Showing posts with label PO. Show all posts
Showing posts with label PO. Show all posts

Monday, October 10, 2016

Clerics and Healing

To Healbot or Not to Healbot

How many times have you sat down at a table and seen the following:
Player 1: "I'll play a fighter!"
Player 2: "I'll play a wizard!"
Player 3: "I'll play a thief!"
Player 4 (arriving late): "Crap. I guess I'm healing."
Or:

DM: "Welcome to our table! So all the major roles are filled out, the party needs a priest."

Or some variation there of? I've seen it often enough to start thinking about it - and recent iterations of the game have also attempted to address this concern. When your cleric feels that all they can do is heal, it isn't necessarily the most fun for the player. You take a support role while other players get to be front and center on the action. I understand where - for some - that is neither enjoyable or fun. What's the point of all those spells that Clerics get access to if all they are doing is casting cure [x] wounds?

As a result, I started thinking about alternatives to Clerical healing. Over the years I've come up with a number of solutions to the problem, and thought I'd share them.

Potions and Poultices

The first and most obvious is just to increase the number of healing potions the party has access too. Most of the time I've seen this issue addressed, this is usually the recommendation - and it's perfectly valid. There is nothing wrong with handing out healing potions. The goal is to keep the number of potions limited to be roughly equivalent to what the cleric would have provided in healing spells. Potions have another advantage in that they are at risk as well - just like a cleric. A character that falls down a pit trap might lose the potions they're carrying.

Poultices are a "low magic" potion, and are available in the Player's Option Spells & Magic book. They have a perfectly good rundown on the items, though I personally change it:

Healing Poultice (20gp): Good for a number of wounds, this thick poultice has a sharp and aromatic scent, similar to lemons and mint. It usually comes in a small ceramic pot, and when applied to a wounded person it helps reduce swelling, clean wounds, and ease pain. When used, the healing poultice restores 1 point of damage per application. If the character immediately rests for eight hours after application, under proper care such as a character or NPC with the healing proficiency, the character restores an additional hit point. Such pots have four uses.
Using the ones in the book are fine - though I find that they are made with the idea that the characters will have access to a healer and I would never do a good job of tracking what wounds were caused by what.

Surgeons

The idea of the adventuring surgeon is fairly well established. Dr. Watson is a great example of an adventurer who is also a medical doctor. However, it isn't a role that is often taken by players. When considering healing options, however, a character with surgical training could be an excellent choice. Within my games I had surgery as a non-weapon proficiency:

Surgery (Wizard, Priest) 
# of Slots: 1 | Relevant Ability: Intelligence | Check Modifier: -2 
Surgery is a skill set often maligned by "true" healers. However, although their focus is on removing infected teeth, setting bones, and occasionally more complicated affairs - they provide valuable medical services to communities, and are often found in small villages and farming regions tending to the myriad injuries seen in such settings. A surgeon with a well stocked surgical kit is able to restore 1 hp per injury received by a character. Each injury requires it's own skill check. A surgeon without tools cannot attempt to heal any injuries. Adhoc tools (i.e. using a dagger instead of a scalpel) impose an additional -2 penalty. Working within a well stocked surgical shop removes the penalty. Surgical kits cost 30gp for the initial tools. Although many of the tools are reusable such as scalpels and forceps, after restoring 2d6 hit points, the surgeon has to pay 5gp to restock necessary supplies such as thread, splints, and bandages. 
A surgeon who combines their skill with the alchemist, healing or herbalist non-weapon proficiency is able to restore 1d4 hit points per surgical attempt. They only check against the surgery skill, but restocking their surgical kit requires that they test the other skill (i.e. an alchemy check to make sure that the sulfur powder is effective). Having more then one does not increase the number of healing dice, but does allow for a +1 for each additional skill for a maximum of plus two. Thus, the surgeon has the alchemist skill, and gets to heal for 1d4 points. They later add healing, and get a +1, and then later add herbalism for an additional +1. 
For example, Mally is a Gnomish illusionist, alchemist, and surgeon. She and her adventuring party have been beset by goblins, and her friend - the halfling fighter Arwin - has taken a nasty blow. She throws a quick color spray and as the goblins reel from the magical surge of vibrant colors, she and Arwin beat a hasty retreat. Safe, she pulls out her surgical kit as Arwin struggles out of his boiled leather breastplate, and checks the wound on his shoulder. The goblin blade bit deep and she knows that those disgusting creatures do NOT clean their swords. She pulls a yellow powder out of her surgical bag and sprinkles it on the wound. Arwin gasps in pain but knows not to yell. He instead just glares at the ceiling. Mally winces and apologizes and fishes a well bitten leather strap out of her bag. She gives it to Arwin who clamps down on it. As the sulfur works, Mally seals the wound up and stiches it together. She applies a healing salve and then bandages it up tightly. For these actions, Arwin is healed for 1d4+1 points of damage. 

