What The Black Sheep Did Right
So recently we hit up 4th Edition as a one-shot. One 6-hour foray back into the black sheep of the D&D legacy at level 2, and...it was pretty cool.
Now, I'm not new to 4th Edition. I cut my teeth on 1st edition, and scaled those characters through 3.5 and Pathfinder, then we churned out a new campaign in 4th Edition. Sure, there were elements I didn't like - the out-of-left field feel, the power sets, the strange board game nature of it all - but it was still D&D, and we played it through all the same. The mechanics were just the mechanics; we still had our story to tell.
Fast-forward to 5th Edition, and our now about 4 years teaching it and running it, and returning to 4th edition is...not that bad.
There are a great many things that 4th Edition does very well.
1) Roles are clear. Each class is broken down into one of four main categories of roles: Controllers, Defenders, Leaders, and Strikers. With your lives on the line, and the mechanics to back it up, there's never a question of what role you are supposed to fill; maybe a question of a secondary role, but not the primary.
2) Tactics are KEY. Immediately, in fact. Our first fight we played like 5th edition - Goblins, no trouble, right? Wrong. Each goblin has more hit points than I do (and I'm a Minotaur Warlord), and none of us could go toe-to-toe with any one of them. It's expected at a fight that two things happen - you immediately use your Encounter powers (more powerful attacks/spells usable once per fight) to eliminate threats early and second, you draw fire to the Defender, while everyone else wrecks enemies from a protected position. Oops.
3) Action Economy Works. On your turn, you have a Standard Action, Minor Action, and a Move Action. Now, these aren't necessarily the same as 5E's Action, Bonus Action, and Movement, mainly because EVERYONE has a Minor Action (like drawing a weapon, opening a door, etc.) available, and certain powers or abilities consume one of those three actions. As long as you have the action type available, you can spend the power, so if you've got a power that's a Minor, another a Standard, and another a Move...you're using three cool things that turn. You're not moving, but still, three cool things. Also, also, you can make your Standard into two more Minor Actions instead, making the economy more flexible. When you're learning the game, that can add time, but, just as with any system, you get faster. And, because this system IS so mechanic-driven, it's rare that you'd have a strange interpretation mix-up that would bog down play anyway.
4) All of your stats are important, with three mains. For each class, there are at least three primary ability scores, and each of your powers will use one of them. Often, INTELLIGENCE is one of those, so the worth of your stats is elevated and definitively depends upon your class, which is refreshing.
Now I said before that there were certain roles meant to be fulfilled by each class. In a balanced party, you need at least one of each role represented. If you have more, good job, but one of each is definitively needed to avoid a dreaded a TPK. ;)
Controllers deal with large numbers of enemies at the same time. They favor offense over defense, using powers that deal damage to multiple foes at once, as well as subtler powers that weaken, confuse, or delay their foes. Wizards are obvious Controllers from the first Player's Handbook, with the Druid, Invoker, Psion, and Seeker joining up from the PHB 2, and PHB 3.
Defenders have the highest defenses in the game and are good for close-up offense. They are the party’s front-line combatants; wherever they’re standing, that’s where the action is. Defenders have abilities and powers that make it difficult for enemies to move past them or to ignore them in battle, taking the fire off the other more "squishy" classes. The proverbial "TANK" of the game, this is where you find your Fighters, Paladins, Warden, and Battlemind.
Leaders inspire, heal, and aid the other characters in an adventuring group. Leaders have good defenses, but their strength lies in powers that protect their companions and target specific foes for the party to concentrate on, as well as strike and give bonus attacks, movement, or defenses to allies.
These classes encourage and motivate their adventuring companions, but just because they fill the leader role doesn’t mean they’re necessarily a group’s spokesperson or commander. The party leader—if the group has one—might as easily be a charismatic warlock or an authoritative paladin. Leaders (the role) fulfill their function through their mechanics; party leaders are born through role-playing. Obvious Leaders are found in the Cleric and Warlord, with the Bard (duh), Shaman, Ardent, and Runepriest fulfilling it later.
Strikers specialize in dealing high amounts of damage to a single target at a time. They have the most concentrated offense of any character in the game. Strikers rely on superior mobility, trickery, or magic to move around tough foes and single out the enemy they want to attack. The term we might swing toward them is "DPR" or "damage-per-round," which is our way of saying you deal a bunch of damage to one dude at a time. Not always a glass cannon, the Striker might last a bit longer than a Controller, but still shouldn't act like a tank to survive. Strikers in 4E are found in the Ranger, Rogue, and Warlock (blaster), with the Avenger, Barbarian, Sorcerer, and Monk joining the fray.
If nothing else, I find it enlightening to have the roles well-defined and supported by their mechanics. When learning the game, new players can lean on only the powers they've selected; options are clear, and their expectations are understood.
In a lot of ways, a blank canvas can be terrifying, so the embedded structure of 4th edition helps support new players in selecting limited powers that further their selected role. Because of this, I thought it fun to further explore this through character building. So, for a little while, each Tuesday at 6:00, expect a bonus blog on character building...and we'll kick it off with the Ranger in 4th Edition. See you there.
We've all been there.
The group's been together over a year now and things just don't seem right. Johnny's SO ANNOYING - he's late, he's loud, and he repeats himself all the time! Adam doesn't let the DM speak - no one knows what's going on, and Alex is *still* on his phone looking up cat videos. We've fought beholders together, yet we're still not...blending.
When a scenario like this presents itself, it's important to take a step back and recognize one big circumstance and answer a question: is it something about today, or has this been a trend? If the former, take a deep breath. Let go of the things that linger, and urge the group to join you in this; you'll all be better for it, and it might help alleviate a few things on people's minds. Everyone's allowed an off-day.
If the latter, still take a deep breath, but there might be reason to explore the various facets that can affect a group's alignment (not mechanical alignment, mind you).
This one's up front because it's the most persistent, and holds up a realistic truth: not all people get along. But it's the WHY that's important, and a personality misalignment is often expressed in MANY ways. It's complicated, which is why it is difficult to explore, but once a player becomes self-aware and cognizant of their own personality or incongruence with others, changes begin to manifest.
Awareness goes a long way, and a growth mindset will aid you. It could be as little as the way you say hello, or your brand of particular-ness. Reflection is important in all walks of life - use it.
But there are a few more specific elements that one can consider in the group and in life that may augment your perspective at the table.
Assuming Intent (especially negative)
We reference The Four Agreements quite a lot in the Podcast and in this blog, but SERIOUSLY dudes, it's because it keeps coming up. Inferences are important - they take facts and observable factors, coupled with experience, and help you navigate your world efficiently. However, assumptions about people, their intentions, and intended effects in interpersonal situations...cause pain and misunderstanding.
I've had conversations with people where it seems we come to a mutual understanding...only to have them rewrite their own narrative and assume wide-reaching intent, returning angry and confused. I try my best to be Impeccable With My Word - make sure that I am clear and up front - only to have others assume something very different. Assumptions like this at the table only sew misunderstanding and discord. Take people at their word, and if you must assume, give them the benefit of the doubt.
Pace, "The Plot", and Obsession With YOUR Story
When you are playing, you are furthering "The Plot." That is all.
That plot can be role-play heavy, group discussion, combat-driven, a big blender mix of everything... Whatever you decide to engage in at the table...is the Plot of this GROUP STORY. It cannot, and will not, ever be all about you.
The speed, or pace, of this story is decided on by the players. The DM is the guide, but not the impending sword-of-damacles wall pushing you in a direction. I've got hooks and floating elements for ya'll, but if you spend 3 hours shopping and everyone's having a good time, then that's the episode, and that's great too. From a player's perspective, placing emphasis on "your story" over everyone else's invalidates the group story, and in case you haven't noticed, this is a GROUP GAME. Now, some players may have more spotlight at certain times than others, and that's totally cool, but that doesn't mean that before that spotlight wasn't also "the plot."
If you must be in the spotlight, share it; invite others to come along (they can always refuse). If your character is already doing something, avoid jumping into another person's activity. This is a shared experience...share it.
Flow and Resistance + Contributions and Withdrawals
Sessions that just plain CLICK are my ultimate goal as a DM. Everybody's rolling, everybody's all in, the rapport is awesome, and everything just...flows. Achieving Flow is described as reaching a supreme "lack of resistance" with the players. Tiny rulings, circumstances, voices, characterization, pace, style...it all works and everyone has invested in each element in play, creating a worthwhile flow.
