A Powers Framework

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I’m not really sure what the system below is for, but it more or less came together all at once in my head while thinking about how comics tend to have very plot-devicey magic and how it would be cool to do something more consistent. So the frameworks include magic, psychic abilities, and superpowers. The major goal is to make the three types of effect have limited overlap. It also makes mind control really hard, because that’s generally more trouble than it’s worth in a supers game.

Magic

  • Magic is an act of will: Creating a mystical effect requires the mage to imagine it completely and use this mental template to create a change in the world. This is often done by using ritual objects and chanted spells to more easily force the mind into quickly envisioning common effects. Many mages study languages invented for magic, where spell vocabulary that would be complex in conversational languages are much more efficiently spoken. A spell in a language the mage doesn’t understand is almost always useless. Envisioning new effects is mentally draining, but a mage can use well-remembered spells indefinitely.
  • Magic requires sympathy: The more things are connected, the easier it is for a mage to channel magic through them. A mage has a much harder time throwing fire at a stranger across a room than igniting a nemesis via blood and a true name across the world. Forging symbolic links between the target and intention is essential to all magic.
  • Magic moves energy: Mages cannot create or destroy energy. To throw lightning, a mage must have access to a significant source of electricity. However, due to sympathy, this energy doesn’t have to be on hand, just connected to the mage by a sympathetic link. Naturally occurring sympathetic “channels” link vast untapped wells of various forms of energy within the earth, and a mage with access to these ley lines can evoke significant power. Even a master mage cannot evoke significant effects without access to power (but such mages often know many different ways to find and channel power).
  • Magic cannot invade another’s mind: Magic may not alter or divine the thoughts of another sapient being. However, mages can teach most such individuals to willingly project parts of their thoughts in a way that the mage can access (essentially visiting their dreams). Some mages develop ways to trick individuals into doing this to read their minds without them knowing, but even then nothing beyond surface thoughts can be accessed or adjusted.
  • Magic cannot deliberately alter the wielder’s body: Despite the dreams of many a mage, it’s not possible to change the body of the mage. This is likely due to even the most minor of changes being invasive enough to break concentration or throw off the sympathy of the mage to him or herself. Magic can create the illusion of personal change. Sometimes magical backlash will alter the mage. The inherent use of magic often seems to extend the life and health of the mage within the human norm. Magic can alter the forms of others, but doing so requires very complicated rituals (as altering biology is an extremely complicated thing to envision).
  • Magic cannot create or destroy mass: Magic can teleport matter in discrete chunks (beings or objects that are part of a sympathetic whole), but cannot create it from nothing nor eliminate it. Thus, magic cannot cause things to grow or shrink, and cannot remove part of a coherent being or object. Magic is very good at removing foreign objects that don’t share a sympathetic unity with their hosts. Magic can cause a target to slowly increase or decrease in mass by exchanging matter with the environment (e.g., eating or excreting for living beings).
  • Magic is impermanent: Reality seeks to undo magic, leaving behind only what would make sense in a purely rational world. Damage dealt by flung energy remains, and objects or beings altered slowly and within the bounds of chemistry or biology may retain their changes. But pure magical constructs or significant physical changes revert quite quickly. A mage can weave a more complex spell (creating a more complete and robust visualization of the change) to make the effect last longer, but it will eventually expire. Through great effort, a mage can sometimes set up a persistent sympathetic bond to a source of power that will renew the magical effect, but breaking the bonds or exhausting the power source returns the magic to temporary status.
  • Magic is learned: Magic is knowledge and training, won like any skill through dedication and practice. Some individuals seem to have more of a knack for it, just as some individuals have a knack for any other educational focus, but there are no humans “gifted” with a shortcut to power and none that cannot evoke magic if they successfully learn the discipline. If one puts in the time and effort, magic is available to all sapient beings, and is a learned skill like any other.

Psionics

  • Psionics are exhausting: Unlike magic and superpowers, psionic abilities seem to violate known physics: they can exert energy on the environment with no clear source. However, using them exhausts the wielder proportionate to the strength of the effect. Only time and relaxation can restore a psion’s ability to exert power.
  • Psionics enhance perception: Many psionic abilities provide sensory information to the wielder without a clear chain. A psion can learn to read minds, interpret energy signals outside the normal spectrum obvious to humans, view remote locations, and even glimpse aspects of the past and future. In most cases, the psion can only detect, not influence: minds cannot be controlled, signals cannot be generated, locations cannot be teleported to, and time cannot be traveled.
  • Psionics extend touch: Psions can move things with only the mind and a force beyond what their muscles can create using telekinesis. Many learn all kinds of interesting variations beyond simply lifting objects, such as defensive “force fields” and generating or halting sufficient friction to alter fire, heat, and even electricity (pyro, cryo, and electrokinesis). The range on these effects is always based on the wielder’s perception, but that is often greatly expanded by other psionic abilities. Creative psions can seem to violate the limits of their powers by applying telekinesis in precise ways.
  • Psionics are part of sapience: Only sapient beings can gain psionic powers, and only a subset seem to have the gift. Rather than some kind of inherent limitation, these powers seem to be accessed by reaching a state of mind that is unique to the wielder. It remains uncertain whether all humans could gain these powers, but they appear in only a small fraction of the population. There are no individuals limited to only a minor talent, though some psions may not realize their starting insight can be further developed by training. If the psion’s mind was to change bodies, psionics would be retained.
  • Psionics are all connected: Psions often cannot devote the time to become skilled in more than one aspect of psionic power, but no psion is limited in the choice of disciplines. A psion skilled in telekinesis could choose to develop his or her telepathy at any time, and vice versa.

Superpowers

  • Superpowers store energy: Each individual with superpowers has a type of energy that his or her body will absorb and store within an internal “battery.” Energy cannot be created or destroyed, but can often be stored drastically more efficiently than chemical batteries. Some powered individuals can project energy commensurate with a small power station, but only if they’ve previously absorbed all that power from their preferred source. When the internal battery runs out, the powers stop working. Common sources of power are light, electricity, chemical (i.e., eating food), or kinetic. The powered individual takes reduced harm from the energy type, but the conversion is rarely completely efficient and those that can absorb more dangerous sources tend to find them a less robust source of energy (e.g., a kinetic absorber is hard to hurt but not completely invulnerable to impacts, and requires more effort to fill up than an individual powered by sunlight).
  • Superpowers alter the body: All superpowers in some way alter the wielder’s body. This may mean an actual physical change or the ability to project energy or matter. No powers allow the wielder to alter the world without a direct link to the physical form: telekinesis, teleportation, telepathy, and anything else that could reasonably have “tele” in the name are the province of magic and psionics.
  • Superpowers can seem to alter mass: Individuals with superpowers can shrink, grow, or add physical augmentations that seem to create mass from nowhere or make it disappear. In all of these cases, the individual is coupling dimensional warping with shapeshifting. An individual that grows retains the same mass, but is slightly shifted outside the normal dimension to seem heavier and larger, and one that shrinks is shifting in the other direction. The cube-square law doesn’t come into effect, but neither does strength scale directly: a “giant” is stronger, but not in a completely proportionate manner. Characters that alter mass are not completely in phase with this reality, and that can become a vulnerability that magic or psionics can sometimes exploit.
  • Superpowers cannot directly alter another: All superpowers affect the wielder, not anyone else. However, projected energy, chemicals, or biological agents can have minor or major effects on a target. In all cases, these must be transmitted to the target through a logical vector for the type of emission.
  • Superpowers are part of biology: All superpowers come from mutation, accidental or deliberate genetic manipulation, or entirely alien biology. Someone who knows what to look for can identify a powered individual via DNA (though uncommon powers may appear at unexpected places in the genetic sequence). If an individual were to transfer his or her mind to another body, all powers would remain with the original one.