This is a skill set which can also be used by fighters and thieves as well. Dr. Watson, for example, could be seen as a fighter with a high intelligence allowing him to have bonus NWP slots that can be used for healing, herbalism, or alchemy. 

Prayer

In Dragon Magazine issue 221, there was an article called "The Little Wish" which converted cantrips into a non-weapon proficiency. I thought this was an amazing idea and include it in all my games when I DM. In addition, I converted Orisons into the same kind of non-weapon proficiency, and allow them to restore some hit points per prayer.

Orison (Priest) 
# of Slots: 1 | Relevant Ability: Wisdom | Check Modifier: -2 
Orisons are the collection of minor prayers, rites and rituals that make up the core tenants of the faith in a particular god. A character with this proficiency knows enough about the rudiments of their faith that they can take on the role of a priest and officiate over certain ceremonies, knowing how to properly beseech their god or goddess. When the character attempts to pray, they must outline what it is they are praying for first. Following this description, they then make their skill check. The Religion non-weapon proficiency provides an additional +1 bonus to that skill check. Other adjustments might be made by the DM as they see fit. For example, a God of Agriculture might grant a healing request if the characters are attempting to defend farmers, and thus forgive slight errors (i.e. the players get a +2 bonus). Characters who have not followed the tenants of their faith would have penalties.  
If the check is successful, the effect comes to pass. such as healing 1 point of damage, or more - some healing gods might restore 1d4 hit points at the DMs discretion. Gods of war might bless weapons to cause an extra 1 or 2 points of damage. The final form of help is up to the DM. Players should not attempt more prayers then they have a wisdom bonus. Each additional prayer above that imposes an additional penalty of 1. Thus if the character's wisdom bonus is 2, and they pray four times, the fourth prayer is at a -2 penalty. Any prayed for result lasts for one round per wisdom bonus of the player, or per level if they are a cleric or paladin - whichever is higher. Failure could have serious consequences, including insulting the Gods at DM's discretion, requiring penance before prayer can be attempted again.

One major advantage of this approach is that it also makes more sense from a NPC perspective. Suddenly, you don't have class level NPC clerics everywhere, but instead you just have lay priests with high wisdom scores who are really good at praying. They are able to manage the church successfully without being the rare breed of warrior-priest who goes forth to vanquish evil.

Necromancy

Finally, I've allowed arcane casters to have access to the Cure [X] Wounds spells in the form of Mend [X] Wounds. Each mending spell restores a d6 instead of a d8, but is otherwise the same. The spells are reversible and allow the wizard to inflict damage. No other aspect of the spell changes.

I find that that these spells are great as they make the necromancer a more viable specialist - by providing reinforcement to the "white necromancy" aspect. Books such as the Deeds of Paksenarion by Elizabeth Moon and the Bardic Voices series by Mercedes Lackey include arcane healing. As a note the Deeds of Paksenarion is heavily based off of the game - so the inclusion is an interesting addition based on how well the book covers traditional D&D tropes. Some of the concepts from the first book include: 

  • Paks laying on hands after the events of Dwarfwatch
  • The fact that recruits with the Duke's Company train on four weapons, matching the four weapon proficiencies of first level fighters
  • The concept of magical arms and armor being easier to use, both lightweight and stronger compared to mundane weapons
Back on track with the goal of this thread - the main point being that clerics shouldn't be the only source of healing. By providing spells to wizards as well, you spread out the healing burden.

Conclusion

When all you are allowed to do is heal the others, many players feel like they are taking a back seat. Not all, but some. Giving options for a party to spread that burden around allows that burden to be shared - and lets the priest use some  of their other spells and abilities. Hopefully you find these rules helpful! Thoughts and feedback are always welcome - leave your comments below!

Wednesday, August 31, 2016

Quick Detour: World Building with Player's Option

World Building with the Player's Option Series

So based on my last post someone wanted to know how I use the Player's Option series for world building. I had provided a quick example of a new race and how I would ask questions around it. I included the original post below.