Resistance is felt when players clash over rulings, there's a misalignment of play style, roles, and any moment where things grind to a halt. Sometimes resistance is necessary to clarify rulings and understanding, but there is a particular balance inherent in such clarification, which demands that you ask yourself a very important question: Does it matter? Sometimes we focus too much on micro; take a step back and see if, in the macro, does it matter if the word you use is points or slots? No? Then use what you need and remove your ego from the situation. If it DOES matter, then talk through it, and if your overruled...get over it. You can address it again outside of the game.
The other half of this has to do with contributing to the experience of the group or withdrawing from it. This is most often felt when we joke around in the middle of play - which is awesome, by the way. BUT, a quick quip in the middle of a scene contributes to group play, but pulling up a youtube video to show everyone in the middle of a scene withdraws from it. These two sides of the same coin show respect for everyone's play and disrespect for everyone's play. It's a balancing act, and one that will have missteps of course, but must be a skill that is cultivated. If you find a player, or players, are withdrawing from the game (or pulling others to withdraw), it is worth a conversation. Remember, it isn't the jokes, it's the longer, tangental withdrawal, especially if other players are bothered by it. If that's the type of game you agreed to, alright then, but if NOT, check yourself.
Ultimately, if it goes against the social contract... Don't do it. I'll say it again, this is a group game.
Antagonists In The Party and None Of Us Are Perfect
If players are escalating each other, and failing to take responsibility for such actions, instead citing the other as the problem... Congratulations, you're kindergartners. I'm so proud. Take responsibility for your own actions; if you're perpetually late, fix that. If you seem to clash with another player, discern why (don't just let it sit there, this is an opportunity to grow), and ACT on it. If you always cite others as the problem, and evidence suggests the contrary, then you might be playing victim - own that and grow up.
This might seem like some tough love right now, but a role-playing group is a vulnerable thing. Playing with others can be hard, and this setting is especially beautiful in how accepting it can be. I am so honored to have cultivated a community that legitimately cares about its members and their wellbeing, mental health included, and am horrified when I hear of the awful experiences people have come from. And yet, none of us are perfect. We are all seeking our best selves through play with others, and because we all come from different places, there are bound to be some clashes. These moments, as difficult as they might be, are opportunities to grow, pivot, and reflect. And the community will be there to help you.
However, if you find yourself UNWILLING to grow or adapt to smooth things over, if it rallies against your own concept of yourself and "you've tried everything," then maybe this isn't the group for you. Sometimes taking space IS the best course of action; removing yourself from the situation gives context and perspective where none were present before.
Luckily, we DO exist in a space where there is always another group to try. :). We'll wait for you.
See you at the table.
PS: keeping this blog and site running takes time, energy, and funding. Consider helping out by visiting my Patreon, The DM's Den, found HERE, for extra benefits, rewards, and products. Have an awesome day.
Hey everyone! I took April off to do some birthday cleaning, figuratively and literally. Those of you that follow me on social media know I just completed an online "garage sale" / 10-year purge recently, and the energy that such an endeavor released has been monumental.
It's amazing how much clutter we allow into our lives, and how many things we hold onto that weigh us down. Enough. Is. Enough. I feel lighter, stronger, and more motivated than ever. Here's to my next year. :)
It was only just May the 4th, and any nerd worth her salt knows what's up. It seemed a no-brainer for me to run a very special kind of game, and in preparing it, and running it last night, I've made a few key observations on how it's changed over the years, how my style has changed, and how I prefer to run my games in this system.
Saga Is The Best Version, don't @ me
I've played the original D20 Star Wars (where Jedis are broken beyond reason), the West End variations (very open and creative), and the most recent Age Of Rebellion and all its various extra settings (weird dice and conceptual misalignment, still good, just weird). But what I've always returned to is Saga Edition.
Star Wars as a property has a problem when it comes to their tabletop settings and systems. They don't maintain support on older systems, actively discarding and going out of their way to forget they even existed. Everything's out of print (or hundreds of dollars), resources are fan-made only (well done, chaps), and everyone pushes the new stuff down your throat. Now, I understand a business model where you have to push the new products out...but Saga was SO GOOD. I don't want your new edition with new rules and weird dice; nothing was broken, so why fix it?
But WHY is Saga so good?
Well, it took the best of the giants at the time, Pathfinder and 4th Edition D&D. Now, the latter was getting panned, and the former heavy on the rules with lots of floating modifiers, conditional effects, and active rolling. We've talked about this already.
But Saga took some of that weight and just made it static. You have Defenses, not bonuses. You use skill checks in combat, and numbers aren't *as insane. Let's get into it.
There's no AC in this game. Instead, enemies will be targeting one of three static defenses: Fortitude - your constitution and strength to resist poison and getting thrown around, Reflex - your dexterity and ability to dodge, feint, or parry, Will - your mental clarity and focus. Now, in Pathfinder, these numbers would be bonuses to opposed checks against a Difficulty Class etc... But Saga takes a page from 4th Edition and keeps these numbers as static defenses. These are the numbers your enemies and you roll against to hit them and cause damage and debilitating effects, which is much faster and cleaner.
Perception and Initiative can be treated as static as well (rolling in a clear "passive Perception"), but my players prefer rolling for Initiative for familiarity and that possibility of striking first. Rolling with crazy bonuses IS fun, don't take them all away!
In 5th Edition, there's a proficiency bonus that increases every few levels; in Pathfinder, you've got skill ranks - points you distribute each level to offset your weaknesses and augment your strengths. In Saga, you get an automatic bonus of 1/2 your total level rounded down automatically added to ALL OF YOUR SKILLS. Then, like most systems, the appropriate attribute modifier is applied, maybe you've got a training bonus (+5), and that's it. Most of what you "distribute" by selection is done at character creation. After that, the numbers take care of themselves.
Feats and Talents
The bread and butter of Saga Edition is found in their Talent Trees and Bonus Feats. Let me explain.
There are only 5 Heroic Classes to play in the game.
Jedi - Noble - Scoundrel - Scout - Soldier
But each of these Classes has *at least* three different Talent Trees, and each class is awarded a Talent selection every odd level in the Class. These Talents can give passive or active bonuses, special powers, penalty removals...tons of cool stuff, and it's all very straightforward in how it operates (again, going back to targeting one of those three Defenses, or offering an easy bonus/alternative combat choice). Some Talents require others in order to be taken (Talent "chaining"), but it's never too alarming; the connections make sense and are easy to do.
And Talents fulfill other requirements later, like Prestige Classes (Bounty Hunter, Jedi Knight, Ace Pilot, etc.), but you can always take levels in another class to gain access to another Talent Tree. Multiclassing is fully supported and encouraged because, at the end of the day, your character ISN'T just a Noble, or just a Jedi, they're a complete person with various skills and, ha, talents. Leia may have started as a Noble, but lord knows she has Talent with a blaster and we KNOW she's force sensitive. There are no "capstone abilities" in each class, just an ever-expanding web of Talents.
Now, Feats suffer the same problem they do in Pathfinder, but instead of 2000+ of them... We're under 75 easy. And so many of them streamline the choice down to the player. Take Power Attack, a Pathfinder staple, for example: trade melee attack bonus for damage. Except, the player chooses how much to take away every time. I want to deal an extra 10 damage? Take a -10 to the roll. Only 5 damage? Take a -5. You choose the level of risk; that's an interesting choice, and we don't need compounding Feats to work through that.
Feats exist to help specialize the player, each class offering Bonus Feats at ever even level in a Class from a select list that makes sense. On top of this, each character gets a Feat from the big list at 1st, 3rd, 6th, 9th, 12th, 15th, and 18th level...but the amount of required chaining is either nonexistent, or only 2 or 3 in, and the bonuses along the way make sense. Yes, using a lot of Feats take some getting used to when you come from 5E, but at least this system flows a lot easier and is much simpler to digest. And since I come from the other end, I'm happy to teach the transition. :)
The Force and Destiny
The Force operates in two big ways in Saga: in the form of Force Points (a D6 added to a roll) and Force Powers. Jedi and other Force users collect powers in their Force Power Suite to wield within the world, slowly expanding the suite as they take Force Training (a Feat taken multiple times, based on your Wisdom).
Now, as per Raw, the Powers you have count as one use of said power, and this is where I split from RAW and flow toward my own preferences.
