Author Archive
Finding My Path in #DnD
Wow, has it really been August since I last posted here? Crazy. >.>
Anyway! We’re nearing the end of Tomb of Annihilation, so victory or defeat, we’ll soon be heading back to the characters from Storm King’s Thunder, all waiting patiently at 11th level for the story to roll back around to them. And, NGL, I’ve got cold feet. High level D&D and I have not had a smooth relationship over the years, in that kind of “our star signs don’t match” way that isn’t anybody’s fault but still gums things up.
Leaving out my philosophical/aesthetic problems wrapping my head around high level play, there’s also the fact that 5E’s rules just plain break. This was evidenced most dramatically at the end of Storm King’s Thunder when, after hearing about what a damp squib the fight against the campaign bigbad was, I buffed it like crazy and they still curbstomped her. This was an 11th level party going against a CR 23 monster, mind you, with big buffs on either side, yes, but at the end of the fight most of the support characters on either side were a wash.
It’s not so much the outcome of the fight that bugged me about it… I would have liked the baddie to last one more round, maybe? But she did get to do a few things. What bugged me was that this was a fight that, on paper, should have reduced the PCs to a thin yellow spray, and they knocked it out of the park. Good on them for knocking it out of the park, but that clearly means that I can’t trust the encounter building guidelines, period. This is a huge problem because, with so little high level content available, I’m gonna have to homebrew 85-90% of it, and I don’t have any tools to work with other than eyeballing everything and hoping for the best.
Just, ugh. :P I can do it, but the whole point of using The Popular Game™ is that I shouldn’t have to be building everything from scratch.
So earlier this week, I decided to give Pathfinder 2E a look. I keep hearing about how it has so much more robust math and so very many character options that we wouldn’t have to homebrew a new race for InkBlitz and SirFox every campaign, the rules would just cover it. When 5E came out I literally gave away almost all my Pathfinder 1E books because I was so burned out on the 3.x engine I knew I would never willingly run it again; when PF2E came out, I didn’t even give it a look, because I was quite comfy running my (at the time low-level) 5E game. By a weird quirk of synchronicity, I found a bunch of recent YouTube videos with titles like “Why Are So Many 5E DMs Switching to Pathfinder Lately?” which gave me a lot to chew on. By an even weirder quirk, Paizo just announced earlier this week that they are releasing a 5E conversion of one of their most popular PF2E adventure paths, which amused me.
So I dove into vids from prominent PF2E creators and I picked up a copy of the Pathfinder Beginner Box on Roll20 to give it a look. I built a PF2E adaptation of Shade-Of-the-Candle, and generally gave it as thorough a poke around as I could without starting a whole new trial campaign. These are the thoughts I had on the topic:
Running the Treadmill
5E and PF2E have fundamentally different philosophical underpinnings. Thanks to bounded accuracy, 5E is “static,” with the 10-30 DC range being pretty dependable across all levels. Even the advantage/disadvantage mechanic doesn’t change the range of numbers you can hit, just the probability that you’ll roll high. A completely cheesed-out high level character in 5E might make a check or attack roll with as much as +6 proficiency, +5 stat bonus, and a dizzying +3 gear/circumstance bonus, turning their average roll into a 25. But a skilled low-level character could also conceivably hit a 25 in something they’re good at! Since most creatures’ AC tops out around 20, the effect of this is that high level characters hit their target more often, but low level characters aren’t necessarily locked out of being effective at all.
PF2E, on the other hand, adds your level to every check with which you’re proficient—and to balance that, DCs and monster AC goes up by the same amount. As long as you only fight on-level stuff, this is a wash, but it means you will ROFLstomp anything just a few levels below you, or get ROFLstomped in return by anything just a few levels above you. This effect is magnified by the way PF2E handles critical successes and failures, and PF2E leans into that by having crits explode in effectiveness. High level creatures aren’t just hitting low level creatures more often, they’re pouring crit after crit into them. As a result, you get the MMO-style world that either quietly levels up around you based on your stats, or the challenges around you rapidly get trivialized as you level past them.
That’s something that used to bug me in 3.x/PF1, where it was less pronounced. In PF2E, you have to be all in on that design, or you won’t have a good time. Bring on the Level 15 stirges, baby!