Fantasy Combat Energy Types

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Rob Donoghue had a cool post last week about using different classes of mana to power 4e-style powers. The idea is that your more powerful (“encounter” and “daily”) powers cost mana that’s generated by using your less powerful (“at will”) abilities. In addition to nicely solving the problem with alpha strikes, or just people using up their cool powers and getting bored when they get down to at wills, it also removes a bit of the metaness of such powers. That is, instead of something arbitrarily usable only once per day or per combat, it’s at least now something that has an in-story rationale (even if that rationale is a mostly gamist mana pool).

I haven’t played much Magic, but I’ve been playing a lot of Guild Wars 2 and some Warhammer Fantasy lately. Thus, the following energy categories leaped almost fully formed into my brain.

Fury/Rage/Adrenaline

The purview mostly of heavily armed and armored warriors, this energy is powered by battle lust and adrenaline. It is used for abilities that allow the user to hit harder and shrug off pain.

One point is generated whenever the character is hit by an attack (even if the damage is reduced to nothing). At-will abilities that generate this energy include Power Attack (trading attack for damage) and Wild Blow (trading defense for damage).

Momentum/Initiative

Meanwhile, lightly armored physical characters tend to rely on the “energy” of motion and staying ahead of the opponent. It is used for abilities that allow the user to hit more easily, maneuver the opponent, stay out of harm’s way, and act sooner in the turn order.

One point is generated whenever the character is missed by an attack (or saves against a spell). At-will abilities that generate this energy include Careful Strike (trading damage for attack) and Combat Expertise (trading attack for defense).

Blood

The province of dark mages, this energy is drawn from the power in blood itself. The types of effects it powers vary based on how evil blood magic is within a given setting, but it is a natural fit for vampiric effects.

One point is generated whenever the character takes slashing damage (possibly of a minimum amount based on level), either dealt by an opponent or self-inflicted. At-will abilities that generate this energy tend to require a bladed melee weapon and cut an opponent to bleed freely.

Life Force

Both forces for good and forces for evil can find great power in the energy of the soul itself. It can power effects that control, heal, or blast with the very force of consciousness.

One point is generated whenever the character willingly expends life energy (in the form of a minimum number of HP). At-will abilities that generate this energy are either psychic drains (for unsavory users) or less effective attacks that nonetheless allow the (more savory) attacker to fan the flames of his or her own soul.

Grace

Harder to come by than life force, the direct energy of a deity is useful to all manner of priests. It can be used to replace any other type of energy in any ability taught by the character’s church.

One point is generated by fulfilling one of the character’s ethos requirements (i.e., a list of deity-specific actions that grant Grace). There are no at-will abilities that grant this energy, but certain abilities powered by other energy types may grant Grace on an exceptional/critical success.

Elemental

Mages and some priests have the ability to absorb and channel the very power of the elements. This energy fuels extremely large and explosive magics.

One point is generated whenever the character takes elemental damage. At-will abilities that generate the energy are cantrips with limited effect and targets.

Note: Some settings may track each elemental type separately, with some in opposition. For example, unleashing an at-will Cold attack may create heat energy that the character can use to launch a Fire attack.

Arcane

The rarest of energy types, arcane power is the pure, unspecialized energy of the cosmos. This energy can replace any other type in a mage’s abilities, and can also be used to enchant items.

It is only generated by willingly destroying a magic item or having access to a rare, naturally occurring source of power.

Willpower/Chi

Certain martial artists and psions can deliberately expend their own personal mental energy. This energy can be used for a wide variety of physical and psychic effects.

It is generated by meditation. Unlike other forms of energy, a character will often start a battle with several points of it, but be unable to generate more easily during the fight.

Other Notes

I envision this as generally following a couple of simple rules. If you have more of any energy type than your level, you lose a point of each overfull type per round. If you have less than or equal to your level, you lose a point per minute (and generally won’t have to start counting until out of combat). So a fifth level character with 7 Fury and 6 Momentum loses one point of each on the next round and one point of Fury the round after.

Too many types of energy could be prohibitive to keep track of, particularly for the GM. Most characters will only have abilities that use and generate a couple of types, so can disregard the others. For example, a wizard hit by an attack is technically owed a point of Fury, but if he doesn’t have any relevant abilities, he doesn’t need to track it. Meanwhile, NPCs should probably by eyeballed by the GM rather than tracked precisely, unless you’re up for the bookkeeping.

I really like Rob’s suggestion that “utility” spells are just a quicker version of a ritual that you use in combat. The energy types above would probably phrase the long-term casting of such a power differently for different sources. That is, a Fury, Momentum, Elemental, Willpower, or Grace ritual may simply have a level requirement with the assumption that the character can typically generate the requisite energy easily in non-combat rounds and only the size of the personal “battery” is important. Meanwhile, a Blood, Life Force, or Arcane ritual might have very specific energy costs, as those energy types tend to require a sacrifice in items, personal health… or the blood or energy of others.

D&D/Pathfinder: Modified Buff Spells

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As per the most popular post on this blog, I have a few issues with some of the lower level buffs in 3.5/Pathfinder. Here are modified descriptions for some of them that I hope are less overpowering, but have some new features to make up somewhat for the nerfing.

Protection

CASTING

School abjuration [good]; Level cleric 1, inquisitor 1, paladin 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M/DF

EFFECT

Range touch
Target creature touched
Duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance no; see text

DESCRIPTION

This spell wards a creature from attacks by extraplanar creatures and mental control, and has three major effects.

First, the subject gains a +2 deflection bonus to AC against Outsiders.

Second, the subject gains a +2 resistance bonus to Will saves against mental control magic (including enchantment [charm] effects and enchantment [compulsion] effects).

Third, the spell creates a feedback field around the subject that can damage any Outsider that touches the warded creature, or any spellcaster that attempts to possess it. Whenever the subject is struck by the natural weapons of an Outsider, the attacker takes 2 damage. For every round an Outsider is in physical contact with the subject (e.g., grappling), the Outsider takes 2d6 damage. If the subject is possessed by a spellcaster (not simply compelled, but fully controlled as by Dominate Monster or Magic Jar), the possessor takes 2d6 damage per round. All damage dealt by this field is untyped and bypasses all Damage Reduction.