+ The Powers in your suite are treated like spells known and prepared. It tracks that a Force user that uses a Force Push would be able to push multiple times; they wouldn't forget how just because they already did it once.
+ Some Powers require the use of Force Points to work, while others can be augmented by the Force (using points), but most don't require burning them. Your pool only increases and replenishes every LEVEL, so no.
+ Most Powers take a Swift action in combat. I've seen Obi-Wan swing a lightsaber and shove a stack of droids in the same turn, so you guys can do it too. Force Lightning, on the other hand, may take a little more oomph in the action economy (unless you're a certain skill level in the Sith traditions).
Destiny Points function much like inspiration, but I add a nice big D12 instead. It's not *just* a re-roll, it's a possible value (you pick how you want to use it).
AND - Because my setting is in the Old Republic, when the Force is prevalent and surging, I added a mechanic to wonderful effect last night.
Your Force dice and Destiny die can Ace. Acing is a mechanic utilized in games like Mekton, Deadlands, and the entirety of Savage Worlds (probably a ton of others, but those are the ones I know). Anywho, if you roll the max number on a die, you roll again and add the two values together (Ace again? Keep going and keep adding). And because you can add a Force die to anything, a punch to the face might send someone through a wall...and isn't that awesome?
So, in short, Saga Edition functions like a streamlined D&D in space with laser swords and wizards.
It was so good, and it reminded me why I liked this system so much and why I miss it so terribly.
Get ready for a resurrection - we've got more stories to tell.
See you at the table.
For all the math involved in Pathfinder, they certainly had their creative character concepts down.
When Vigilante dropped, where the player has a literal alter-ego to manage, I was getting excited. When alternative classes were introduced, like the Antipaladin or the Samurai, I knew we were on to something special. The third in the latter's introduction is the Ninja.
The Ninja introduced an interesting concept (at more for me than the others). Though it was an alternate class for the Rogue (makes sense), its progressive powers were an uneven split between Rogue and Monk through the introduction of Ki, with added Ninja flair in the form of Tricks. This seemed to open the door for Pathfinder to introduce Hybrid Classes - classes inspired by and borrowing from two main core classes as "parent classes."
One such that springs to mind for 5E conversion today is that of the Skald.
What IS A Skald?
In Pathfinder, a Skald is a hybrid between the rage-filled Barbarian and the charismatic musical Bard. A Skald wields music and rage together to bolster her allies with courage and mettle, and crush her enemies with doubt and fear.
Now, when I present this idea in conversation in 5th Edition, I am too often met with the image of a half-orc barbarian picking up instruments he doesn't know how to play, playing them badly, then smashing them against foes (with the Brawler feat, to boot). The image ends up being more like:
Which I must admit, is pretty cool from what it looks like... But the whole thing's often played for comedy only, unfortunately. The awesome artistic rendition above serves well in a Battle of the Bards scenario, which is intended to be silly and over the top.
But this concept should be fueled by the power of both classes; not a bard who's bad at barding, or a barbarian who just happens to be (hilariously) a poet. Take for example this image instead:
Now THAT'S a Skald. A warrior who fuels their talent with rage and power, spreading that sonic force to its allies. It fills them inspiration and power, not comedy at its absurdity (which still has its place in certain games, don't worry). So how do we build this guy?
1) Attributes and Distribution
Something John and I discuss often when we try to build multi-class concepts is the problem of too broad a spectrum of necessary attributes in order to be effective, and this concept does not convert well out of the gate. We've got three of six (arguably four if we're going strength) that will be essential to our build, and that's Dexterity, Constitution, and Charisma (duh). Normally, I'd say Strength too, but we'll be spreading thin - we're going Dex Barbarian already.
Race: Tiefling (Charisma bump is nice, and I'm sick of the Half-Orc Barbarian trope)
Standard Array: 15-14-13-12-10-8
Welp. You don't need to be smart to sing.
INT: 9 (+1 Racial)
CHA: 14 (+2 Racial)
This tweaks my nerves a little bit, as I often want one stat at its highest possible run as early as possible (my gut reaction is to put the base 15 in CHA, then +2, for a total of 17...but then we're left with slim pickings for our DEX and CON scores, and we need all three decent to make this work). Not to mention we won't qualify for Barbarian multi-classing without at least a STR of 13.
2) Class Selection Order
This might feel tricky, but our taking a look at what we get up front makes this decision for us.
Barbarian First: Light and medium armor, shields, Simple and Martial weapons
Barbarian Second: Shields, Simple and Martial weapons
Bard First: Simple weapons, hand crossbows, longswords, rapiers, shortswords; THREE skills; THREE instruments
Bard Second: Light armor, ONE skill of your choice, ONE musical instrument
Now, take into account that by going into Barbarian later I STILL get unarmored defense, so as long as I have a Shield (which I will), I'm still fine. Barbarians get all weapons regardless, so Bard makes sense up front for skill versatility and a plethora of instruments with which I can sing my wrath.
4) The Need For Home-brew
The most glaring issue up front here is the fact that you cannot cast spells or concentrate on spells while raging, but my solution is pretty simple: ready? You can cast spells while raging, and you add your Rage damage to your spells (where applicable, like a spell that deals damage). In order to do this, you must have at least 1 level in both Barbarian and Bard.
Instead of a brand new archetype, or building a new feat structure, sometimes a little flavor swap and rules switch is all you need. This way, we still support the benefits of both classes.
Now, this build REQUIRES a home-brew allowance, which makes it contingent upon your DM's allowance, but since you're not delving into Unearthed Arcana territory, this feels very smooth. And I don't feel that it is exploitive in any way.
Giant thanks to John Tanaka for helping me streamline my thought process on this one.
More insanity on the way.
I'll see you at the table.
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This past weekend marked the beginning of something, and I would be lying if I wasn't the best mix of terrified and exhilarated.
I was invited/demanded/reserved-my-spot-immediately-following-the-last-one to attend a cool little shindig at Questers' Way called Quest Fest. At the close of every official semester, we hold a weekend event on Saturday and Sunday where we invite local artists and small businesses to take up space in the center and sell their wares, along with big deals, free classes, and our fantastic D&D Dinner Theater for charity on Saturday night. It's always a blast, but this time...something was different.
For one, I wasn't working. Well, I mean, not for the center. I was one of those local artists. And after having a YouTube channel (to middling success) for years now, becoming a professional dungeon master, and beginning to step into the very complicated and rewarding lens of painting miniatures just over the last year, it is a singular experience to be fully transitioning into legitimately selling my wares like some sort of underground fantasy resource.
I don't really have a business, mind you. I'm just a dude with a Patreon trying to make his way in the universe by providing good stuff for my fellow gamers that isn't going to break their wallet, and I'm happy to meet you where I can if it means you get more playing at your table. And it was that level of wheeling and dealing (and being on my feet, actively engaging with nautical tons of kids and adults) that I wasn't expecting.
I. CRAVED. IT.
It was beautiful. I had parents bringing back memories of when THEY played, kids lighting up as they imagined unlimited worlds unfolding before them, held insightful discussions with old and new players alike, and sold out of dice almost immediately! It was magical. I love talking with peeps about games, podcasts, stories, and painting styles. Got a lot of tips from some vets in the business, and got a few compliments too.
And D&D Dinner Theater finally starting to hit its niche. We've got a few more kinks to work out (don't worry, we've FINALLY got a sound guy secured for next time), maybe a little more plot to follow, but it's clear that its heart has settled into place. The rest will be easy. ;)
But the next day brought about a unique, surreal, and humbling observation.
My dice sold in under 90 minutes. 10 deals of miniature lots sold in the 30 minutes before D&D went live. No one knew what minis they were getting, but they bought them anyway. Barely anyone physically visited the shop on Sunday, yet I made back my investment through private messages and updates on available stock. The response rendered me speechless for a time.
Our world is overrun by access. Technology, internet, sharing, tweeting, instagram... Sometimes we catch things, sometimes not. But for those that subscribe value actively to something, they will commit it to their personal world. They will share it to the stars and hope that another sees its rays and finds the same value in it that they did, and share it again. This core of a perpetually rippling collective memory and experience is what drives a tribe nowadays. A tribe; a group of people who have rallied behind an idea, a concept, a mission, a neighborhood, a person. Something, or someone, they trust. They'll give them the benefit of the doubt, back them when they need help, and shout their praise when their voice isn't loud enough.
