Sunday, 21 April 2013

Pregenerated Character for 3rd Level: A "Druid-lite" Ranger

This is a pre-gen I created for a player in my group for a "flashback session" where everyone used PCs that were different from their main characters.  This player wanted to try out the Ranger, but has been complaining regularly that his regular character, a Paladin, is too simple.  Given that the Ranger is also one of the "simple classes" I knew that I wanted to eke as much complexity out of it as possible.

First I rolled up a Ranger with an Animal Companion.  I figured having a second figure to move around and attack with would be suitably interesting, and I took the feat that lets the companion turn an enemy's successful disengage into a failure so that the character had a mix of "tankiness" and damage.

Then I started playing around with my own concept, because while building the above pre-gen my eye kept being drawn to the spellcasting talents.  My intention was to create the most Druid-like Ranger I could, and here's the result.  I actually presented both pre-gens to my player before our session and he picked this one (Druid-lite).  He had a blast with it, so I figured I'd put it out there for any other players who like the archetype.  It's also a good demonstration of how many different directions you can go with a single class in 13th Age.

Reese Magreth - Level 3 Human Ranger

Str   18
Con 12
Dex 14  (Initiative +9; roll twice)
Int     8
Wis 16
Cha 10

AC: 19    PD: 16    MD:13
HP: 40
Recoveries:  8     3d8+1 (re-roll 1 die and keep the highest)

Backgrounds:
Druidic Circle of the Moon Initiative +4
Bounty hunter, certified by the Imperial Bounty Board +2
Curator of New Port's arboretum +2

Icons:
Note that I didn't bother with icons because it was a one session flashback, but my recommendation here would be 2 points positive with the High Druid, and 1 point conflicted with the Prince of Shadows.

One Unique Thing:
I didn't bother with these either for the flashback (I had a lot of ground to cover in one session and didn't want the distraction).  I'm a fan of letting players come up with their own anyways.

Talents:
Ranger ex Cathedral - choose to prepare either Great Cat's Ferocity (Hammer of Faith re-fluffed) or Bear's Endurance (Divine Endurance re-fluffed) at the beginning of each full heal up.

Fey Queen's Enchantments - choose to prepare either Call Lightning (Lightning Fork re-fluffed) or Tundra Wind (Breath of the White re-fluffed) at the beginning of each full heal up.

Double Melee Attack

Feats:
Fey Queen's Enchantments (Sorcerer spells use Wis)
Ranger ex Cathedral (1/battle use of Heal)
Strong Recovery
Improved Initiative

Combat Actions:

Basic Melee Attack (sword)
+7 vs AC
Hit: 3d8+4
Miss: 3

Double Melee Attack (swords)
+7 vs AC
Hit: 3d6+4
Natural Even Roll: Make second attack
Miss: 3

Basic Ranged Attack (bow)
+5 vs AC
Hit: 3d8+2
Miss: 3

Heal
Close quarters
1/battle
quick action
Target: you or one engaged ally
Effect: target can heal using a recovery

Choose one of the following each full heal up
______________________________________________

Great Cat's Ferocity
close quarters
Daily
Quick Action
Effect: Your basic melee attacks use d12s as their base damage

Bear's Endurance
Ranged
Daily
quick action
Effect: Choose one ally to gain 40 temp HP, OR up to 3 nearby creatures to gain 20 temp HP each.
______________________________________________


Choose one of the following each full heal up
______________________________________________

Call Lightning
Ranged
Recharge 16+
Target: 1 nearby enemy (chain)
+6 vs PD
Hit: 7d6+3 lightning damage
Natural Even Roll: repeat attack against a different target
Miss: half damage

Tundra Wind
Close quarters
Daily
Target: 1d2 nearby enemies in a group
+6 vs PD
Hit: 5d6+3 cold damage
Miss: half damage
Special: each turn during this battle roll a d20; on a 16+ you can use this spell again that turn.
______________________________________________

Gear:
Standard Adventurer's kit
Leather Armor
2 swords
longbow
rations (7 days)
holly and mistletoe
Seasickness tonic

3 Potions of Healing
2 Runes (+1)

Magic Items:
My pre-gens didn't have any.