The protection against contact by Outsiders ends if the warded creature makes an attack against or tries to grapple the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature without taking damage (the warded creature retains the bonus to AC, Will Saves, and feedback for possession). Outsiders allied with the deity of the caster (for divine versions of this spell) may be immune to all the effects of the spell.

Silence

CASTING

School illusion (glamer); Level bard 2, cleric 2
Casting Time 1 standard action
Components V, S

EFFECT

Range personal or long (400 ft. + 40 ft./level) (see text)
Area 20-ft.-radius burst centered on a creature, object, or point in space
Duration 1 minute/level or 1 round/level (D) (see text)
Saving Throw: Will negates; see text or none (object); Spell Resistance: yes; see text or no (object)

DESCRIPTION

This spell can be cast in one of two ways.

The first method releases the spell energy around the caster. All objects within the radius are muffled by invisible mystical force, reducing their ability to produce noise. All creatures within the burst add the Caster Level of the effect to their Stealth checks to remain quiet (or half the caster level if the Stealth check represents both being quiet and being unseen). Affected creatures can leave the radius after the spell is cast and retain the bonus. Voices are muffled somewhat, but subjects retain the ability to speak and cast spells without penalty. This effect lasts for 1 minute per level.

The second method uses the energy to make an attack on the ability to vocalize. In this case, the spell is used at range. All creatures within the burst must make a Will save. If the save is failed, they lose the ability to make any noise for 1 round per level. This prevents spellcasting, sonic attacks (if created by the creature rather than as a spell-like ability or spell-completion effect), and speech in general. Once affected, leaving the area of effect does not eliminate the silence.

Magic Circle

CASTING

School abjuration [good]; Level cleric 3, paladin 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, F (a circle of silver or silver dust describing the boundaries of the magic circle)

EFFECT

Range special (see text)
Area special (up to 10-ft.-radius) (see text)
Duration 10 min./level
Saving Throw Will negates (special); Spell Resistance no; see text

DESCRIPTION

This spell empowers a circle of silver with warding effects. The circle must be made of unbroken silver, and can be up to 10 ft. in radius. While under the effects of the spell, the circle has Hardness 20 against all attacks to break it, but only 1 HP. If the circle is broken, the spell immediately ends.

Each Outsider that encounters the circle receives a single Will save. If successful, it can ignore the boundary of the circle (but those within are still protected, see below). If the save is a failure, however, the Outsider is unable to cross the circle, attack the circle, or direct any supernatural or spell-like abilities across the boundary of the circle (it can make purely physical ranged attacks across the circle, however).

All creatures within the area gain the effects of a Protection spell, and can enter and leave freely. These effects apply even to Outsiders that have successfully saved against being bound by the circle.

Outsiders can be called (e.g., via Planar Binding) into the circle by a caster standing outside of it. A creature successfully called in this manner is automatically treated as having failed the Will save against the circle. A Dimensional Anchor spell can be cast immediately before using a calling effect in this manner, and will automatically affect the called creature for the same duration as the Magic Circle (though the Dimensional Anchor can be Dismissed independent of the Magic Circle to allow called creatures to return home but not exit into the physical plane).

A Magic Circle can be made Permanent.

D&D 3.X/Pathfinder: Cooldown Casting

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Most MMOs these days use cooldowns for abilities. While this is almost entirely a nod to how the pacing of video game combat is different from tabletop combat, a cooldown system could still work for tabletop. This system has not been tested at all, and probably drastically changes how casters play in D&D.

Characters receive spells the same way as normal: spontaneous casters receive a list of spells known, and prepared casters essentially create a different list of spells known each morning.

Casters should have space on their sheets (or on an extra sheet) to have a different area to track counters for each spell level castable. They should also, of course, have counters of some kind (coins, chips, or beads).

When all spaces are clear of counters, a caster may cast any spell he or she knows/has prepared. After casting a spell, place counters equal to the spell level on the appropriate area (e.g., if casting a 5th level spell, place five counters on the “5th level spell” tracking area).

If a spell level has at least one counter on it, no spell of that level can be cast. For example, if there are three counters on the “5th level spell” area, the caster may not cast any 5th level spells. The caster can still cast spells of levels that do not have counters on them, and then adds the appropriate number of counters to the area.

Once per round, at the beginning of the character’s action, the player may remove one counter from a single spell level:

  • Wizards, Clerics, and other caster classes that would normally have fewer spells per day cannot remove counters from any spell level until the next lowest level is clear of counters (e.g., if both levels 4 and 5 have counters, the counters on 5 cannot be removed until the counters on 4 are all gone).
  • Sorcerers, Bards, and other classes with more spells per day can remove counters from any level, regardless of the state of lower level spells.

Remember that there are 10 rounds per minute: out of combat, a caster with 9th level spells that is completely exhausted will refresh all levels in less than five minutes.

This system should create a natural rhythm to spell use in combat, as casters move around spell levels while other levels are recharging. Access to higher levels spells means more options at the beginning of a fight, and an easier ability to cast while previously expended levels are recharging. Ultimately, even in a protracted fight, all casters should be able to cast first level spells indefinitely (or alternate between spells and other actions to allow bigger spells to recharge). Theoretically, the ease of using lots of medium-to-long duration buffs should be compensated for by having to devote lots of prepared slots to those buffs; unlike standard D&D, lower level spells may see a lot of use in fights, so low level slots might not be advantageously devoted completely to buffs and miscellaneous spells. While this system essentially allows casters to “nova” every fight, it provides drastically fewer spells of the highest levels to do this with; i.e., the caster can cast max level spells every fight, but can’t cast multiple max level spells every fight (except in longer fights).

Pathfinder, Kingmaker: House Rules

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The second adventure path I’ve started running is Kingmaker. As a more sandbox-type setting, I wanted to make the rules less forgiving than my Rise of the Runelords house rules. However, many of the same fixes and imports from Trailblazer are still apparent.

Not listed are the Chase rules or the Weariness and Foraging rules but I’m using those as well.

Character Creation

  • All PCs are built with your choice of 15 point buy (elite array/standard fantasy) or 4d6 standard dice method (reroll only if total ability bonuses come out negative).
  • All PCs get half (rounded up) HP for each die at each level, with a +6 HP bonus at first level.
  • Only core classes are available (Advanced PG classes may be selectively available once it comes out).

Character Advancement and Replacement

  • All prestige classes must be earned through roleplaying/training in game, and then only setting-specific classes (Pathfinder, Hellknight, etc.) or limited core classes will be available.
  • All PCs get half (rounded up) HP for each die at each level, with a +6 HP bonus at first level.
  • We will be tracking experience per normal rules, and using the medium advancement speed for Pathfinder.
  • Characters do not need training to level (except in Prestige Classes), but do require time to rest and reflect, typically with no Weariness tokens (see Weariness). Essentially, leveling happens between games when the characters are in town. Action Points refresh when this happens (see Action Points, under Trailblazer Rules).
  • Item Crafting feats other than Scribe Scroll and Brew Potion are not available in this campaign. Class abilities that grant the ability to imbue items (like the wizard’s bonded item) still function normally. See magic items, below.
  • All experience is evenly shared among all present PCs, and absent and replacement characters gain the party total exp when entering the game.
  • New characters will receive level-appropriate gear, but will purchase magic items from a random assortment of available options.