My success that weekend was in no small part because of the small tribe of people that frequent Game On, that like my Instagram, that listen to my podcast, that read this blog. Your love, your joy, your stories, your value...it warms my soul. And I hope I can do better for you, always.
Thank you for playing with me. It is an honor, My Tribe.
See you at the table.
Thursday D&D is now my oldest campaign. Running since my inception into the Questers' Way model, they've been fighting cultists, talking to dragons, crushing beholders, and squaring off against Ancient Ones riding gargantuan titans for nearly 3 years now. And last Thursday marked the close of the final arc of the story.
We'll have one last dungeon crawl at level 20, 5 years later, as our epilogue next week. After that, 150 years pass into the fourth age of Io, and we start anew at Level 2. It's been quite a journey, and they're not the easiest group to run ;), but the lessons are real with this crew and I've changed a lot since we started.
Here's what I picked up.
When I started the Thursday game, I was coming off a blend of 10 years running and teaching Pathfinder, and though I fell in love quickly with 5E, I had made some assumptions regarding its player options.
The system is deceptively simple and highly accessible, but I had listened to the cry-babies online declaring it "D&D Basic," and decided to create specific Prestige Classes based around lore and player discovery. It created a very special and unique option inside my custom world, where "secret" classes actually existed that could augment player builds, and could only upgrade through experimentation, player exploration, and discovery into the deep layers of the world's history. I still think it was a great decision. It adds a lot of rewards for players that invest of themselves in the history and machinations of this fantasy you've spent so much time on.
But after two years of deep-diving mechanics, game mastering, game design, player-master interaction, social development, and the study of flow... I realize I made a boo-boo. Not a mistake in flavor, nor in reward, but in mechanics.
It's a little thing, and the more you do the more you realize that "it's the little things" that matter most. In this case, my Prestige Class of the Aegis - a powerhouse of a Cleric that wields the souls of the dead to unleash fury upon her enemies - and the final form of a Ranger with a Legacy Bow - a weapon that levels up with you; semi-sentient and created by a god - created an issue with Action Economy and TMRPA (Too Much Rolling Per Action), respectively.
The Aegis's main mechanic involves gaining Furies - souls of dead warriors unwilling to pass on - and spending them like Ki Points to unleash powerful attacks, augment healing spells, and create more options. Unfortunately, as long as you have Furies to burn, there's no limit to their use, and at high level in any class, you're already managing so much... It eats up time easy when you're able to summon an Action Surge every turn AND cast AND fight. On the other side of the table, the crazy-bow-now-living-winged-armor attached to the Ranger added an extra attack, but the main time suck is derived from two main extra elements in play: the bow requires a Con save when it hits or the target takes extra necrotic damage. It's also got a crazy bonus (with a high level character with max Dex), so hitting is often, mean more rolls for me. On top of this, IF she rolls a natural 20 on the bow, she rolls Constitution damage on the target, on top of everything else. Moving forward, leveled up weapons will deal static numbers, instead of rolling more... And in terms of time, it always feels more effective in flow and execution to have a power spike (the awesome power of rolling 8d6 for a Fireball) than many small spikes of damage, so if I can eliminate the parceled rolls where I can, everyone still feels effective, but turns take less time.
In the fourth age, Io-Shar, though it is a more industrial time period of naval exploration (after the world flooded), home-brew materials are much tighter and more balanced; action economy manipulations have higher costs, and there's less compounded rolling. The bonuses are also much more subtle; there isn't a need to add a whole new system to track when it could be as simple as a palette swap in damage type. New age, new prestige classes and custom feats open up (hello, Knife Expert), but this play test has heavily informed what special elements are extended to the player. A little goes a long way - there is an elegance in that design, and it keeps the playing field even across the table.
I look forward to the interesting things I can give them this time around. :)
Self Actualization / Player Agency
NPC's can be tricky business.
Introduce them as careful lore drops, powerful relationships, killer resources...but never have them solve a problem for the players. Good gods. Holy cows on toast with mayonnaise. Don't do it.
NPC ex machina is not the way to go if it comes out of nowhere.
Well-established order of guards and officers? Sure thing. Sudden mass teleport wizard is sudden. If it feels like a puzzle to the players and they're enjoying solving it, don't help them with an NPC. Hints are fine, solutions can hurt the party.
...Unless they're utterly lost and confused. Help them along, but don't do it for them. EVER. If you do, you run the risk of insulting them and equally "playing without them." And that's just rude. ;)
Clear Intention Of Background
Some players want their background conflicts resolved in the grand arc of the story, while others use their backgrounds predominantly to inform their play style from session 1 and need it no longer.
Now, this group in particular was one where I didn't get that feel easy from most of them. With a high mix reactive players with a few proactive ones, some offering extensive background information while others offered a few sentences explained away, the hindsight of the matter is obvious but the player execution and my observations were misunderstood often. When you give a hook that to you is obvious, but the player misses completely, and therefore doesn't pursue it, one might assume that the view of their background fits into the former category.
Compounding confusion, still, are those that feed very little into the overall narrative, but then wonder when "their story" will be featured, but say nothing - instead assuming they were forgotten. Please talk to your DM; I won't be offended - it's much worse if you don't approach the issue until the end of the campaign and I wonder why NO ONE SAID ANYTHING. :)
Like many GMs out there, I'm not a *dick*, but I can't read minds. There are so many stories of a player misinterpreting a DM's intention, or of the GM making an assumption about a scenario that ended up being incorrect, or seeming to ignore obvious intentions. In the same vein of: "if I knew it was a problem, I would have fixed it right away," though we can intuit quite a bit the longer we're at the table, our human nature begs us to err. We miss things, we get caught up in the narrative, and we lose sight of players. I am imperfect, as are we all, so open communication helps everyone. Also, GMs, CHECK IN WITH YOUR PLAYERS MORE. I picked this up as a requirement when I started Gray Owls and OH MY GOODNESS is it an essential element at every table. I don't know how it took me that long to put in my workflow OMG.
Moving forward, with each new campaign, I've started to put together a few questions for character creation; some fulfill the essential detail of world building, while others touch on player intentions - what do they want to get out of this experience?
1. Where was your character born? Describe it as best you can; do you reflect on this place positively or negatively? Would you ever want to return? Why? Do you have a family there? How did they treat you? Were there any important people in your life growing up? Why did you leave?
2. What is your character's goal in life; what do you seek? When did you "grow up" and start taking care of yourself?
3. What emotion best describes your character? What emotion do you bring out in others?
4. How do you carry yourself? What are your means/dress/attitude as you move through life? What do find valuable?
5. What is your comfort zone? What is your greatest fear? Personal tastes, quirks, and opinions?
6. Player: What kind of story do you see your character fitting into? What role do you see them filling?
7. Player: Please weigh (3 being most important to you, 1 being least important) the Three Pillars - Combat/Social/Exploration
8. Player: How do you interpret your play style? What are your pet peeves? What do you respond well to?
9. Player: How do you want your character to die? (this is more important than you think; it strikes at the heart of our own values - your story could end abruptly, and if it did, how would they meet that end do you think?)
10. Player: Do you want your background details to be referenced or hooked into the story? You can always change your mind - just let me know.
Now, especially number 10 I can see a few of my fellow GMs hemming and hawing over. "You mean we have to bend over backwards to make this character's weird backstory fit into OUR GRAND NARRATIVE??? How dare they assume they'd be so important - they should be happy just to be playing!" ...Hmm.
This is a group game, and it's really important that everyone understands the type of experience they're getting into. Clear expectations are a good thing; Trust and Empathy are two main factors to building a great table of play. Now, do I have to make that character's stuff the most important element all the time? No. Absolutely not. But I can give them sprinkles of content more directly spun into the story. It won't happen all the time, and sometimes it might not even come up, but IF I KNOW going into this that there is a clear desire to wrap up a specific story thread, I can find more ORGANIC ways to weave and tie these disparate threads together. It might even be a limiter of location; hints of the conflict in the north (echoes of another character's story), but we don't need to go there now. It's just a sprinkle.
Everyone's connected to something. Everyone's from somewhere. We don't know everything going in; the mystery is the fun part, and some players want their mystery. Others don't care for it; I need to know which one you are.
Players Learn Too, And Comfort Tells Stories
And when they do, their real play styles come out. It's amazing what comfort will do for the table, and how much it reveals what a comfortable player actually WANTS to play, and if that concept doesn't jive with how their current class works, there will undoubtedly be a desire to play something different.