However, I also decided to build this out into a full campaign setting. The races are built with Skills & Powers, and the equipment lists will be pulled from Combat & Tactics. Finally, changes to the magic system to make it a bronze age setting will be made with Spells & Magic. Can all of this be done without those books? Sure. But these resources make it fast and easy. I already have the outline done - most of the time is being spent on the creative writing... which is exactly where game time should be spent! Not on balancing rules!


Download the setting here.


My response to the question: In terms of your specific question - they do NOT include a note for world building. It was more of an "a'ha" type moment. I find that Spells & Magic and Combat & Tactics were better at this - but consider races. Let's say you're working on your campaign world, and you decide you want to have an Egyptian style dwarven race that builds great monuments out of sandstone.

Now you can totally wing it - but I'm a numbers type person and really like it when my numbers add up. The point buy system used by PO: Skills & Powers allows that.

So let's build our new dwarf subrace, we'll call them Scarab Dwarves for fun. So we have a general idea that they live in the desert, we know that we want them on the surface building monuments, and that they're good engineers like most dwarves. They start with 45 points. Now, it is COMPLETELY fine to say something like use the hill dwarf or mountain dwarf subtype. But if you want to build your own subtype PO:S&P allows you to do that. Here is how I'd go about it:

Dwarf, Scarab (45 Points)


  • +1 to Dexterity, -1 to Charisma
  • Weapon Bonus (+1 to attack rolls with the Khopesh, Mace-Axe, Sword-Axe) (-15 Points)
  • Heat Resistance (+1 bonus to saving throws vs. heat and fire based attacks as the dwarf's body is less susceptible to extreme temperatures - Pulled from the Elven  ability table) (-5 points)
  • Saving Throw Bonuses (Dwarves gain bonuses to saving throws vs. poison and against magical attacks from rods, wands, and spells based on their Constitution/Health scores.) (-10 Points)
  • Engineering Proficiency (+2 to the NWP Engineering if they have that NWP - Pulled from the Gnomes) (-5 Points)
  • Desert Movement (The dwarf is able to pass without trace as per the spell in a desert environment - pulled from the Gnome ability and changed to desert) (-10 Points)


So now we have a dwarf with no infravision, no traditional combat bonuses against enemies that they haven't encountered... but they are master engineers building monuments in the desert environment they are masters of.

And you can change this easily. You could give them the ability to communicate with insects for ten points.. say remove engineering. And now you have a desert empire of dwarves mounted on scarabs running around. In fact, let's give these dwarves a phobia to darkness and the insect ability. They now need to make a saving throw vs fear to go underground (a fairly big penalty for an adventurer), but they get their insects and insect like mounts.

So now we have a bronze age themed dwarf, that has built a monument creating civilization in a desert somewhere in the world. They are surface dwellers and are known for their close allegiance with giant scarabs that they ride into battle. Now, this inspires a few follow up questions:

* Who else lives here?
* How do they feel about their dwarven neighbors?
* What does the pantheon look like? Do we want the standard Egyptian pantheon or something else?
* What is the big threat that these dwarves are facing?

Off the top of my head, I'd say: we have halflings that travel the coasts and river deltas. They live in reed boats and are nomadic. We'll call them Water Halflings. Maybe they make papyrus scrolls and are know for their scribes. Gnomes live in the deep canyons south of the Dwarven lands. They are reclusive and generally not welcoming to others. They are known as Canyon Gnomes, and are primarily considered mercenaries for the human and dwarven empires. The humans come in two varieties: an empire south of the Dwarves on the other side of the gnomes, and the Sea People who are a vicious and evil group of raider humans much tougher then their civilized brethren (use the Half-Orc racial template).

Monday, August 29, 2016

Building a Kingdom from the Ground Up

And we're off!

One of the favorite things I love about 2nd Edition AD&D is that it IS the system for world building. It doesn't matter if you're looking to create a simple setting to build around an adventure, or you are going for a full multiverse that puts Brandon Sanderson to shame - you can do it in 2nd Edition. Especially with the release of the Player Options series. Let's stop for a second.