Magic Items

  • No item crafting feats are available (except Scribe Scroll, Brew Potion, and class-granted abilities).
  • All magic items are assumed to be either:
    • Remnants of Thassilon or other ancient cultures
    • Newly created upon rare and potent forges or altars in the greatest cities
    • The unique and limited product of a culture or being of rare potency
    • Imbued by the essence of a dead hero
  • This is not to say that magic items are incredibly rare, simply that the ability to custom-tailor one’s arsenal is out of the reach of most individuals.
  • Items both found and available for purchase will be predetermined by the modules or random. However, the occasional trader may be willing to special order an item of a particular type for payment up front if he knows where to get it.
  • Player characters can invest hero points into an item to have it level with them (see Hero Points, under Trailblazer Rules).
  • Wands can be recharged much like Staves, even when reduced to 0 charges, to a maximum of 50 charges:
    • The same spell as contained within the wand can be cast to recover 1 charge.
    • Only the wand’s Caster Level in charges can be renewed per day.
    • The recharging caster does not have to meet the caster level of the wand to recharge it.
  • When item creation is allowed, the Spellcraft check for creating the item is replaced by a Caster Level check, much as with Concentration (as, otherwise, there is effectively 0 chance of failure).

Trailblazer Rules

Iterative Attacks

  • When a PC gets his first iterative attack (at BaB +6), he gets the ability to take a full attack and a -2 penalty to all attacks for the round to gain another attack at full BaB.
  • This attack functions similarly to Flurry of Blows, Two Weapon Fighting, and Rapid Shot, and stacks with these abilities.
  • When the character would normally get subsequent iterative attacks (at BaB +11 and +16), he instead reduces the penalty for taking iterative attacks by 1 (e.g., a character with BaB +11 can take an extra attack at only a -1 penalty to all attacks).

Action Points

  • Each character refreshes to 6 Action Points on leveling (or keeps current APs if higher than 6).
  • Events in game may award AP that is added to a party pool. APs in the party pool can be spent by any PC, and do not change when the characters level.
  • APs can be spent to:
    • Improve any d20 roll (attack roll, skill check, saving throw, caster level check, etc.). Roll an action die (typically, d6) and add the result to your d20 check. You may only use an action point to improve the result of a roll before the DM informs you of the outcome of the roll. You may only use one AP per roll to improve any given d20 check.
    • Re-roll a failed d20 roll. In this case, you spend the action point after the DM informs you of the outcome of the roll. Spend an action point to roll again. The second result stands. (You may spend another action point to improve this second roll.) Note that the average improvement when taking the better of two d20 rolls is about +3; in most cases, you are better off using your action point to improve your first roll.
    • Negate a critical threat scored on you by an opponent.
    • Confirm a critical threat without having to re-roll your attack.
    • Use a limited resource ability (“per rest/per day”) an additional time (even if you have exhausted your normal supply).
    • Take an additional attack or move action on your turn. An extra attack is at the same bonus or penalty as your other attacks that round. (Once per turn only.)
    • Emergency stabilize – If you have 0 or fewer hit points and are dying, you may spend an action point to automatically stabilize; you do not have to make a Fort save to stabilize.
    • Make a “second chance” saving throw or SR check on a subsequent round. This use is only permitted if the target failed his first saving throw/ SR check and is subject to an ongoing (not instantaneous) effect.
    • Finally, a PC must spend an AP to bring his soul back from the dead.
  • AP dice are exploding (i.e., on a roll of 6, roll a second d6 and add it).
  • An AP can be invested in any magic item that gives a +1-+5 bonus (armor, weapons, or any item that modifies Natural AC, Deflection, or Resistance). The item’s bonus increases to the characters level divided by 3 (i.e., +2 at 6th, +3 at 9th, etc.). For each item so invested, the character spends an AP on investment and reduces his AP refresh by one.

Aid Another

  • When characters are working together on a task, each rolls the same skill (or a related set of skills).
  • The character that rolled highest is the leader.
  • Each additional character that beat DC 10 adds +2 to the leader’s roll.

Diplomacy

You can propose a trade, agreement, or conflict resolution to another creature with your words; a successful check can then persuade them that accepting it is a good idea. Either side of the deal may involve physical goods, money, services, promises, or abstract concepts like “satisfaction.” The difficulty of the Diplomacy check is based on three factors: who the target is, the relationship between the target and the character making the check, and the risk vs. reward factor of the deal proposed.

The Target: Your Diplomacy check is opposed by the highest Sense Motive or Diplomacy check of all creatures in a group you are trying to influence. All such creatures use the Aid Another rules for skill checks. (For this purpose, a number of characters is only a “group” if they are committed to all following the same course of action. Either one NPC is in charge, or they agree to act by consensus. If each member is going to make up their mind on their own, they do not get the benefit of Aid Another, and you may roll separate checks against each.)

The Relationship: The DC modifier depends not only on the personal relationship between you and the target (if any), but also on the magnitude of their feelings for you.

Relationship Example DC
Intimate A faithful lover or spouse. -10
Friend A long-time friend or family member -7
Ally A member of the same army, team, or church. (Helpful) -5
Acquaintance (positive) A business associate with whom you do regular (satisfactory) business. (Friendly) -2
Just met A town guard (Indifferent) +0
Acquaintance (negative) Someone you have met regularly with negative consequences. (Unfriendly) +2
Enemy A member of an opposing army, team, or church; a bandit. (Hostile) +5
Personal Foe An antagonist who knows and opposes you personally +7
Nemesis Someone who has sworn to you, personally, harm +10

Risk/Reward Analysis: The amount of personal benefit must always be weighed against the potential risks for any deal proposed. It is important to remember to consider this adjustment from the point of view of the NPC; what is highly valuable to one may not be equally valued by another. When dealing with multiple people at once, always consider the benefits to the person who is in clear command, if any hierarchy exists within the group.

Risk/Reward Example DC
Fantastic Great reward, negligible risk; a best case scenario. -10
Favorable Deal favors the target. The reward is good and the risk is tolerable. -5
Even No reward, no risk; or an even swap. +0
Unfavorable Deal does not favor the target. Either the reward is not great enough or the risk is intolerable. +5
Horrible There is no way the deal can favor the target; a worst-case scenario. +10

Success or Failure of Diplomacy: If the Persuasion check beats the DC, the subject accepts the proposal, with no changes or with only minor (mostly idiosyncratic) changes. If the deal favored the target, his attitude improves by one category.

If the check fails, the subject does not accept the deal but may, at the DM’s option, present a counter-offer that would push the deal up on the risk-vs.-reward list. For example, a counter-offer might make an Even deal Favorable for the subject. The character who initiated the Diplomacy check can then simply accept the counter-offer, if they choose; no further check will be required.