The more this group learned about how the game works, the more effective they became, but also the more some of them drifted toward other builds, concepts, and ideas. This type of momentum is helpful to notice; in a way, it reveals a player's true nature. Like the first campaign was our test run. The next one is where we're going to really shine; players and DM alike. We take what we learned about the game, ourselves, our styles, and how to advocate for the experience we want...and finally, just PLAY.
See you at the table.
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Recently I had the honor to play in a new event type we're offering at the center: Modular Madness.
Now, witty title aside, the event structure is certainly no One-Shot scenario (though we did have a character death in the first combat - curse those Nat 20's), and not as grand long-form as a Knight Owls or Gray Owls. What it is is a set of 4-6 sessions planned over roughly 4-6 months. We meet and play for approximately six hours each sitting with 2-3 breaks between the action. We do this to experience and play through an actual module inside the given game system.
This time around? We're playing Dragon Heist.
Run by John, with a strict party of 6 adventurers at maximum, and no clue of each other's complete intentions, we muddled our way through chapter 1 of the adventure at our first session about a week ago. IT WAS A BLAST AND A HALF, and I've done some thinking on the experience.
I play a Yuan-Ti Wizard named Soren Finranda. He's a little creepy, keeps to himself, but is generous and cunning when he needs to be. Now, I've played wizards before, but I wanted to take a specific approach when it came to Soren.
This Yuan-Ti is not strong, nor is he dextrous in any way. My Constitution gives me +1 HP per level, and with 6+1 HP at first level...yeah, I have 7 hit points walking into this. With no armor and barely a dagger to my name, I have no business being a damage dealer. And, dare I say, until higher levels, nor does ANY WIZARD, and here's why.
Soren's spells are not built for dealing damage. Sure, the Yuan-Ti race feature gives him Poison Spray, and he grabbed Toll The Dead like a boss, but the rest is rounded out with Mold Earth and Minor Illusion. Yes, I skipped Prestidigitation this time. All of his level 1 spells? Grease, Shield, Sleep, Silent Image, Unseen Servant, Magic Missile.
Soren's whole schtick is to wait and plan, and in a system where I often play Fighter, Barbarian, Paladin, Monk, Sorlock...this was old school D&D. There's a rite of passage that follows the low-level wizard; the knowledge that all it takes is one errant arrow and a failed saving throw versus halitosis and BAM you're dead. You have to be careful, smart, and save your VERY limited spell slots for the most opportune moment.
And Arcane Recovery... Well, Arcane Recovery at level 1 allows you to "recover" one level 1 spell slot (1/2 of the two you have at the get-go) during a Short Rest. Over the course of chapter 1, TIME IS OF THE ESSENCE, so no long rests, meaning all I've got is one Arcane Recovery to recover ONE SPELL SLOT. Make 'em count, gents.
So I did.
Grease the troll so my melee buddy has advantage, and keep my distance. Arcane Recovery. Sleep the ambushing archers because they're close together and I rolled high on the 5d8 Hit Point pool (I'll at least drop one of them). One slot down. Summon Silent Image to confuse the heck out of a major foe and SKIP that combat altogether. By now, I'm tapped out. Just cantrips to go on. Use Minor Illusion to cover the mishaps of my allies and divert attention - fail a stealth check and nearly die from one arrow to the chest - then Poison Spray for max damage because why not?
I had to be quiet, careful, and cunning. Especially with average damage working out the way it does, and with a module setting with a high emphasis on laws, stealth, and cloak and dagger, my job is better served as a controller, not a blaster.
The Most Expansive Spell List
The wizard spell list is extensive. The biggest one in the game. And though there are some spells that we'll never get (lookin' at you, Eldritch Blast), what we do get can alter time and space. It's hard to argue with a well-placed Fireball, but I beg you to consider the less obvious options. Options like Charm Person - which can end a combat if you're on point, later following the Dominate Person and Dominate Monster train; Detect Magic and Identify keep you knowledgable of the arcana that surrounds you (not to mention spell traps around your allies); Disguise Self; Feather Fall has saved many lives in MANY campaigns; Flaming Sphere coupled with Pyrotechnics (flaming marble madness in a smoke cloud of chaos); Suggestion, to really drive a point home.
And most of those I just listed are lower leveled spells, so you'll have more opportunities to use them. An expanded spell list offers you options, and each spell has a reason to exist; I urge you to collect as many spells as you can into your spell book and entertain the option of each - play through the mental landscape of its use, usefulness, and level of control on the social, exploration, or combat fields. The rest is up to how patient you are with your tactics and how creative you can be with its use (but always have a backup plan ready in case it goes sideways).
You have the resources to be smart, and a wizard is a great class to practice playing smart.
The first time I played in 5th Edition I chose a wizard, and picked as many damage-oriented evocations as possible. Through playing, however, I began to understand more of the game's mechanics; not only my own, but how other players and enemies navigated all the pillars of play...and how magic can infiltrate, manipulate, augment, and dilute these mechanics.
And after 2 and a half years of teaching the game, talking the game, designing the game, plus over 10 years in other systems... I get it. My knowledge of how the game works, action economy, and how each spell functions makes me finally work like a wizard. Knowledge is power.
I understand how powerful prone is, so Grease is obvious. Silent Image is confusing and powerful to less inquisitive creatures, so of course I have it. As AC continues to rise, and I don't want to be seen as a combatant, then spells like Toll The Dead and Poison Spray, that require saves, are very advantageous early on...and will continue to be as I try to be secretive. On top of this, as my options continue to increase (the most expansive list in the game), I can continually adjust my focus each long rest, making me extremely flexible day to day.
Returning to the wizard allows me superstar moments. Time to wait, watch, and listen...then throw out a clutch spell that's going to change the landscape of the encounter. I have the power to alter time and space; you can bet your butt I'm going to wield that power with Intelligence to maximize its effectiveness, no matter what.
Knowledge is power.
See you at the table.
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I was recently invited to sit in and play at a friend's long-running Pathfinder game. Everyone just made it to 14th level, without milestones, so they've been playing for awhile.
A well-established group who have spent enough time through some amazing adventures to achieve a high-level sense of play and a complete lack of resistance for the DM in charge. It's clear the group and their DM have a lot of love for the game, their story, and the individual players and characters.
They ran like a well-oiled machine, with clearly defined roles for the players to help each other out as well as a strong idea of their functionality in combat, AS WELL as a justified means to protect each other and trust each other's abilities and agency when stuff gets real. Remember what I said about that lack of resistance...we'll be swinging back to that.
So I'm coming into this after a long stint of running Pathfinder, then falling headfirst into becoming a professional GM for a company who has helped foster the creative, and soul-driving endeavor of offering unique opportunities for players and game masters to become their best selves through tabletop gaming experiences. I write this blog, publish fiction, make custom content, and record show after show of an online campaign and a kick-ass podcast. NONE OF THIS is to pat myself on the back, but to illustrate that, more often than not, I'm not the player at the table - I'm the one behind the screen managing this chaos.
Which means on those rare occasions where I'm offered an opportunity NOT to do that, I tend to take distinct care to create something functional, fitting, and, for the love of Sauron, to KNOW WHAT I'M DOING. I have a certain calm to my preparation nowadays, and in Pathfinder you've got to know (or at least have the reference ready) what your stuff does to keep things moving and ask the right questions to clarify. I had the honor of working with the DM beforehand, hashing out a backstory that fits inside the awesome steampunk 1840's Yukon Gold Rush with subtle magic elements and a weird freaking train, then set to work chaining feats and working the numbers to stay competitive with this established crew. Not everyone knew I'd be coming, so I didn't want to bog anything down, nor arrive with no concept of my character (NEVER ARRIVE without your character already done. I mean it. If you are familiar with the system, there is no excuse. Do your damn homework).
So, life runs a little later than intended and I roll in a bit late with food and drinks as penance, say my hellos and mark my place. I like to be compact; character sheet and all accompanying abilities/spells/etc on a clipboard, selected dice in my rolling box, pencils at the ready, and spare paper in the clipboard. I even came with a coaster for my caffeine, just in case! The session begins shortly, and the team as is has some planning to do, so while they converse in character directly next to me, I turn toward our DM and we work through some short interactions to set up my individual plan and then... I wait.
And I loved it. True, every now and then there might have been a quick interaction where I could investigate something, look around, listen (I was being smuggled in a coffin surrounded by a den of vampires, by the way), but until actual combat began - I needed to literally wait. It was splendid.