Oh, and since it only effects things you’re proficient with, by the time you’re 5+ levels deep, the chances of succeeding a skill check you aren’t proficient with rapidly fades, leading characters to hyper-specialization in short order.
Razor’s-Edge Encounter Balance Cuts Both Ways
From all reports I could find, the encounter creation rules in PF2E have their rough spots but are mostly as accurate as described. And like D&D 4E, PF2E is balanced mostly around the encounter rather than the adventuring day. This makes story-based adventures (where there may only be one fight per day) work much better, as you don’t have a big imbalance between the casters/paladins/monks who can go nova, and the lowly “dependable martials” who can’t. On the other hand, it means that the only three encounter difficulties are “Trivial,” “Challenging,” and “OMG.” The best description I heard of it was “Every encounter in PF2E feels like a boss fight.”
As the DM, this can be super-freeing, because all you have to do is grab monsters that match the math and you can be confident you’ll get what you want out of the encounter. On the other hand, it can be super-limiting, because you can’t just toss whatever you feel like in there! You have to run the math for everything so you don’t accidentally put in the one owlbear too far that turns it from a good fight into a one-way trip to Boot Hill for your PCs. Where 5E is so loose as to be shapeless, PF2E is so tight that you run a regular risk of overtuning.
Swords and Spreadsheets
Pathfinder 2E is a game that is daunting to look at, period. Every character sheet or monster statblock is a sea of keywords that you have to either memorize or have quick reference for. Building your character requires choosing a Background, a Heritage, a Class, an Archetype, feats attached to all of those, and then any extra feats or proficiencies you still have left over at the end; then every time you level up, all of your proficient values change and you gain at least one new ability, whether that’s a class feature, a racial feat, a personal feat, etc. Running the game is an exercise in tracking “+2+1-4+2+2-2 = +1” calculations for everything you do, and because of the importance of critical success/failure, each one of those +1’s or -1’s is important. Now most of this calculation is just done up front (or when you level up), but if you have players with a short attention span—or you’re a DM who can’t hold more than three things in your head at once—there’s going to be a lot of “What was that modifier again? What does this condition do again? Wait, does {insert spell name here} apply?” going on, which is exactly the sort of thing that slows games and why 5E created the whole “advantage/disadvantage” system in the first place.
Basically, you’ve got to think about the mechanics a lot more often, and having a rule for EEEVERYTHING makes it a lot easier to “do it wrong.” The system gives you a solid framework to build custom creatures/items/character abilities on, but it’s like a giant erector set with a bunch of weird-looking little pieces. What do they all do? Why is this one at this weird angle? Why are there four different types of connectors??? I’m sure it works beautifully once you’ve got the hang of it, but from the outside it just makes my eyes swim.
My Fallacy Cost Sunk! (or, “Trading One Kind of System Pain For Another”)
Honestly, one reason I was considering PF2E was to bring back crunchy magic item rules for SirFox; 5E has worse-than-nothing systems on this topic and it’s caused us headaches in the past. But when I did a quick-and-dirty canvassing of opinions from group, he was the first one to argue against learning a new system so far into an established campaign. It surprised me, but other players said basically the same thing, and they’re not wrong. Jumping into Pathfinder at any level higher than 1 would probably be a disaster in terms of learning the system. But there’s also the fact that I’m just not convinced that it wouldn’t be just trading one set of problems for a different set.
I still have to come up with adventures that will work for these characters in this campaign. 5E is going to be mostly silent on this front, with me grabbing what third-party stuff I can find to use from the DM’s Guild, but mostly making it up as I go—with useless encounter building guidelines. Pathfinder has high-level content and great tools, but its adventures are as dense as the rule system they’re built for, and when I’ve run them in the past I usually end up throwing out large chunks and homebrewing the rest anyway. Even at higher levels, 5E is mostly-transparent at the table and fairly breezy in combat… the idea of going back to hour long fights does not appeal. O.o
So for the time being at least, I ended up deciding to stick with 5E. When we someday reach the end of the Storm King crew’s campaign, maybe I’ll look at running some PF2E just to see what it’s actually like… but I suspect by then we’ll either be at or near new editions for both. We’ll see.