If the check fails by more than 10, his attitude worsens by one category.

Complex negotiations may involve multiple checks, especially when determining the details of a treaty for example.

Combat Reactions

  • Every character gets 1 Combat Reaction plus an additional one when he would normally get iterative attacks (at +6, +11, and +16 BaB). Combat Reflexes adds positive Dex mod to BaB to determine when one gets new Reactions (e.g., +2 Dex gets new reactions at +4, +9, +14).
  • The reactions refresh at the beginning of the character’s turn, and can be used as immediate reactions when the monsters or the other PCs act. They can be used for:
    • Attack of Opportunity: Same as before, just uses up a Reaction.
    • Aid Attack: Add +2 to the melee attack of another PC against a target threatened.
    • Aid Defense: Subtract 2 from the attack of a target threatened when it makes a melee attack against another PC.
    • Dodge: When an attack is declared against you, but before the result is announced, add half your BaB to your AC for that attack.
    • Parry: When an attack is declared against you, but before the result is announced, add half your BaB plus your Shield AC as DR X/- for that attack.

Attacks of Opportunity

  • Moving around in someone’s threat range doesn’t provoke an AoO, only trying to leave it without a retreat or 5-foot step.
  • Other actions like spellcasting or drinking a potion still provoke normally.
  • Reach weapons still allow an AoO on moving adjacent (as the target leaves the threatened space), but creatures with natural reach that covers all space up to the reach will not provoke AoOs from approaching the monster.

Downtime Money

  • Craft, Profession, and Perform all use the same system for earning money:
    • This system can be attempted once per week spent working for money.
    • Declare a DC (representing the quality of work the character is attempting)
    • Roll a test of the skill used vs. the declared DC. If the roll is successful, multiply the result times half the DC and earn that much money in silver pieces. If the roll is a failure, earn no money for this week.
  • Lifestyle costs are in effect unless superseded by in-game cost of living systems.

Dying

  • Characters are Disabled between 0 HP and their Level in negative HP (e.g., a 3rd level character is Disabled between 0 and -3 HP).
  • Characters are Dead at a negative number equal to 0 minus Constitution minus level (e.g., a 3rd level character with Con 12 is dead at -15 HP).
  • Healing and stabilization is per the normal rules.

Initiative and Combat Order

Combat order is a shared experience:

  • All enemies act on the same initiative roll (generally an average of enemy initiative scores), and can coordinate their actions if appropriate.
  • During surprise rounds and the first round of combat, PCs roll initiative normally, and act in their normal order until the enemies act in the first non-surprise round.
  • After the enemies have acted in the first round of combat, initiative becomes a tradeoff between enemies and PCs: the PCs go, and then the enemies go (and allies might go on a third tick if appropriate).
  • PCs are encouraged to coordinate their actions on their initiative mark, though this coordination may be cut short if it becomes excessively complex for what could be conveyed in a combat round.
  • Once the PCs have coordinated their actions, actions are resolved clockwise around the table unless some actions need to take place before others (e.g., “I have to move over there so the cleric can heal me.”).
  • PCs may split their move and standard actions, to perform maneuvers such as two PCs moving to flank an enemy before either takes an attack

D&D 3.5/Pathfinder Overpowered Spells

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My Rise of the Runelords campaign has marked the first time I’ve actually run a game for a high level party in the 10 years or so since 3.0 came out. Somehow, most of my previous games ended around 12th level. What I learned is that magic starts to get disgusting pretty quickly past mid level. I’m not talking about the symbols and the other save-or-die effects that are constantly quoted. I’m talking about the lower levels spells (primarily buffs) that have been gradually overpowered to the point that you really start to notice them when your casters have enough slots to be running a bunch of them all the time. As a GM, you don’t ever really have as much time for mastering the interactions of spells as any player, and it’s rather depressing to see something you’d intended to be a major challenge to the party shut down by a handful of long-duration buffs the caster runs as a matter of course. Thus, the observations below:

General Observations

Spells, particularly lower level spells, should probably never provide a blanket immunity to core capabilities of higher level casters/spells. Unless it’s something of very marginal use that’s only annoying, not actively harmful, it’s a big problem when a spell specifies “immune.”

I started down this path when I noticed that Freedom of Movement completely invalidated the core shtick of my group’s monk: Grappling. It didn’t make casters much harder to grapple, it made them immune, no matter how good his grappling ability got (and it got very good indeed). In its original conception, any cleric that expected to fight the party and had heard about their monk would be a fool not to cast this spell, and then the player would never get to do his favorite thing.

In general, I figure that any spell that creates an immunity should probably either be retooled to a very high resistance (that scales with caster level, possibly to a max for the spell level as the Cure spells do) or offer a contested caster level roll (say, attacker’s CL + Spell Level vs. defender’s CL + Spell Level + 20). This should create a chance, even if it’s a small one, for a higher level character/spell to punch through defenses that are easy to erect.

Specific Spells

0 Level

  • Create Water: This one is a Pathfinder problem because they let casters use unlimited level 0 spells per day. A GM is advised to declare that this pulls water vapor out of the air, and is thus far less effective in dry environments and/or when cast in rapid succession, if he or she ever intends to run a desert campaign.

1st Level

  • Protection from Alignment: At some point, this fairly long-duration, first level buff became a blanket immunity to most of the Enchantment school and a large chunk of Conjuration (Summoning) in addition to being a fairly decent defensive buff against evil creatures. A world with this spell is a world where it’s foolish to be an Enchanter unless you’re true neutral, and it’s not worthwhile to summon any kind of outsider to assist you unless they happen to wield weapons. For future uses, I’d probably roll the non-domination Enchantment immunities back into the the standard +2 save bonus, give summoned creatures a Will save against the spell DC to attack, and run the domination immunity as discussed above (with a contested caster + spell level check to punch through).
  • Magic Missile: I know it’s iconic. I know it’s little changed from its original wording. But at some point, a first level damage spell shouldn’t be the go-to fallback for high level casters. An interesting side effect of the spell is that it also eats through Mirror Image at high levels. Really, I think the key problem with this spell is that it deals unresistable damage. If it did the caster’s choice of fire, cold, or electricity damage (even determined at time of casting) it would at least be somewhat balanced at higher levels.
  • Disguise Self: This spell isn’t so much overpowered as it is annoying, particularly in how inexpensive it makes a Hat of Disguise for being 1st level. A character with access to this spell becomes an infiltrator unparalleled. I’m not sure what one could do to fix it without making it useless, however.