Notes from Play:
My player prepared Bear's Endurance and Tundra Wind as his spells for the session.  The other PCs were a Wizard and a Rogue, so needless to say Bear's Endurance and Heal were both of tremendous benefit.  He wasn't too shabby as a support character.  When he used Tundra Wind, he managed to roll a 16+ one other round during the battle so he got to use it twice.  He flipped a coin as his d2, and both times he managed to hit 2 enemies with the attack.  It was pretty devastating.

Thursday, 31 January 2013

Improvised Maneuvers v2

I previously posted a homebrew system for general maneuvers in 13th Age.  I've since refined my ideas a little bit.  Instead of editing the original article, I figured I'd leave both up to illustrate the creative process, allow for easier comparisons between the two versions, and to allow GMs to choose which version they prefer (or to steal elements from both).

In a broad sense, what's different here?  The initial skill roll is more meaningful, as success or failure directly influence the consequences.  Maneuvers are more dangerous to attempt since an opportunity attack is triggered if you fail the skill check (the old system triggered one on natural odd misses in the attack roll).  However, they're also more likely to trigger since they happen if the attack hits (rather than triggering off of natural roll results).  This also helps to differentiate them from flexible attacks.  Ultimately, a player's choice to use a maneuver is much more likely to have a tangible mechanical effect, which is definitely a good thing.

I thought I'd also explain why I set maneuvers up the way I did.  A big influence was the "mephistophelean style of GMing" that Rob Heinsoo utilizes.  Namely, providing players with a "bargain" of sorts; an opportunity for a choice that carries some additional risk and reward.  The word "additional" is key here in engaging the player's ability to make a choice.  You're increasing the stakes when using them.

I also drew from D&D 3.x, despite the fact that I think maneuvers were very poorly designed in that system.  Using them without appropriate feats was simply too costly: you provoked an opportunity attack AND you gave up your normal attack (which reduces damage output and slows down combat).  It was almost never optimal to use them.  Doing something on top of your normal attack is much more fun, and it also makes the tactical options more accessible.  At the same time, the risk of provoking opportunity attacks prevents players from constantly spamming these, so they're self-limiting in a way.  You'll only use them when it makes tactical or narrative sense to do so.  It's worth keeping in mind, after all, that skill checks do NOT benefit from the Escalation Die, so the risk of opportunity attacks won't decrease as the battle progresses.  It's also worth pointing out that a maneuver system like this makes the Skill Escalation feat that much more useful.

__________________________

From the Rogue's Swashbuckle Talent:  "Of course, 13th Age is a game where everyone might attempt stunts like this at some point.  But you're the swashbuckler who is prone to automatically succeeding, often, instead of needing a difficult skill check to pull the stunt off."

As far as I can tell, the above quote is the only reference to a "stunt system" in the 13th Age core rules.  Clearly improvisational "rulings" are intended to be used freely, though no guidance is given for how to make these rulings, particularly in combat.  Here's my stab at it.

GM Note:  If the players can make use of these maneuvers, intelligent monsters should do the same.  You can use the homebrew rules for monster ability checks, or simply use the monster's attack bonuses.

Backgrounds:  I lean toward not applying backgrounds to the skill checks used during maneuver attempts.  However, if you allow them where appropriate, feel free to give monsters a relevant "background bonus" to their PD or MD. 

________________________________

TRIP
Quick Action:  Make a Str or Dex check vs PD
Failure:  The target makes an opportunity attack
Success:  If your next attack hits the target is tripped (Stuck until they stand up with a move action).  If you roll a natural 16+ the target falls hard (all attacks made against the target get a +2 bonus until they stand up). 

Standard Action:  If you trip as a standard action, a successful skill check automatically causes the target to trip, and the target falls hard (attackers get a +2 bonus).  A failure will not provoke opportunity attacks. 