-The Gneech
On the Other Hand, Screw Omu :P
So I’ve been running an adaptation of Tomb of Annihilation for a while, and I have come to the unexpected conclusion that I don’t like running a hexcrawl as much as I thought I would, and also that I’m probably done with “big book campaigns” as a general thing any more once we’re finished with this. (Red Hand of Doom was amazing; every one I’ve tried since then, not so much.) I polled my players, and they’ve enjoyed the game fairly well, except for feeling the pressure of the Death Curse making them anxious about taking wrong turns or losing time to the jungle. ToA as written is kind of the worst of both worlds in that regard, in that you can’t just pfutz around and do what you want (which is the hexcrawl’s theoretical strength), but you also don’t have clear signposts showing you where the plot went (which is the strength of a linear plot).
Still, after only a few major detours, the characters found their way to the Forbidden City of Omu, home of the titular Tomb of Annihilation, except that before you can actually go into the tomb you have to get through… another hexcrawl! There are nine mini-dungeons scattered across the city, from which you are supposed to collect plot coupons, which in turn leads to another dungeon to get the last key, at which point you can start the first… level… of the last… dungeon… and collect… keys… for the… later…
Y’know what? No.
I spent the past few weeks prepping Omu while Plotline ran his game a while, and as we’re coming close the time when I’m actually supposed to run again? I just don’t want to. The stuff in Omu isn’t bad per se, but it feels like busywork, literally grinding for XP to get the characters high enough level to go through the main dungeon. And just… why? I guess it must have been written this way for a reason, but I ain’t running it.
I’ve got at least two weeks before I actually run; I have decided in that time to tear out all that “wander around the city as a whole ‘nother hex crawl” nonsense and instead create a semi-linear structure with a story the players can get into. There are existing and established factions for them to get involved with, a couple of subplots they are already connected to (including Inete’s crisis of faith and the Bag-of-Nails/Hooded Lantern/Copper Bell story), and so on. I’m also going to refactor the adventure as needed so they can tackle it at the level they are, instead of putting in a bunch of STUFF for them to level up with.
Realizing you want to skip to the end of your own adventure is not a good sign when you’re the DM. It’s time to do some fixing.
-TG
Bursty McThirsty
During Shady’s most recent adventures in Inkblitz’s D&D game, I found her largely underperforming in combat. Some of this was my well-known dice curse, of course… +7 to hit and still couldn’t roll above a 12 even with advantage, that tracks. And some of it was that we’re in a party that’s bursty AF and generally goes nova in every battle because we rarely have more than one fight in a day. In a party that can fire off four fireballs in two rounds and not break a sweat, Shady’s 6d6 sneak attack “is also there.” Neither of these are things I can do anything about, so I’m looking for things I can do.
Besides the fact that the class is perfect thematically for Shady, I picked swashbuckler rogue for her because I was inspired by Sirfox’s Bugs Bunny antics with Nikki in my own Storm King’s Thunder campaign. A pain-in-the-ass who annoys his enemies to death as much as anything, under all that Nikki is actually a supreme duelist, who has dropped the finishing blow on many a boss fight. Not by himself generally–even with uncanny dodge he’s too squishy to one-on-one for long–but he’s still more often than not the one who lowers the boom.
All of that fits with what I pictured with Shady: she talks-talks-talks, tries to weasel and wiggle her way out of most fights to begin with, but once the fighting actually starts, her goal is to maneuver the baddie into position to just get straight-up murdered. Think Jack Sparrow dueling Barbossa to a standstill while Will and Elizabeth run around actually killing most of the pirates, that’s the kind of action Shady’s intended to engage in. It worked beautifully against the dragon Kresthianzé, but a lot of campaign has gone by since then! In most fights since then, Shady has been nearly one-punched before she got a turn, been flailing against mooks, or even better off staying out of the fight entirely and engaging in plot macguffins.
And to be fair, being the one chasing the plot macguffin while everybody else fights also tracks, think Jack Sparrow running around carrying a jar of dirt. And I don’t resent the other players getting cool moments–Leuco the tiny mouse obliterating demons with thunderballs is badass! I’d just like Shady to get some dueling action, so I need to figure out how to set that up.