2nd Level

  • Resist Energy: 10 energy resistance is always good. This spell already scales to be a very long duration buff at high levels. It probably doesn’t also need to scale to 30 energy resistance. Did you know that there aren’t a lot of energy spells that can consistently do more than 30 damage that aren’t subjected to multiple reductions by this spell? 30 Fire Resistance declaws Meteor Swarm.
  • Glitterdust: I hope you didn’t plan on ever using a monster that was invisible again after third level. This spell should probably use the Dispel Magic mechanics and just be a targeted Dispel to suppress Invisibility-related effects, rather than automatically making them pointless.
  • Scorching Ray: Like Magic Missile, this spell may simply scale too well, and is another go-to attack spell even at high level. I’ve heard that this one is particularly disgusting in the hand of Arcane Tricksters, as each ray can get a sneak attack.  It’s probably fine, and faster to deal with at the table, if it becomes a single-target Fireball: 1d6 damage per level to one target as a ranged touch, capping at 10d6.
  • Knock: This spell has the twin effects of potentially invalidating the rogue and becoming a required spell in modules to open anything magically locked. It should probably require the caster to make some kind of level check as an automatic attempt to open the lock at the lock’s normal DC. Conversely, magically locked devices should probably have some kind of DC, even a very high one, for rogues to get them open, rather than relying on the characters having access to Knock.
  • Delay Poison: Did you know that this spell technically makes you immune to poison for many, many hours? Sure, you’re supposed to take the effects later, but having to remember that makes a lot of extra work for the GM. And do poison-related spells, such as Cloudkill, even technically still exist later? This spell should probably just be a flat bonus to saving throws vs. poison and/or be cast to delay the effects of a single, specific application of poison.
  • Silence: Apparently, Silence was originally just meant to help armor-wearers stealth. Very quickly, it became a mage-killer spell. Even though it theoretically has a save for the target, no one ever targets the caster; they target the tank or, even better, a rock that can be carried by the tank or thrown next to the caster. I’d suggest changing this to a bonus to Stealth in a radius when cast normally, with the option to target a caster specifically (and allow the save) if you want to prevent verbal spells.

3rd Level

  • Magic Circle against Alignment: This has all the problems of of Protection from Alignment, plus it’s bigger and has a larger duration. It’s also changed a lot from 2nd edition, where it didn’t ever seem to be intended to be an aura that traveled with the caster. Even 3rd edition seemed to have intended it to be static, but accidentally used the term “emanation” to describe its radius instead of “burst.” From 3.5 onward, it became an aura. The spell is fine with the Protection from Alignment adjustments described earlier and if it’s changed from an emanation to a burst, thus staying put once it’s cast for both uses.

4th Level

  • Scrying: They still haven’t fixed Scry/Teleport. Pathfinder’s description of the spell is almost there, but it still lets you teleport to the target. I’d go so far as to say you only see the target against a completely indistinct background. That way, the spell serves its purpose as a spying tool without also making it a perfect weapon to insta-gank the target, wherever he or she may be.
  • Greater Invisibility: It doesn’t break. It used to at least make the attacker partly visible after the first attack. Now, it’s sneak attacks, all spell long. A rogue would be crazy not to ask for this spell to be memorized and cast every day. The spell is 4th level, and invisibility has a lot of methods to disable it. But damn.
  • Freedom of Movement: As mentioned above, it’s really annoying to a grapple-specialized character to be blanket immune to grappling. I changed this in my game to a + Caster Level bonus to CMD vs. grappling and to checks to escape grapples. It still had mostly the same effect, but preserved the chance that the monk would get a hold on the target. (However, as a side note, attempts to escape a grapple should really be a contested CMB check, not a check against the grappler’s CMD. Someone who’s doing a lot of grappling probably has a truly disgusting CMD, particularly if a monk, as CMD adds in Dex and all deflection and evasion bonuses to AC. Those bonuses don’t exactly explain why it’d be harder to escape the character’s grapple.)

The Sublimation of the Capabilities of the D&D Caster

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Dry ice doesn’t melt, going directly from solid to gas. The powers of D&D casters, similarly, sublimate. One day they have no access to a spell. The next, its casting becomes commonplace. This is most obvious with the spells that drastically change the capabilities available to the party: Fly, Teleport, major Divinations, the Wall spells, Stone Shape/Move Earth, Fabricate, etc. However, many other spells roll in with each level that are a sea change beyond what was capable before. A single level’s difference frequently makes a huge difference to how a party will tackle any given threat, unless arbitrary and obvious countermagics are built into the scenario precisely to make spells useless that could circumvent the design.

But the problem is not that casters dramatically increase in power with each spell level so much as it is that this shift is not at all gradual. Between spell level 4 and 5, a party with a wizard can change their expectations between taking weeks to reach far-flung allies to popping in to visit them every day via Teleport. Between 2 and 3, challenges with a Z-axis go from a big deal to negligible with the addition of Fly. The issue is that, if a caster can cast a spell at all, he or she can likely cast the spell multiple times per day, every day. The impossible becomes commonplace with no transitory state.

The simplest solution to this is to give out more scrolls of higher-level spells, but this has some drawbacks. Primarily, a scroll isn’t just an ability to cast a higher-level spell, it’s adding the spell to the caster’s repertoire whenever it’s needed. Unless scrolls are arbitrarily given out knowing they’ll be needed in the scenario soon, the GM risks a player hoarding them and unloading them all at once to trivialize content, rather than to instill the desired sense of growing power.

Another solution is to create a mechanic whereby casters can ritualize certain spells that they ordinarily are too low-level to cast by expending several spell slots, additional time, and some form of non-expendable spell scroll. But, again, this may require very careful playtesting to find out what’s unbalanced. Some higher level spells may be so good that casters will regularly take the extra time and slots to use them as rituals, thus not really solving the problem.

The best solution, for the purpose of creating a “liquid” state of new spells may be to create a rote mechanic whereby newly learned spells cannot be fully utilized until they are gradually improved. This might mean that, for example, Teleport has a cooldown and/or a distance limit that is gradually expanded to its normal numbers as it is used. However, this solution is, unarguably, a nerf to casters, and would likely need some kind of commensurate bonus to account for it.

Wizard’s Death Curse

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This weekend I watched Tamara. It’s not that great of a movie, but has an interested premise for its horror villain: the girl had been working on a  magic ritual prior to being killed, and her own life blood catalyzed the spell. This reminded me of Discworld where, if I recall correctly, there’s a chance that a dead wizard’s spells will try to cast themselves. That all led to…

When a wizard (or other spellcaster) dies, roll 1d10 on the following chart. A wizard that was aware of the death blow and its source can adjust the result up or down by 1 after rolling.

  1. Wizard’s most powerful AoE triggers on his location.
  2. Wizard’s most powerful AoE triggers on his killer’s location.
  3. Wizard’s most powerful AoE triggers on his nearest ally’s location.
  4. Wizard’s most powerful buff spell triggers on his nearest ally.
  5. Wizard’s most powerful buff spell triggers on his killer.
  6. Wizard’s most powerful debuff spell triggers on his killer.
  7. Wizard’s most powerful single target attack spell triggers on the nearest target.
  8. Wizard’s most powerful single target attack spell triggers on his killer.
  9. GM’s choice of something bizarre happening with the wizard’s most powerful spell.
  10. Reroll. Roll again after resolving the first reroll.

Pathfinder, Rise of the Runelords: House Rules

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These are the house rules I’m using in my Rise of the Runelords campaign under the Pathfinder system.