SAND IN THE EYES
Special:  This can obviously only be attempted if suitable substrate for throwing is available (sand, mud, campfire ash, etc.).
Action:  Make a Dex check vs PD
Failure:  The target makes an opportunity attack
Success:  If your next attack hits the target is Dazed until the end of your next turn.

Standard Action:  If you attempt this maneuver as a standard action, a successful skill check automatically Dazes the target. A failure will not provoke opportunity attacks.

ENVIRONMENTAL EFFECT
This is a catch-all maneuver for things like throwing chairs at enemies, pulling the rug out from under them, or dropping a tapestry, chandelier, brazier, etc. onto them.  

Standard Action:  Affect one enemy, or 1d3 enemies in a group depending on the action being attempted.  Make an appropriate skill check using the "Skill Check DCs, Trap/Obstacle Attacks and Impromptu Damage by Environment" table to determine the DC and damage based on the environment.  Cut the damage in half if the effect inflicts some sort of status effect.  Usually this will be Dazed or Stuck (if you're knocking the target down), though you could also use the homebrew rules for slowed creatures (if the target uses a Move action, roll a save, usually 11+, to see if they reach their destination). 

DISARM
Action:  Make a Str or Dex check vs PD
Failure:  The target makes an opportunity attack
Success:  If your next attack hits the target is disarmed, and must spend a move action to pick up their weapon.  If your attack crits the weapon is flung to a Nearby location out of reach.  The target must spend a move action to get to it, and then another move action to pick it up.

Standard Action:  If you attempt this maneuver as a standard action, a successful skill check automatically disarms the target.  A natural 16+ causes the weapon to be flung somewhere Nearby.  A failure will not provoke opportunity attacks.

GRAPPLE
Special:  You must have at least one free hand.
Quick Action:  Make a Str or Dex check vs PD
Success:  The target takes a -2 penalty to Disengage checks.

BULL RUSH
Quick Action:  Make a Str check vs PD
Failure:  The target makes an opportunity attack
Success:  If your next attack hits the target is pushed back a few feet (it pops free of any engagements except the bull-rusher).  If you roll a natural 16+ the target can be pushed into dangerous terrain if any is present (off a cliff, into a fire, etc.).

Standard Action:  If you attempt this maneuver as a Standard Action a successful skill check automatically pushes your opponent back, and they can be pushed into dangerous terrain.  A failure will not provoke opportunity attacks.

TAUNT
Quick Action:  Make a Cha check vs MD
Failure: The target is enraged and gains a +2 bonus to attacks against you
Success:  The target takes a -2 penalty to attacks against anyone except you

Special:  If the player spouts some really impressive taunts, or if the target has some narrative reason to react strongly to taunting, feel free to increase the penalties (and bonuses) to -/+ 4. 

FEINT/TRICK
Quick Action:  Make a Cha, Int, or Dex check vs MD+5 (or just MD if the trick is really clever)
Success:  Grant yourself or an ally +2 to their next attack.

Special:  Most enemies don't like being duped.  What will prevent players from abusing this?  Get creative, but for starters monsters should start gunning for the trickster.  Also, most enemies won't let themselves be tricked twice, so this will usually be effectively a 1/battle thing anyways.  If the proposed trick is really stupid, the GM is not obligated to allow this maneuver to trigger.

Tuesday, 29 January 2013

Improvised Maneuvers

NOTE:  I've posted an updated version of this article.   I'm leaving this one up for comparison.

From the Rogue's Swashbuckle Talent:  "Of course, 13th Age is a game where everyone might attempt stunts like this at some point.  But you're the swashbuckler who is prone to automatically succeeding, often, instead of needing a difficult skill check to pull the stunt off."

As far as I can tell, the above quote is the only reference to a "stunt system" in the 13th Age core rules.  Clearly improvisational "rulings" are intended to be used freely, though no guidance is given for how to make these rulings, particularly in combat.  Here's my stab at it.