A Minor Note: Player's Option, Optional Rules, and Kits

Many people do NOT like the Player's Options series. They'll tell you about their dislike, at length, for long periods of time. And that's totally fair. Most times, if you dig into their dislike, what they hated was that the system - when player's just showed up with everything and the kitchen sink pulled into their character - could do a lot of min/maxing. This is a royal pain to adjust for, and it is very difficult on the DM to adjust a game for that kind of player. Especially in the 2nd Edition days when computer tools were limited and you couldn't just have a tablet on the table that let you manage your game.

However, when you use the optional rules to build your campaign setting - you can do pretty much anything. I feel a lot of people discounted the Player Options series due to the explosion within the player base that was brought out by the material in Skills & Powers - yet, I hope this blog helps people revisit the material.

How big should your setting be? Big enough.

A lot of people make one very big mistake with campaign settings: they try to build everything at once. They will draw/find a map that represents a planet the size of Earth or larger, and try to make sure that they know every NPC and organization on every square inch. They'll want to be able to tell you that on the Island of Froz, the butcher's cousins wifes uncles great niece twice removed was born on the night when the second and fifth moon were both full, and what this means in terms of the full cosmology of religions as well as the ancient space fairing race that monitors all life from their hidden base on the third moon.

Okay - I might be slightly exaggerating. However, if you see yourself in that description above, don't worry! I used to be that person, too! In fact, my first attempt at building a world did JUST that. Except I hand drew AND colored the map on a three by three map of 8.5" by 11" graph paper (so 25.5" by 33"). And one day I might even have enough courage to tell you just how badly it flopped. For now, let's use the short cut version!

After getting a good sized group together, I went into detail about the setting to "help" with character creation. If you can't figure out why this was the only sentence I can really write that is positive about that night, I can't help you - but let's just say no matter how bad of a DM you think you are, I am 100% sure I can beat you!

The following month, I sat down with two friends - and we had an on the fly session. I created a town named Highfall, and the adventure was based around a group of rock gnomes who had a small, but profitable life, pulling jewels out of the water at the base of the falls that gave the town it's name (in my defense I grew up in a town named Milford.. because the Mill was on the river ford, so don't judge). Suddenly, without realizing it, I had a setting - sure it consisted of one town, only a few NPCs, and a cave system (and yes, I'll post this adventure at some point - I have the notes, but will have to recreate the maps). I needed a setting and created one, and it was good enough.

Building out the Options -Work with the Players

So I started off with a quick town, and one player said they wanted to play a Fighter, the other wanted to play a Cleric. So I quickly throw together a local Baron who has a guard organization and the Fighter character comes from here. The Cleric comes from a local monastery that also has a vineyard as the player wanted to know how to make wine. So now the setting is growing. We started with a town, and we added a local keep with a Baron, and a religious presence. We haven't done anything to figure out religion yet, nor anything really complicated with the government, but our setting is growing.

As we added other players, we continued to add and grow the campaign world. We had a player who wanted to play a halfling, so that required building out that option. Now, where the river ended in a lake, a small halfling community was formed. Why a lake? Because the character took the fishing Nonweapon Proficiency. One of the benefits of this approach was that the halfling town was detailed by the player - he built out the NPCs and everything else associated with it, and even came up with what roll they played in the local environment. They traded cheese, wood, and wool north to the Highfalls folk in exchange for gemstones and metalworks. They also built a large barn where the humans and gnomes could store their trade goods for when barges would come. Now where are those barges going?

Think about Magic - But only when you need too!

Of all the early decisions you can make about your setting, the most important is the level of magic. This is a big point of debate in almost any forum for any edition. And I'll be frank on where I stand: I prefer low magic settings. At the same time, I like the setting to be low magic - not the party. As a result, when I had a player express interest in a wizard, I worked with the character on developing a back story where the character was instructed by an isolated recluse.

I quickly decided on a low magic setting as I wanted to avoid the single largest error that the Forgotten Realms setting makes: that it is nearly impossible for any true danger to exist due to the sheer number of apparently omnipotent magical characters that exist. If the players screw up, Elminster or someone else will float down from the sky and solve the problem in a classic dues ex machina. This isn't necessarily bad if you like it - and if you want a high powered/high magic campaign, go for it. FR I feel fits the bill nicely, and so homebrew allows for low power/low magic games which I feel are more fun.

Summing it up:

  • Build a setting when you need a setting, and only what you need at the moment in time you need it.
  • Work with your players, make them a part of the setting and they'll take ownership for making the game work.
  • Think about magic early - but remember to focus on the setting. Your players are unique in your world - they are brave enough to go adventuring!