and this that links them to giants, dragons, and other such creatures. Whilst they may lean towards certain alignments, this isn't set in stone.

This is in contrast with extraplanar entities that directly serve the ideals of their alignment. Their alignment is a fixed state, a constant (yes, even the Chaotic entities) mindset that is unwavering. It can be confused, misled, possibly even manipulated, but their actions and personality are inherently shaped by what they are. Unlike players and other such entities, where alignment is prescriptive, these entities have descriptive alignment.



Alignment Thresholds
Alignment is on a scale for a reason. There are degrees to which an individual shows alignment, and having thresholds is one way that players can quantify how Good or Lawful their character is.

This is akin to Ravnica's Renown rules, where completing certain actions increases your level of influence and benefits within a faction. It could also be compared to the Humanity and Path tables in Vampire, where committing certain acts influences your behaviour and abilities.

The DM would have a table for each alignment. On these tables are actions and modifiers - actions such as harming an innocent, forcing an ally to face the force of justice, starting a rebellion or putting yourself in harm's way to save another. When players commit an action, the DM can alter the number of points they have on the alignment axis. You need a minimum number of points to be classified as an alignment; under this you count as Neutral.

Upon reaching certain point thresholds, different boons become available to you. These range from being more amiable with creatures of the same alignment to actual abilities based on the tenants of your alignment. They should ideally be beneficial to both martial and spellcasting classes, and have some flavour based on your alignment of choice. Perhaps there could be multiple to choose from, depending on how detailed this system was.

EDIT: After some discussion, these boons should ideally be focused on non-combat aspects of the game to prevent players going specific alignments just for certain attacks or combat benefits.

If you drop below your alignment threshold, the boons you had beyond your new score are lost to you.

These boons may also be available to NPCs, giving nice flavourful mechanics to your allies and enemies, and also informing players about what kind of person or creature you're dealing with.

Saturday, June 1, 2019

UA Artificer v2: Tool Usage

WotC's new artificer UA has many traits that are cool, confusing, and interesting. One of these is that the artificer can use a set of artisan's tools that it is proficient in as an arcane focus. This particular box especially caught my eye as an interesting aspect of the artificer to explore:


Keith Baker hit a similar conclusion and similar beats to me on the potential this has for really distinguishing your character and providing unique flavour to your spells and other class abilities. It's worth noting as well that an artificer can be proficient in multiple tools, and whilst they may specialise in one or two, there's nothing stopping them having a variety of options for invention origins.

Please see Baker's post for some examples of this; read on below for some alternatives and additional thoughts on how spells and subclass traits could work with tools in mind. I've left some out but will go back to them in time.

Alchemist's Supplies: Potions, salves, and poultices. Some must be thrown or applied directly to the target; others require mixing just before creation, breaking down and reapplying. You could alternatively go the Fullmetal Alchemist route, though this is likely more a combination of tinker's tools and loosely applied alchemical theory.

Brewer's Supplies: Your tools have given you experience in short hours of work followed by a long duration of waiting for the best results. Your tools can be used to distill and purify. You know just the stiff drink to get a good night's sleep and cure a wound or two along the way.

Calligrapher's Supplies: Baker's ideas of writing the words of the spell or reading them off of paper are solid choices here. Though this may be classified more under painter's tools or an independent tool set entirely, I also like the idea of artificer tattooists, channeling magic through ink and skin, constantly patching up their work as the magic burns out and the ink fades away.

Saturday, February 16, 2019

Alignment Factions (Rough Draft)

EDIT 17/02/19: I have spoken to a few people about this system on Discord, and we've come to the agreement that, much like the Ravnica faction system this is based on, the system predominantly benefits casters. If I come back to this in the future- which I doubt I will do unless there is a lot of interest in it- I think what I'd do instead/as well is to make some traits that players gain as they level up/commit alignment-specific deeds, similar to feats.

The following are optional semi-backgrounds, based on old D&D editions applying alignment as much more concrete concepts with mechanical influence. These would work for games where DMs want alignment to be core forces in their world- perhaps to the extent where they are manifested as gods or core elements.

When a player selects their alignment, they capitalise either good, evil, lawful, or chaotic. This trait becomes their founding alignment, which determines which alignment's traits they benefit from.

Each core alignment has a language. This language consists of body language, glints in the eye, and occasionally specific code words and dialects. These can only be spoken by those with the same alignment, and cannot be learned through other means. At the DM's discretion characters may get to learn the language of both their good-evil alignment and law-chaos alignment.

Neutral gets nothing right now because in the metaphysical war of polar ideologies, you don't get points for indecision.