GM Note:  If the players can make use of these maneuvers, intelligent monsters should do the same.  You can use the homebrew rules for monster ability checks, or simply use the monster's attack bonuses.

Backgrounds:  I lean toward not applying backgrounds to the skill checks used during maneuver attempts.  However, if you allow them where appropriate, feel free to give monsters a relevant "background bonus" to their PD or MD.

TRIP
As a quick action make a Str or Dex check vs the opponent's PD.  On a success the player can attack with a standard action, and on a natural even hit the target is tripped.  On a natural odd miss, the target gets to make an opportunity attack.  A tripped target is Stuck unless they spend a move action to stand up.

If the attacker wants to attempt a particularly nasty trip (bring the target down hard, or onto difficult terrain) it will require a little more precision, and/or the target will be trying harder to avoid being tripped.  Instead of a natural even hit, the trip triggers on a natural 16+.  In addition to being Stuck, attacks against the prone foe gain a +2 bonus to hit.

If the trip is attempted using a standard action then it automatically triggers if the skill check is successful, and it is considered a hard trip (target is Stuck and attacks against it get a +2 bonus).

SAND IN THE EYES
As a quick action make a Dex check vs the opponent's PD.  On a success the player can attack with a standard action, and on a natural even hit the target is Dazed.  On a natural odd miss, the target can make an opportunity attack.

This can obviously only be attempted if there is a suitable substrate for throwing in your opponent's eyes (sand, mud, ash from a campfire).

If attempted as a standard action the target is automatically Dazed with a successful skill check, and there is no danger of triggering opportunity attacks.

ENVIRONMENTAL EFFECT
This is a catch-all maneuver for things like throwing chairs at enemies, pulling the rug out from under them, or dropping a tapestry, chandelier, brazier, etc. onto them.  

Usually this will be used as a standard action, instead of attacking.  It may affect one enemy, or 1d3 enemies in a group depending on the action being attempted.  Make an appropriate skill check using the "Skill Check DCs, Trap/Obstacle Attacks and Impromptu Damage by Environment" table to determine the DC and damage based on the environment.  Cut the damage in half if the effect inflicts some sort of status effect.  Usually this will be Dazed or Stuck (if you're knocking the target down), though you could also use the homebrew rules for slowed creatures (if the target uses a Move action, roll a save, usually 11+, to see if they reach their destination). 

DISARM
As a quick action make a Str or Dex check vs the opponent's PD.  On a success the player can attack with a standard action, and on a natural even hit the target is disarmed.  On a natural odd miss the target gets to make an opportunity attack.  Picking up the weapon requires a move action.  If you roll a natural 20 after making a disarm check, the weapon is flung out of reach and the target will need to move to the weapon before using another move action to pick it up.

GRAPPLE
Use the Puny Grabs rule.  You can use a quick action to grab a creature (Str or Dex vs PD), and on a success they take a -2 penalty to Disengage checks.  You must have at least one free hand to grab.

BULL RUSH
As a quick action make a Str check vs the opponent's PD.  On a success the player can attack with a standard action, and on a natural even hit the target is pushed back a few feet (it pops free of any engagements except the bull-rusher). 

On a natural odd miss, the target can make an attack of opportunity. 

If the target is being pushed into dangerous terrain (off of a cliff or into a campfire) that it is aware of, it is likely to defend itself against the bull rush that much harder.  The bull rush is triggered on a natural 16+ instead of a natural even hit.

If attempted as a standard action, the bull rush automatically triggers if the Str check is successful and there is no risk of taking opportunity attacks.

TAUNT
As a quick action make a Cha check vs the opponent's MD.  On a success the target takes a -2 penalty to attacks against anyone but you.  On a failure the target is enraged by your taunting and enjoys a +2 bonus to attacks against you.

If the player spouts some really impressive taunts, or if the target has some narrative reason to react strongly to taunting, feel free to increase the penalties (and bonuses) to -/+ 4. 