In the most recent combat, she was hampered by her low Wisdom save, which left her charmed or feared for half of it; that’s not something I can mitigate any time soon other than by avoidance. After level 12 or so, Shady will have ASIs/feats coming out her ears and proficiency with Wisdom saves is on her shopping list, but before then she gets all of one ASI, three levels away from where she currently is, and that has to go to either Lucky or capping her Dexterity. (Darn you rogue 6, why couldn’t you have been an ASI instead of expertise?)
Numerically, capping her Dex has the most benefits, boosting her AC, attack rolls, and damage; on a meta level, Lucky would mitigate my dice curse and help prevent Wisdom-save-choking as long as I use it strategically. But as I say, it’s still three levels off.
One thing Nikki does that Shady doesn’t do as much, is to hide with cunning action every turn. Shady generally uses her bonus action to make an off-hand attack instead–since the first attack usually missed. ;P Hiding would give her advantage on her attack, but attacking twice is not that different mechanically (roll to-hit twice, crit chance is the same, and if the off-hand attack hits instead of the main-hand it’s 4 less points of damage) and fits Shady’s “in your face” psychology better. Hiding would make her a little more durable in the you-can’t-hit-what-you-can’t-see way, tho. Reflecting back on our recent battles, there hasn’t actually been much cover for her to hide behind, tho, so I’m not sure how viable a strategy that would be. I’ll have to look into it going forward.
Other than that? Well, Nikki has better stats than Shady (since I rather foolishly let players roll instead of going point-buy) and is higher level; he also has cloak and boots of elvenkind, giving him crazy Stealth checks. All of these things are factors, but again not ones I have much control over. Mostly I think I need to just keep looking for ways to boost Shady’s strengths and mitigate her weaknesses, without losing focus on the RP aspects that make Shady, Shady.
I’m just glad there’s no freakin’ paladins in the party. >.>
-TG
THIS JUST IN: I have opinions about D&D. I know, shocker, right? The latest that I’ve become aware of, is that I am growing increasingly reluctant? Distrustful? Resentful of? Skill checks. Both as the DM and as a player.
As a DM, it’s been kind of poking at me for a while; I don’t know when I first noticed, but somewhere along the line, “I make a _____ check” became group shorthand for “I skip to the end, what’s the result?” Talking to NPCs? “I make a Persuasion check to get them to do what I want.” or “Can I make an Insight check to see if I trust him?” Searching for clues? “I make an Investigation check, what do I find?” etc.
And I’m guilty of it too as a player—I think it’s just a habit we just sort of developed as a group—but it’s starting to grate at me. I’m not sure how or when it became a thing, and I don’t really care; but when I’m DMing, it’s something I’m moving away from. (The “Insight Check Lie Detector” is one that’s been a particular worry for me lately. My current campaign has had a lot of very dishonest NPCs, and more than once I’ve gone out of my way to wave red flags, only to have the players lean on their Insight check instead of just coming to the conclusion that the NPC is lying to them. If that Insight check is botched, well, the character believes and steps into the chipper/shredder, the player is frustrated, and so am I.)
As a player on the other hand, I’ve found it a severe handicap for years, because (as is well documented) I can’t roll dice for shit. Give me +15 to a check and advantage, and I’ll still find a way to botch the roll. My most famous incident was rolling 16 on 8d6 during the climactic battle of a CHAMPIONS session back in college, but I’ve had plenty of rangers who couldn’t damage their favored enemy, burly fighters who couldn’t knock down a door, cheesed-out skill monkeys who couldn’t pick a lock, and so on. To combat this, I’ve started being very meticulous in my descriptions about what my characters do and say, searching every nook and cranny of a room, drawing out every conversation with everybody, and so on, fishing for an auto-success so that I never hear that awful phrase, “make a skill check,” which translates to “you almost certainly fail.” I don’t want to have to pay a Feat tax of giving all of my characters Lucky just to get around my dice curse.