I got to watch these people work. The few I knew in the party came over to check on me, apologizing that it was "taking so long," but if it was, I didn't notice. It was an honor just to watch, adding to the scene with my silence, with subtle actions here and there. No one knew what I was; I didn't announce any of my character or my mechanics when I arrived - they weren't sure if I'd be friend, foe, or something more, only that I was playing...at some point. And no one asked; not out of ignorance, or dismissal, but out of respect. I'd like to believe that they, too, understood what I was reveling in.
I was enjoying the subtle power of Silence.
Space To Listen - Space To Exist
Actively listening to the players, the party, and the game master.
This is a skill, and often I feel we forget it. We replace it with a need to be heard constantly, eager to be listened to rather than to allow others a similar space. By literally shutting our mouths and opening our ears, we begin to engage with the world around us in new and dynamic ways. I was ENTHRALLED by the antics of this party, and though I think that was in no small part due to their own nature, I'd like to entertain that my own active listening helped just a tad in holding my attention. I was consistently fully engaged in everything that WASN'T my turn, and I was remarkably happy to, well, WAIT.
Space where I wasn't flapping my jaws also allowed my active brain to shut up for a second, and just exist for a time. Errant thoughts - like looking up a feat, making sure that random mechanic worked the way I thought it did, checking my numbers quickly - can still occur, and I can quietly take care of them without interrupting flow (what a concept), but for most of that preamble, I am 100% engaged with everyone's story that IS NOT MY OWN. I am excited and energized by their cool powers, interesting ideas, and role-playing. It gave me a moment to read the room, and to appreciate the beautiful world that the DM had made with these players - take note of the great care with which they've crafted this experience, and sit in awe of seeing it all work, like controlled chaos.
Space To Reveal - At The Opportune Moment
Wait for your mechanics to shine before they are revealed.
This one I have to be careful with, because rules are important. The GM needs to know that you are not taking advantage of something/cheating/fudging your numbers/etc; trust is important, so the GM needs to know what you are and what you can do, and you MUST make sure that everything you can do is well within the rules you are operating with.
IF you are fulfilling this already, here's a suggestion: try NOT telling everyone about what your character can do right away. Create nuance and mystery by NOT showing them your character sheet right away, so when you get an opportunity to show what you CAN do, the beat hits harder. Case in point:
Combat begins shortly after I hop out of a coffin and dust a vampire, catching the sniper rifle it was holding and loading it as a Free Action (hint, hint). We roll Initiative. The highest player is at 24...except me. I rolled a 33. 19+14. ...I will revel the look of awe at that table, just in a small way. Mechanically, it's all kosher. Dexterity is a 22 (+6). Inquisitor gives me my Wisdom modifier on top of Dex (another +5) for Initiative, Gunslinger Initiative +2 (HINT), and a trait at character creation that grants a +1 (6+5+2+1 = +14).
That's one small element, and a neat little moment. My turn rolls around, and I use Deadly Aim to take a full round of 4 shots (reloading for free), with a prayer of Judgment (attacks are now magical) with +16 damage on every hit, and +22 to hit most shots - to strike down a vampire that just got slammed by the barbarian in a surprise round for nearly 160 damage...which was heavily reduced by resistances...then he got my blessed bullets and took full damage.
Yeah. I'm a holy Gunslinger Inquisitor with a southern drawl and fantasy-themed bible verses. Take into account that I still work all of my mechanics in my own voice, that's a fun reveal in the first round of combat, and it helped establish my own schtick early on. Plus, EVERYONE at the table is now experiencing this character at the same time as their own characters - I didn't talk up his personality or his voice or his abilities beforehand. Add on that I spent some Grit (special skill points that create cool trick shots and targeting) to alter the battlefield and provide utility to the group, and it's pretty cool.
The best part? They haven't seen everything I can do yet. And they won't, unless the opportunity presents itself. There's no reason for me to brag about the cool things I can do. It's so much more fun to use them when the time is right.
There's a big difference between telling everyone all the cool spells you can do, and SHOWING everyone the awesome spells you can do at the best time. The impact of the latter is so much greater, and it creates something beautiful and refined from a cooperative story experience. Try it out, I dare you.
Giving Way - To Think, To Breathe, To Be
While I was in Bermuda, my friend Jesse and I went wandering. We witnessed a curious thing: they have a specific sign on the roads. A familiar white, upside-down triangle with a red border and black lettering. What we would immediately recognize as a Yield sign, instead read the words: "Give Way." Together, we were pleased to see this. Jesse was pleased because it changed the language to allow people to think of someone other than themselves while driving, but bringing the fact home, my podcast partner in crime, John, swung it a bit further. When you Give Way to someone, you're not actually giving up anything. Instead, you are "Gifting" space for another.
When we practice silence, we gift space to another to fill, or we can choose to not fill such space. Quiet moments do not HAVE to be filled with noise, or speech, or music. I like to think sometimes that in gifting my silence to another, I might have given them a sense of peace and quiet in a world inundated by distraction and stimulus; so loud and uncaring that we feel we must speak constantly lest we be drowned out by the void. But you don't have to. I give you space. Try filling it with BREATH instead of words; you'll be surprised what you discover.
You ever feel like you're the only one speaking? Try stopping for a moment and assessing the room. Spotlight is important, sure, but high-level play comes from everyone's willingness to share that spotlight. Being aware of our personal time, our character's spotlight, how much time that uses, how our role-play may miscommunicate because we're bored, and thousands of other miscommunications because we don't feel like becoming engaged in the stories of others. A party that hasn't already experienced a lot of adventuring together (like, years of it) can feel pretty delicate.
Our silence, coupled with active listening, can help communicate an absolute respect for a person's story, but this is a two-way road. Kind and patient people can use up that empathy on a person that fails to notice their own spotlight hogging over and over again. Try this little thought experiment: on a group chat, if the majority of the last 10 minutes of posts is you...STOP. Give someone else some space to speak. At a table, if the last 45 minutes have been your character's scene, try to find a way to wrap it up. Once in a while is fine - but all the time is obnoxious. That's tabletop 101, gents.
The Well-Oiled Machine
This group flows.
Not one moment came up where the DM had to hush the players, or argue a point, or fight to get something across. Everyone at the table was absolutely engaged with the stories of each other, mine included (thanks, guys and gals). We got up, wandered the room, had in-character conversations throughout the house, all within the world, and the DM was aware of all of it. It is abundantly clear the level of play that this group enjoys; they adore the world that has been constructed for them, and it is a joy to play within it. They respect each other's time with immaculate care and fun, and we were happy to play until the wee hours of the morning (I barely noticed).
Now, part of this is a product of the extensive amount of work that each of them has put into their character's mechanics, and for the fact that they've got a literal human encyclopedia at the ready in the form of the host (thanks, buddy), but those are the roles they've established over years of play, and they are clearly dedicated to this cooperative campfire story. Even if I didn't have years of experience in Pathfinder, as long as I didn't behave like an obnoxious jerk, I'm certain I still would have had a blast with these people.
If I ever get invited back, it would still be my honor to wait quietly for my turn. ;)
See you at the table.
Those of you within our closer circles have already seen, or heard of, the exploits of my Pathfinder character, Bigby. His story has been driven into the hearts and minds of all he graces with his crotchety presence, and many have been saved (or horribly killed) by his hand. And though playing Bigby was A LOT of fun, there were pitfalls in my approach to him, at least mechanically speaking... So let's take a look.
I wanted to make an old, grizzled, crotchety fighter well into his 60's...that can still swing an axe and battle monsters that would make his ancestors shake in their armor. He's a little forgetful, but he means well, and he gets frustrated when things get too complicated. Not one for political moves or cloak and dagger, Bigby deals with his problems directly and decisively, and holds little stomach for cowards. His backstory is pretty tragic in connection to his many sons and estranged wife, his entire destiny tasked to wreak vengeance upon the warlords, gangs, and circumstances that took each of his sons from him. And this doesn't do much to help his own mental state, as sometimes he sees the ghosts of his sons following him through life, but also guiding. He doesn't feel guilt for their deaths, almost at peace with the idea that they cannot rest until he fulfills vengeance for each, and they grant him the fortitude to soldier on.
That's some heavy and sad stuff... So I tried to make him the buffest of buff old men.