Classes

We are using a modified set of classing rules:

  • Only core Pathfinder classes are available. Feats and spells from other books might be available for inclusion/research based on GM/player discussion.
  • All characters will use the multiclassing rules normally.
  • No prestige classes are available except those designed to fix a broken multiclass combo (e.g., Arcane Trickster for Caster/Rogue, Mystic Theurge for Caster/Caster, etc.). Check before character generation to make sure the prestige class you want is available.

Character Parity

  • All characters use the same Pathfinder point buy (36 point), and receive maximum hit points per level.
  • All missing players will have their characters NPCed.
  • All characters receive experience at the same rate, no matter how many games are missed.

Initiative and Combat Order

(Based on a post from Ars Ludi)

Combat order is a shared experience:

  • All enemies act on the same initiative roll (generally an average of enemy initiative scores), and can coordinate their actions if appropriate.
  • During surprise rounds and the first round of combat, PCs roll initiative normally, and act in their normal order until the enemies act in the first non-surprise round.
  • After the enemies have acted in the first round of combat, initiative becomes a tradeoff between enemies and PCs: the PCs go, and then the enemies go (and allies might go on a third tick if appropriate).
  • PCs are encouraged to coordinate their actions on their initiative mark, though this coordination may be cut short if it becomes excessively complex for what could be conveyed in a combat round.
  • Once the PCs have coordinated their actions, actions are resolved clockwise around the table unless some actions need to take place before others (e.g., “I have to move over there so the cleric can heal me.”).
  • PCs may split their move and standard actions, to perform maneuvers such as two PCs moving to flank an enemy before either takes an attack.

Aid Another for Skills

(From Trailblazer)

Each player working as a team rolls the skill check. The highest roll is the leader and each additional roll that exceeded DC 10 adds +2 to the leader’s roll.

Death and Dying

(Variant of 4th Edition)

  • When a character is dropped to 0 or negative HP, he or she is unconscious and dying. Negative HP is not tracked; all dying characters are assumed to be at 0 HP.
  • A dying character is automatically killed by a Coup de Grace, or any attack that deals more than a quarter of his or her Hit Points. Area of effect attacks automatically hit dying characters in most circumstances.
  • Unless stabilized by NPCs or enemies after the fight (or an ally during the fight), an abandoned dying character dies at the end of the encounter.
  • If able to be tended by party members, a dying character automatically stabilizes at the end of an encounter.
  • All healing restores a stabilized or dying character from 0 HP.

Combat Reactions

(From Trailblazer)

Every character gets 1 Combat Reaction plus an additional one when he or she would normally get iterative attacks (at +6, +11, and +16 BaB). Combat Reflexes adds positive Dex mod to BaB to determine when one gets new Reactions (e.g., +2 Dex gets new reactions at +4, +9, +14).

The reactions refresh at the beginning of the character’s turn, and can be used as immediate reactions when the monsters or the other PCs act. They can be used for:

  • Attack of Opportunity: Same as before, just uses up a Reaction.
  • Aid Attack: Add +2 to the melee attack of another PC against a target threatened.
  • Aid Defense: Subtract 2 from the attack of a target threatened when it makes a melee attack against another PC.
  • Dodge: When an attack is declared against you, but before the result is announced, add half your BaB to your AC for that attack.
  • Parry: When an attack is declared against you, but before the result is announced, add half your BaB plus your Shield AC as DR X/- for that attack.

Attacks of Opportunity

(From Trailblazer)

Moving around in someone’s threat range doesn’t provoke an AoO, only trying to leave it without a retreat or 5-foot step. Other actions like spellcasting or drinking a potion still provoke normally. Reach weapons still allow an AoO on moving adjacent ( as the target leaves the threatened space), but creatures with natural reach that covers all space up to the reach will not provoke AoOs from approaching the monster.

Ability Damage and Level Drain

(Previously house ruled for 3.5, replaced with Pathfinder rules)

See the Pathfinder Negative Level rules.

Turning Undead

(Previously house ruled for 3.5, replaced with Pathfinder rules)

See the Pathfinder Channel Energy rules.

Diplomacy

(From Giant in the Playground and Trailblazer)

You can propose a trade, agreement, or conflict resolution to another creature with your words; a successful check can then persuade them that accepting it is a good idea. Either side of the deal may involve physical goods, money, services, promises, or abstract concepts like “satisfaction.” The difficulty of the Diplomacy check is based on three factors: who the target is, the relationship between the target and the character making the check, and the risk vs. reward factor of the deal proposed.

The Target: Your Diplomacy check is opposed by the highest Sense Motive or Diplomacy check of all creatures in a group you are trying to influence. All such creatures use the Aid Another rules for skill checks. (For this purpose, a number of characters is only a “group” if they are committed to all following the same course of action. Either one NPC is in charge, or they agree to act by consensus. If each member is going to make up their mind on their own, they do not get the benefit of Aid Another, and you may roll separate checks against each.)

The Relationship: The DC modifier depends not only on the personal relationship between you and the target (if any), but also on the magnitude of their feelings for you.

Relationship Example DC
Intimate A faithful lover or spouse. -10
Friend A long-time friend or family member -7
Ally A member of the same army, team, or church. (Helpful) -5
Acquaintance (positive) A business associate with whom you do regular (satisfactory) business. (Friendly) -2
Just met A town guard (Indifferent) +0
Acquaintance (negative) Someone you have met regularly with negative consequences. (Unfriendly) +2
Enemy A member of an opposing army, team, or church; a bandit. (Hostile) +5
Personal Foe An antagonist who knows and opposes you personally +7
Nemesis Someone who has sworn to you, personally, harm +10

Risk/Reward Analysis: The amount of personal benefit must always be weighed against the potential risks for any deal proposed. It is important to remember to consider this adjustment from the point of view of the NPC; what is highly valuable to one may not be equally valued by another. When dealing with multiple people at once, always consider the benefits to the person who is in clear command, if any hierarchy exists within the group.

Risk/Reward Example DC
Fantastic Great reward, negligible risk; a best case scenario. -10
Favorable Deal favors the target. The reward is good and the risk is tolerable. -5
Even No reward, no risk; or an even swap. +0
Unfavorable Deal does not favor the target. Either the reward is not great enough or the risk is intolerable. +5
Horrible There is no way the deal can favor the target; a worst-case scenario. +10

Success or Failure of Diplomacy: If the Persuasion check beats the DC, the subject accepts the proposal, with no changes or with only minor (mostly idiosyncratic) changes. If the deal favored the target, his attitude improves by one category.

If the check fails, the subject does not accept the deal but may, at the DM’s option, present a counter-offer that would push the deal up on the risk-vs.-reward list. For example, a counter-offer might make an Even deal Favorable for the subject. The character who initiated the Diplomacy check can then simply accept the counter-offer, if they choose; no further check will be required.

If the check fails by more than 10, his attitude worsens by one category.

Complex negotiations may involve multiple checks, especially when determining the details of a treaty for example.

Identifying an Item

(Previously house ruled for 3.5, replaced with Pathfinder rules)

See the Pathfinder Spellcraft description.