FEINT/TRICK
Depending on the nature of the trick, use a quick action to make a Cha, Int, or Dex check vs MD.  Use MD+5 if the trick is stupid ("look behind you, an owlbear!")  Usually on a success you can grant yourself or an ally a +2 bonus to their next attack against the target, but feel free to adjust this bonus based on what is being attempted.

Most enemies don't like being duped.  What will prevent players from abusing this?  Get creative, but for starters monsters should start gunning for the trickster.  Also, most enemies won't let themselves be tricked twice, so this will usually be effectively a 1/battle thing anyways.

Saturday, 19 January 2013

New Potions

Consumables are the primary commodity that PCs in 13th Age will spend most of their gold on, and yet the selection in the core book is extremely limited.  Healing Potions are always useful (and will likely be the most commonly-purchased item for most group), but it gets boring if that's what you're almost always buying.  Potions of Energy Resistance will be very situational and adventure-dependent, and that's the only other option for potions!  Sure, most players will also stock up on Oils and Runes, but Oils suffer from blandness and the extra effect of Runes is random. 

Sometimes it's fun for the party to walk into an alchemist's shop and find a wealth of flavorful options.  Or to find a mystery potion in a dungeon, and have to figure out what it does.  If GMs find that their players are hoarding too many of one kind of potion to power-game, feel free to implement a "magical overdose" effect (the exception being Healing Potions). 

I expect more potions to be officially provided in a future supplement, but until then give these homebrewed versions a try.

Potion of Aptitude
Cost:  150 gp (A), 300 gp (C), 600 gp (E)
You can re-roll your next attack or skill check and choose the better result.  If the potion's tier is lower than your character level then it has no effect (your own aptitude is greater than the potion's). 

Potion of Clarity
Cost:  200 gp
When faced with a decision, drinking this potion will produce an emotional reaction to the different options.  These reactions should be based on likely consequences of pursuing those options.   The result shouldn't be as simple as "good vs bad," and it's also not intended to be a divination that produces very specific answers or visions.  Perhaps the character briefly shivers if an ice elemental lies ahead, or feels safe if s/he is likely to cross paths with a close friend.  Beware similarities with the Potion of Confusion.

Potion of Confusion
Cost:  150 gp
Sometimes this potion results from a botched attempt at a Potion of Clarity, but more likely it was brewed with an intentional negative affect.  Either way, it closely resembles the Potion of Clarity in appearance, aroma, and taste.  The drinker becomes immediately Confused (Normal Save 11+ ends), and enters a compulsory aggressive state while Confused (even if out of combat, the drinker will attack).  

Potion of Darkvision
Cost: 100
The drinker can see perfectly in the dark for 5 minutes.  Drinking multiple potions within a short time frame (within an hour or so of each other, but the exact amount of time is up to the GM) has a negative side effect, however.  The second potion will require an Easy Save (6+), and with a failure the drinker is instead blind for 5 minutes (treats everything as Invisible).  The save increases to Normal (11+) with the 3rd potion drunk, and Hard (16+) if 4 or more are drunk. 

Potion of Death Rot
Cost:  200 gp (A), 300 gp (C), 400 gp (E)
The drinker immediately takes 15 Negative Energy damage (the Champion version deals 25 damage, the Epic version deals 45 damage).  This potion closely resembles a Potion of Regeneration.

Potion of Disguise
Cost:  100 gp
You can change your appearance in minor ways such that you're nearly unrecognizable, though you cannot take a specific form.  The changes last 1d4 hours.  Close friends, family, or other people very familiar with you are entitled to a Wisdom roll (Perception or Insight) to recognize you. 

Potion of the Doppelganger
Cost:  300 gp
A more potent version of the Potion of Disguise, this potion lets you take the form of a specific individual, provided you first mix in a shed part of their body (hair, nail clippings, etc.).  The changes last 1d4 hours.  Those familiar with the subject are entitled to an Insight roll (Wisdom), since you may look like them but won't necessarily mimic their mannerisms perfectly.  Alternatively, you may be required to make a Charisma check (Bluff or Deceive) vs their Mental Defense.