Tearing Into The Mechanics - My First Optimization
I've gone in depth a bit HERE, when I gush about my love of Pathfinder and its numbers, and give a little heads up as to the plan of Bigby's build. BUT, it's worth noting that ANYONE can build this character. There's no homebrew here; everything he has is within published, canonical materials inside the Pathfinder D20 system.
So, CORE CONCEPT - Grizzled FIGHTER, adept at close combat, hard to hit, hard to kill; literal tank of the party.
Gotcha. So, in order to fully benefit from all the things the system has to offer when it comes to combat, I have to be a Fighter. The Fighter class has persisted in D&D and all of its variants as an industry standard. Often viewed as a "simple" or straight-forward class, the Fighter is considered a master of martial combat, proficient in just about everything (except Exotic Weapons, in this case), and wearing any armor they can get under the sun. This can make them unbound when it comes to equipment, but also equipment dependent in order to keep up with casters and other variants.
The main benefit of the Fighter in PATHFINDER however is their ability to Feat Chain.
I once did a video on this exact concept, but looking at it from a negative managerial point of view when comparing how Pathfinder handles Feats as opposed to 5th Edition D&D. Upon revisiting Pathfinder in the last year and a half, I've come to appreciate the huge amount of thought and mechanical considerations of the extensive Feat list in the game. It really makes it so incredible things are possible mechanically.
Fighters can "feat chain" because of a blend of two main mechanics. As Feats are essential to making a functional character, EVERY character (regardless of class or multiclassing) gains a Feat every odd total level (1st, 3rd, 5th, 7th...you get the idea). A FIGHTER gains a Bonus Feat at level 1 in the class, then every EVEN level in the class (so 1st, 2nd, 4th, 6th...you got it). Therefore, if you're following here, as long as you stay straight Fighter and do not multiclass, you are effectively gaining one Feat EVERY LEVEL, and TWO Feats at level 1 (when most others get one). Add in the fact that a Human gains an ADDITIONAL bonus feat at level 1...and we've got it made early and often.
Let's RECAP. Bigby, at level 1, is a Human Fighter, so he starts the game with 3 Feats of his choice (it should be noted that the bonus feats from the Fighter must be classified as Combat Feats [there are different categories], but there's no reason for us NOT to take a Combat Feat when considering our plan here).
Level 1 Choices
Concept Path - Human Fighter, 3 Feats to start, good golly
How do I want to fight? Well, armor is awesome, and I want to get the best bang for my buck with any gear I'm using, and hit hard and often. Great offense with great defense? Of course. Sword and Board.
This choice immediately puts me at a combat disadvantage without Feats. If I want to slice and bash, I am now engaging in Two-Weapon Fighting, and in so doing suffer HUGE penalties to my attack rolls (a whopping -6 on your primary attack and -10 on your off-hand attack). These penalties drop a little if the off-hand is a light weapon, but I don't want that (it's my shield. Not gonna' happen). Penalties like this make sense, though. Any schmuck can pick up two weapons and swing them around, but they're not TRAINED in it, so they won't be as consistently effective. This is how Pathfinder uses numbers to represent this lack of training.
Which means, I need to lower that initial penalty. Feat #1 is easily Two-Weapon Fighting, which drops my initial fighting penalty to an even -4 for my primary and -4 for my off-hand. With a great starting Strength score of 20 and modifier of +5 to add to my attack rolls, I'm doing okay so far (+5 modifier to both attacks, after math = +1/+1).
Now we add in the fact that every class benefits from a mechanic called the Base Attack Bonus (or BAB) - a general numerical bonus to each of your attack rolls (not unlike the general Proficiency Bonus from 5th edition). In a martial class, your BAB often matches your class level, but for more varied classes, it progresses a little slower. Bigby is a Fighter, so his BAB equals his Fighter level easy, adding another +1 to each attack in his two-weapon fighting (+2/+2).
So, Feat #2? Improved Shield Bash. Normally, if one were to bash with their shield, they would lose the bonus to AC (Armor Class) that the shield provides in the round following the turn that they bashed; justification being that you're too busy crushing a dude's nose with the shield to use it to defend against oncoming attacks. Improved Shield Bash allows me to bash...and keep my AC bonus. Also, less thinking for me.
Feat #3 - Double Slice. This feat allows me to add my Strength modifier to the damage roll with my off-hand (where normally I would not be allowed to...so yeah, less floating numbers for me. Nice and streamlined.)
RECAP: Attack twice each round with a +2 to each attack, keep my AC bonus when I do so, and add my strength modifier (+5!) to both attacks. With a d10 for his Hit Points, and high Con score (17, so +3 HP), Bigby's pretty beefy so far.
Fast-Forward to Level 6
Bigby's seen some things, and taken only a few hits along the way. Most of the damage dealt to the party has been dealt to others, because at this point, between Armor Training, a rare set of Warplate, and a Ring of Protection, his AC is 27. That means that most thugs have to pray to hit him with a Natural 20. To top it all off, his hit points are easily triple the other party members (a gaggle of casters, a druid, and a rogue). He's grabbed a good many Feats along the way, each adding to either his attack/damage with a shield, or his AC with a shield. Quick breakdown:
Level 2 - Fighter Bonus Feat: Shield Focus = +1 AC while wielding a shield
Level 3: Two-Weapon Defense = +1 AC while wielding two weapons (shields included in Close Weapons category)
Level 4 - Fighter BF: Missile Shield = longbow or crossbow bolt hits me? Nah, I block it with my shield once per round.
Level 5: Weapon Focus - Shield = +1 Attack roll with Shield
Level 6 - Fighter BF: Improved Two-Weapon Fighting (second off-hand attack, so two shield bashes)**
**It should also be noted that when Fighters (and many other classes) reach Level 6, they can attack twice with their primary hand during a round whenever they take a Full-Attack Action (forfeit all but 5 feet of your movement to attack a lot). The way Bigby functions at this point allows him to wade into the fight, stand mostly still, and wail on enemies (attacking 4 times every round), confident in the idea that they will rarely hit him with their attacks...and if they do, he can take it.
With all of this front-loaded force, battles began to feel pre-ordained. Bigby was an unstoppable truck, even with his weakened Will saves; if he were upended by a spell, his party would back him up, and he'd only grow more angry at the idea that someone attacked his mind. His vengeance would be devastating and decisive.
I started to fall into a trap. I had picked everything I had based all within the realm of the rules in the game. But other than a few mind-affecting spells, Bigby was unkillable at this moment, and I felt myself becoming BORED. I had made a super-adventurer, and we were just over halfway to double digits in character level. What sort of insanity would Bigby be capable of when he reaches level 10, or 13, when I literally run out of applicable feats for the build (Shield Master happens, and by then I'm attacking three times with my shield, and suffering no penalties for it).
My mentality began to pull toward ripping through enemies, and tearing down conflicts with violence, not diplomacy, because that's what I knew to be MOST EFFECTIVE. Maybe it didn't help that the rest of the party had low agency themselves, so the violent old man was driving the story. It got a little frustrating, but we used it as an opportunity to BE FRUSTRATED in character.
But I cannot deny the rush of power in each fight...I just wish things didn't die so easily. Saitama-syndrome aside, a powerful player represents a unique challenge to a DM. He can scale the difficulty to accommodate for a beefy PC, but often at the expense of the more squishy player-characters. One dangerous martial combatant puts the rest of the party at greater risk. It makes sense, but from a group play scenario, it can get a little complicated.
The DM has to make sure that the main threats target the optimized player so as not to paint the picture of punishing the party for a player who just followed the rules, but then that player could feel, well, TARGETED for just playing the game. What really has to occur is a delicate scaling of encounters that affect the party in more dynamic ways. Instead of a big bruiser just becoming a BIGGER BRUISER, use intricate spells and traps to offset a heavy martial character, and provide a counter-balance to the rest of the party. A well-prepared wizard is a dangerous foe, even against the mack truck that is Bigby's build.
Pathfinder especially supports insane play through its mechanical system. Crazy-high numbers at low levels is not unheard of, and the entire system expects optimization and multi-classing as a rule. Playing the game can be exhilarating, satisfying, and massively entertaining...but it IS a LOT to manage, from both a player perspective (in ANY class) and the DM's perspective.
With so much going on, you might think you'd never be bored, but when you're nearly unkillable... You might feel a greater pull toward the more insane levels of shenanigans and odd-ball problem-solving that puts the group at greater risk. They're great stories, win, lose, or draw - but the ensuing madness can become the norm.
So what do we do?