Hoyle’s D20

This system is used to replace all d20 rolls in the game.

Each player starts with an individual deck of playing cards with the face cards removed. It has four sets of Ace-10 and two Jokers, for a total of 42 cards. At the beginning of each session, the players shuffle their decks and set aside 5 cards without looking at them. This is the “bank” and the size can be adjusted based on how much leeway you want the players to have to undo bad rolls.

Whenever a D20 roll is called for during the game, the player turns over the top card on the deck and uses it as the result. Ace counts as one and all other cards count their full value. Black cards represent 11-20 (i.e., add 10 to the face value of black cards). Jokers have a special rule noted below.

If the player fails a roll, he or she may flip over the top card of the bank and use that card instead. The player may choose to continue flipping cards from the bank until getting a successful result or running out of bank cards.

If a Joker is drawn, the player immediately sets it face up to the side, moves the top card of the deck onto the top of the bank without looking at it, and then flips the next card. Saved Jokers can be used to add +2 to any other roll (even damage rolls) after rolling, and are discarded once played for this effect.

Once the player plays the last card in the deck, all cards in the discard pile are reshuffled. The bank retains its size, and does not get any new cards added to it after the shuffle: after play begins, only flipping a Joker adds cards to the bank.

Action Points

(From Trailblazer)

Banked cards are treaded as Action Points. In addition to flipping over another card when you fail a roll, you could burn an AP card to:

  • Improve any d20 roll (attack roll, skill check, saving throw, caster level check, etc.). Roll an action die (typically, exploding d6) and add the result to your d20 check. You may only use an action point to improve the result of a roll before the DM informs you of the outcome of the roll. You may only use one AP per roll to improve any given d20 check.
  • Negate a critical threat scored on you by an opponent.
  • Confirm a critical threat without having to re-roll your attack.
  • Use a limited resource ability (“per day”) an additional time (even if you have exhausted your normal supply).
  • Take an additional attack or move action on your turn. An extra attack is at the same bonus or penalty as your other attacks that round. (Once per turn only.)
  • Make a “second chance” saving throw or SR check on a subsequent round. This use is only permitted if the target failed his first saving throw/ SR check and is subject to an ongoing (not instantaneous) effect.
  • Heal half your maximum HP after a 10 minute rest.

You can go into AP “debt” (getting less than 5 cards at the start of the session) if:

  • You invest an AP in a magic item to have it level with you (automatically increasing its enhancement bonus at 6th, 9th, 11th, and 15th levels).
  • You are raised from the dead (debt lasts until leveling up).

Elite/Boss monsters can use their APs for all of these benefits, plus taking an extra action during your initiative order (but not to interrupt your turns). These monsters can also spend extra APs if the party is awarded a bonus AP. Elite monsters typically get 1 AP to start, and Boss monsters get 1 per PC.

Sandbox D&D and E6/8

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There’s been a lot of talk this week about sandbox-style games after Gabe from Penny Arcade posted about shifting his game to a sandbox-style, particularly influenced by Ben Robbins’ West Marches game. Possibly with just coincidental timing, Zak from Playing D&D with Porn Stars pointed out that sandbox games work better with PCs that are roguish rather than completely morally upright, as the more strict a character’s moral code, the more likely he or she is to require being acted upon, rather than acting.

The shared definition in all these cases of sandbox-style game is one where the world simply exists independent of the PCs, and it’s up to them to interact with it in a way that tells a story. The GM sets up as many areas of interest in advance as possible, at least to a degree necessary to logically extrapolate them into an adventure location when the PCs take an interest, but, specifically, doesn’t secretly move the same material around to make sure the PCs see it. That is, the PCs have meaningful choice driven by their own agendas: for example, if they choose between the Cave of Eldritch Horrors and the Tomb of Ancient Evils, they have have some idea of the differences so they can make a decision, and they have to trust the GM not to just have one dungeon prepared that gets slotted into whatever place they pick.

A West Marches-style D&D sandbox also has some specific requirements: a home base that’s primarily for bookkeeping, not exploration; the PCs as the primary actors of the setting, unable to run to a greater authority for aid; an understanding that dangers will be laid out in at least a somewhat simulationist manner, so lower leveled PCs can get in over their heads if not careful; and multiple parties of PCs that can intermix members, and replace dead characters with brand new PCs.

It seems to me that, in particular, these requirements are very well served by Epic 6th (E6) or Epic 8th (E8). Both of these are variants on an idea proposed a couple of years ago about the “sweet spot” where D&D 3.x is Heroic Fantasy rather than more akin to Wuxia or Superheroes in power level. In both, maximum level for PCs is the level at which the GM feels most comfortable with their power level – typically 6th or 8th level. After reaching this maximum level, PCs simply gain additional feats when they should level, drastically slowing their power creep while still introducing variant capabilities and character broadening. In particular, it limits the exponential growth of caster power at a point where they’re still not too out of line with other characters (few save or die spells, limited room-clearing AoEs, less capability to control the beginning of fights and alpha strike), stopping short of spells that allow major changes to the flow of the game world (teleport, raise dead, earthquake, major creations, walls, fabricate, etc.). Under E6/8, PCs should continue to play like typical fantasy heroes like Conan or Aragorn for much longer than in typical D&D.

For a standard D&D 3.5 sandbox, I’d stick with E6, but Pathfinder introduces a number of classes where mid-level “capstone” abilities are awarded from 6th-8th level, so going with E8 prevents some builds from getting their coolest mid-level power while others stop leveling just short. E8 also means that some of the 5th level spells like Teleport and Raise Dead are within range to allow their use as rituals for “epic magic” within a setting, without making them commonly available for use.

E6/8 should have several benefits for a West Marches-style sandbox:

  • It already assumes a dearth of leveled NPCs, and even if it didn’t, once PCs hit the level cap they know there’s no one an order of magnitude more powerful than they are. There are no situations where the PCs will worry that they might as well get a character in the teens to deal with (though they might want to try to get an army).
  • The GM can distribute CRs throughout the map with much more freedom, as even a low level party will have a chance to escape when accidentally confronting a threat for max-level characters in a way that they wouldn’t if the world was designed for up to 20 levels or more.
  • Similarly, rearranging party members and taking on 1st level characters should be far less onerous for higher level PCs, as a spread of no more than 7 levels is much less dismissive of contribution than a spread of 19+. A 1st level character can do something useful in an 8th level fight in a way he can’t in a 20th level fight.
  • Finally, the lack of high-end magic should make preparation much easier for the GM: players don’t get access to the truly amazing travel spells to ignore overland travel through threat areas, they won’t just drop an Earthquake on top of a dungeon, and they can’t make major adjustments to the environment in a way that invalidates standard mapping and monster tactics.

Were I to run such a sandbox, I’d probably have a host of other rules tweaks (like the Trailblazer suggestion of removing permanent item creation and sale, and a return to a variation on level-by-wealth to encourage tactical play), but using E6/8 would seem like the key way that such a playstyle could function for an extended period.

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