But philosophically, the more I think about it, the more it bugs me on principle as well as for any selfish reasons. It’s like the pay-for-shortcuts packages in MMOs, where you’re effectively paying to not have to play the game. The real mechanic of every TTRPG, what makes them a distinct and awesome activity, is the flow of the Game Master presenting a situation, the Player attempting to achieve something, and the Game Master adjudicating the result. That is the game, not your AC and hit points, not your 18 STR or your 8 WIS. “Roll Perception to search the room. (clatter) With a 10 you don’t find anything,” is just as boring as “Make your attack roll against the monster. (clatter) With a 14 you hit for three points of damage.”
As a player, there’s not much I can do other than make my best case to the DM and hope. As the DM, tho, I have started to change the way I handle skills. First and foremost was to institute a “please don’t roll dice unless I ask for it” policy at my table. And then, I try to set up my adventures such that I don’t have to ask for it. My policy for that is “ask for details, not dice rolls.” When players are being vague or evasive about what they’re doing, I come back and ask for specifics. I don’t demand that players who lack confidence in real life give speeches for their high-Charisma characters any more than I make players swing real swords in combat, but I do at least require them to tell me what it is they’re trying to communicate and/or get from the NPC, and what means by which they’ll try to get the NPC’s cooperation.
Now there are times when playing out every room search/enemy looting/secret door searching would get old, and particularly as we get into the back half of Tomb of Annihilation I expect that will be pushed to its limits. There has to be a certain allowance for the fact that it’s just not fun to detail the poking of every corner of every hallway. I generally get around this with my third policy, “assume the characters are competent.” And what I mean there is, if someone in the party is trained in Survival for example, assume they are good enough trackers to find trails and food/water unless there’s a particular reason why they might not. If they’re creeping through a dungeon, assume they’re watching the shadows and looking for traps, etc. In terms of game rules, this boils down to the “passive skill check” mechanic as a way to bypass “routine” things. The comedy of “Big Damn Hero Is a Stumblebum Because Fuck Dice” has long lost its appeal for me, if only because I keep building Big Damn Heroes and they keep stumbling instead.
-The Gneech
I’m not going to mince words: I am prone to Main Character Syndrome. I am not proud of this fact.
I am not the only person in our D&D group who suffers from this affliction, but I suspect I may be the one who struggles with it the most. Shade-Of-the-Candle could be a study in it: she is a natural leader, but also prone to going off and doing her own thing without telling the rest of the group what’s up, always thinks she knows the score (and is right more often than she’s wrong), and gets very prickly when things don’t go her way. As her player, I spend a lot of time biting my tongue to prevent the game from becoming “The Shade-Of-the-Candle Show, Guest-Starring The Other Player Characters.”
My drow bard Obsidian was even worse about this. In her case, I had built it in to her as a deliberate character flaw that she only really cared about herself and regarded the rest of the party as “her staff.” It was intended to be there to get some laughs at her expense, but I discovered to my mounting horror that some other members of the group readily bought into it and worse, the DM literally made her the most important person in the universe as a plot point, at which juncture I felt like both Obsidian and my own presence were doing the group more harm than good. :(
So for Plotline’s game, when I created Dusk, I deliberately crafted his personality to buoy up the other members of the party first. He is constantly talking up the other players’ abilities and interests, trying to find new devotees for the cleric, being fascinated by the artificer’s inventions, or dazzled by the other fighters’ combat prowess, etc. (He’s no slouch in the bragging-about-himself department either, mind you, but in his case it’s the buoyant “I love being awesome!” way of a himbo, and not the sneering “What have you done for me, lately?” way of Obsidian.)
I bring this up because over the past few days, I’ve been watching a series of “D&D Highlights” videos on YouTube (my favorite of which is posted at the top of this post). The videos are very silly and entertaining shenanigans, which is enough by itself, but what I have been most impressed by is the masterful way the players are supporting each others’ RP. Even the “grumpy dwarf” character is expressing that “grumpy dwarfness” in a way that can allow the other characters to shine, such as the character walking blindly into the pranks they pull on him even when the player knows exactly what it is going on. It’s terrific “yes, and” RP all around, even when it’s just pure goofiness.