Well, building a trust-empathy relationship with the party and your DM is paramount to having a positive experience regardless, and we (here at Questers' Way) err on the side of rising to the occasion as opposed to diminishing a player's power level (there's an exception to this, when players abuse rules, but this isn't it). If you have a powerful party, well, then you have to grow as a Game Master, and find new tactics, strategy, spells, and other tools to offer greater challenges. It's a push and pull, and you never want to appear cheap (like a monster "suddenly" gaining extra resistances, abilities, etc.), so having a discussion with the group of players is totally welcome and encouraged to help the GM level the playing field.
In the end, we're just creating more epic stories, and one must remember that this is a collaborative experience, not a GM vs. players mentality. An optimized player is not an insult to the game, they're an opportunity to grow.
See you at the table.
So we have a Livestream on Twitch. Didn't know if you knew that. Not many do, but those that do have been entertained quite well for the 14 episodes we've been running. You can find us HERE on Twitch, and 2 weeks behind up on YouTube, and, if you're a patron of our podcast (of any tier), you have access to the whole show in podcast form (soon with theme music and behind-the-scenes chatter pre- and post-show).
The Livestream itself is classic D&D adventure time for 90-minutes set in my custom world of Io-Empyr (the fifth age of my interwoven timeline), and features steampunk airship combat, sky pirates, floating cities, and dangerous foes from the Shadowfell and the Feywild as they vie for control of the skies. The show is called Cloudsinger, and features a rag-tag 4-person party of awesome adventurers attempting to trust one another as they navigate this high-flying world, all while dodging their various pasts, new enemies, and alarming secrets.
It's freaking awesome.
The experience itself marks the 6th campaign that I run weekly, and there's something very unique about running an adventure online in front of a digital audience; for the DM and for the players. My partner in podcast crime, John (Solomon Blackedge in the campaign), put it best: we're "accidentally professional." Everybody brings something unique to the table, and we run the gamut from REALLY experienced tabletop players to players just working through the main mechanics; we're patient with each other, celebratory of our successes, flabbergasted by our secrets, and no one metas too hard. We know others are watching, so we try to bring our best selves every time...and it's always an absolute BLAST.
I am always appreciative of this particular screen grab: Adam in disbelief, Jenn laughing but disgusted, John owning his live role-playing, and Lisa's just watching it all with a mask of utter apathy. Professional D&D players, everybody. ;)
Now, none of us are brand-spanking new, and we all follow a distinct mission here at Questers' Way Game On: to become our best selves through gaming. So, I thought it fun to take a look at the standard of play that I hold my Game Mastering to, and how it changes and levels up when you bring it to the Livestreaming Stage. ...Because it certainly changes things.
Clear, Consistent, Mechanical Rulings
The internet can be an unforgiving place. I've had my fair share of trolls on the internet, but D&D fans can be a little...possessive of the thing that they love so much. Critical Role isn't perfect on rulings, and they even bring it up as a defense: they're far from paragon players, and part of the fun is making mistakes.
For me especially, with custom rulesets for airship combat, special weapons, home-brewed monsters, whatever thing I bring up - I'm keen to explain my reasoning for its existence, and then play it through. In that case, if I reflect and find something does not work the way I wanted it to, I have to let my players know AND my audience online know if I change it and why. Now, upon writing this practice down, my brain screams: "Well, DUH" and this is because ANY campaign benefits from this practice, online or off, but online it is an absolute necessity. Rule and mechanic transparency is essential to keep the audience in the loop; in a way, they're playing too. :)
Always Moving, Even When Standing Still
Pacing can sometimes be tricky, regardless of the campaign. No person can be on-point all the time, and no party will be pushing for plot every session...and that's a great thing. Action can happen without "action." Character development is just as powerful and entertaining (sometimes moreso) than any fight. Sometimes the audience needs rest, too, and these key moments of "still movement" keep the characters growing and the audience involved. As a DM, don't be afraid of them. This is a group story, and few stories are one fight all the way through (and still entertaining).
Audio Setup Needs To Be Simple and Clean
We started the Livestream utilizing an online tabletop music resource called tabletopaudio.com. This is a copyright-free audio site where each audio segment lasts ten minutes and can be pieced together into a pretty solid playlist. ...However, with enough technical elements through the iPad (my main interface to save space in our setup), we had to abandon it. Still a great resource that you can find HERE.
Moving forward, we're hitting this on three fronts.
1) I've returned to Syrinscape. This an app available on mac or pc systems that is chock full of sound sets, music, and sound effects to help with your overall atmosphere and immersion. I did a review awhile back about how I found their music to be less than satisfactory, and opted out. I have since grown up a bit and I love that it's all copyright free. That's the big deal here. Plus, the interface doesn't take much to get used to, so I'm pretty pleased overall.
2) I'm writing music for this campaign. No joke. I write music, I've published two albums, had works premiered with live orchestras - I got this. It's a bit of work, but it's going to add something truly special to Cloudsinger that sets it apart from the rest of our weekly campaigns. If you care to take a look at my old stuff.
3) Cross-chatter needs to be at an absolute minimum. This is a theater thing: if everyone is mic'ed, then everyone can hear EVERYTHING you are saying, even if it's a funny joke you just thought of. Sharing is okay, but the timing needs to be clear. We're not going to talk over each other because A) that's rude, and B) it overloads the recording with essentially white noise. The dudes on Critical Role are respectful because they're good people, but also because it serves the recording tech tremendously.
Go With What Is Most Comfortable For You
No one wants a stilted performance. Not from the DM, not from the players. It's our game, first and foremost, so we're going to play the way we want to play. The audience will comment, but I don't really watch the chat during the stream, and that is so I can give my whole self over to the players I'm playing with. By keeping myself centered on them, and not on external hardware, I can be my best self.
In addition, peripherals are great tools. DnD Beyond comes up quite a bit and we decided to give it a go as a group to help ourselves get organized. Unfortunately, technical difficulties, connection issues, and the product of staring at a screen all the time just to check your abilities has started to pull people out of the action, or at least made it a little inconsistent. So, back to pencil and paper, dude. DnD Beyond is a great resource, and I still use it often to build out and test characters, but for OUR live show, we operate better without more tech at the table to look things up. It makes everything smoother, focused, and more intimate. ;)
Know Your Character, Know Your Stuff, and Get Organized
This one is a standard I always hold myself to. I am a professional, of course. ;) But this stretches beyond the DM.
When you're in front of others, like a performance, a certain level of preparation goes a long way in helping the audience become immersed, the players staying engaged, and story flowing well. Players that do their homework on their abilities, clarify understanding before and after the game, and think critically about the feelings, motivations, and personal stories of their characters will sync up to the world with alarming speed and precision. The less you have to guess about how your character would act, the better you can ACT, and therefore play.
The times that I have prepared my character - just got myself more organized, put myself into their headspace prior to the session - the more fun I would have, and I'd avoid those little hiccups of second-guessing. Subtle moments of pause when I didn't know what to do...disappeared. And I'm not the only one to put in some extra prep.
John, for example, runs a "test Solomon" in another campaign to help flesh out how THIS Solomon acts. This way, Cloudsinger Solomon is the strongest iteration of the character, and John clearly has a ton of fun playing him. Jenn and I have meetings every so often to chat about her backstory and where her character's motivations lie. Lisa is very up front about how Spifi acts, and Spark...well, remains a mystery, but in a good way (Adam B.'s on point as a cat-person).
We're eager to play, but we have an external responsibility to do so in the first place, so that little extra pressure is enough to warrant bringing our A-game every time. And that little bit of extra responsibility brings nautical tons of fun to the table.
Any campaign can benefit from these elements - I wouldn't save them for online-only experiences. I've been using music sets, sound sets, and mixes for a LONG time in my regular games, and I'm often recording the sessions for my own internal consistency. I do my homework every time, but any good DM should. Great players prep themselves before a session to ensure smooth play and fast fun. It's a great way to upgrade your gaming experience.
However, these elements I find to be absolutely necessary if you're running something online. The addition of an external, broad audience adds another layer to your game, and it puts some onus on you and your players to literally be entertaining...but don't add pressure that sacrifices fun. With so many people on the planet, if you're having fun, there are bound to be more peeps out there that like your play style. So, keep things moving, sure, but PLAY YOUR GAME. It's your time to have your fun - we're just along for the ride. :)
See you at the table.
Game On! Director, musician, music teacher, game designer, and professional game master. In short, I'M A BIG NERD.