Granted, these are highlight reels, so they’re showing off the best moments. But this is the kind of thing I want to see in my games, and it’s the kind of thing I want to bring to the table when I’m a player. A good D&D game is the story of the group, not of any one character. I think Dusk works towards this goal pretty well for the most part, and I think Shady can do that as well, I just need to be better about making it happen. In both cases, PEBCAK (“Problem Exists Between Chair and Keyboard”) applies, in that I the player have to remember to be focused on making the rest of the group shine instead of chasing after my own glory.
-The Gneech
Shady vs. Dusk: Throwdown!
So as a thought exercise, I levelled up both Shade-Of-the-Candle and Stars-At-Dusk to 20 to see how they compared both in a fight, and at their respective party roles. Here’s what I came up with:
SHADY: Bard (College of Swords) 6/Rogue (Swashbuckler) 14
AC 17, hp 167 (20d8+60), Spd 30, Initiative +11
Saves: Dex +11, Int +5, Wis +6
Multiattack (2/round); Crescent Moon: +12 to hit, 1d8+6 piercing +7d6 sneak attack; Cutlass (off-hand): +11 to hit, 1d6+5 slashing; Pistols: +11 to hit, 1d10+5 piercing
Acrobatics +17, Athletics +12, Deception +9, Intimidation +9, Investigation +11, Perception +12, Persuasion +15, Sleight of Hand +11, Stealth +17
Bardic Inspiration (d8, 3/short rest), Blade Flourish, Countercharm, Cunning Action, Distraction, Elegant Maneuver, Evasion, Fancy Footwork, Fighting Style (2-handed), Lucky (3 uses), Panache, Rakish Audacity, Reliable Talent, Uncanny Dodge
Spells: Charm Person, Cure Wounds, Enemies Abound, Enthrall, Healing Word, Hold Person, Mage Hand, Sleep, Thorn Whip, Thunderwave, Vicious Mockery
DUSK: Fighter (Champion) 15/Rogue (Swashbuckler*) 5
AC 20, hp 178 (5d8+15d10+60), Spd 30, Initiative +15
Saves: Dex +11, Int +6, Wis +8
Multiattack (3/round); Compelling Argument: +12 to hit (crit 18-20), 1d8+8 piercing +3d6 sneak attack; Longbow: +11 to hit, 1d8+5 piercing
Acrobatics +11, Athletics +12, Deception +8, Intimidation +8, Investigation +6, Perception +8, Sleight of Hand +8, Stealth +17
Action Surge (1/short rest), Alert, Cunning Action, Fancy Footwork, Indomitable, Second Wind, Uncanny Dodge
*My original concept for Dusk was to take assassin, but the way he’s been played leans more towards swashbuckler.
The first thing that immediately jumps out is that Dusk is a much deadlier fighter than Shady. Yes, if she can get the drop on Dusk and land a big sneak attack up front, that’ll surely hurt. But with that Alert feat, Dusk is almost guaranteed to be going first, and even if his individual attacks hurt less, he’s going to be doing more and occasionally hitting just as hard as Shady does with that increased crit range. Dusk is also more durable, thanks to his shield. To get in a third attack, Shady has to give up her cunning action, although with both of them being swashbucklers, there’s going to be a lot of hit-and-fade going on that makes cunning action superfluous. Also, Shady has to use Blade Flourish to bump her AC or damage output, and she only has 3 uses of that in any given fight.
On the other hand, Shady has a lot more flexibility and potentially fight-ending abilities, particularly Charm Person and Hold Person. Dusk’s high Wis save and Indomitable strengthen him against that, but Shady’s Lucky feat could then come along and say “Nope!” Heck, if Shady can get Dusk below 40 hp and drop a third level Sleep spell on him, that’s all she wrote.
In terms of the party, Shady is definitely a better leader and a lot more useful in social or exploration situations, while Dusk is more purely a striker. And the truth of the matter is neither one is likely to be interested in fighting the other one to the death. Dusk would probably be hitting on Shady the whole time, while Shady would be focused on whatever achieving goal Dusk stood in the way of and be looking for a way around him. But if they had to fight for some reason, I’d call their chances about even, maybe favoring Dusk just a bit but not much.
Which honestly? Seems about right. Shady is Jack Sparrow, while Dusk is Inigo Montoya.