Potion of Dragon's Breath
Cost:   150 gp (A), 300 gp (C), 500 gp (E)
Immediately after drinking this potion you can make a breath weapon attack as a free action.  Make the attack using your Str, Con, or Dex (plus level) to affect 1d3 nearby enemies in a group.  You deal 3d10 fire, cold, acid, poison, or lightning damage to each target on a hit, and half damage on a miss.  Damage increases to 5d10 for the Champion version, and 10d10 for the Epic version.  It's said that dragon saliva is the secret ingredient for these potions. 

Potion of Invisibility
Cost:  400 gp
Drinking this potion renders you invisible for about 5 minutes (give or take).  Attacking or taking any other strenuous action ends the effect prematurely.  Imbibing these too often is said to adversely affect the drinker's sanity.

Potion of Levitation
Cost:   400 gp
Drinking this potion allows you to spend your move action to levitate an object or creature (including yourself) weighing up to 250 lbs.  The object will float about 5 ft off of the ground or a liquid (water, lava, etc.) for about 5 minutes.  If you spend your Standard action you can move the target vertically to a nearby spot, and the effect immediately ends.  The object moves through the air slowly enough that any creature aware of it is unlikely to be caught beneath it when it drops (unless they're Stuck or otherwise restrained).

Potion of Love
Cost:  600 gp
Potentially the most dangerous potion of all.  It's also notoriously tricky to brew, so beware the "discount" flasks, as they probably won't work entirely correctly.  A properly brewed Love Potion causes the drinker to fall madly in love with the subject for 1d4 days.  In order to designate a subject, simply add a shed part of their body (hair, nail clippings, etc.).  

Potion of Regeneration
Cost:  100 gp (A), 200 gp (C), 400 gp (E)
Less common than the ubiquitous Healing Potion, the intent is similar.  Drink this potion to automatically gain HP equal to your Con modifier (2x Con for the Champion version, 3x Con for Epic) at the beginning of every round for the rest of the battle.  The first round you spend Dying while under this effect you are stabilized but gain no HP.  The next round, you regain HP starting from 0 HP.  Beware its similarities in appearance, aroma, and taste to the Potion of Death Rot.

Potion of Remove Affliction
Cost:  50 gp (A), 100 gp (C), 200 gp (E)
Drinking this potion will immediately end all conditions you are suffering from regardless of their normal duration.  Potions 1 tier lower than the creature that caused the condition(s) require a Normal Save (11+) in order to work.  The save is Hard (16+) if the potion is 2 tiers lower than the creature that caused the condition.  Creatures higher than level 10 count as Epic.

Potion of Sleep
Cost:  300 gp
Only a small amount of this odorless, colorless, and tasteless potion needs to be ingested in order for it to take effect.  The drinker will immediately fall asleep for 1d6 hours, though they can be woken up normally (if they're normally a light sleeper, they're easier to wake up). 

Potion of Speed
Cost: 50 gp
Drink this and twice during this battle (or the next 5 minutes) you can take a second Move action immediately after taking a Move action.

Potion of Spirit
Cost:  100 gp (A), 200 gp (C), 400 gp (E)
You can drink 1 of these potions per Full Heal Up, and it will come into effect during your next battle (this means you don't have to spend a Standard Action drinking it during battle).  Before you Rally make an Easy Save (6+).  If you succeed, your Rally only uses up a Quick Action and your next attempt to Rally only requires an Easy Save (though it still uses a Standard Action, as usual).  If the potion's tier is lower than your character level, the save is Hard (16+). 

Potion of Water Breathing
Cost:  300 gp
Drinking this potion allows you to breath underwater for 1d4 hours.  You can sense when you have only 1 hour left.

Potion of Weakness
Cost:  200 gp
This insidious potion can be brewed to look, smell, and taste like any other type of potion.  Except a Potion of Sleep.  For some reason, it can never be made undetectable, no matter how good it is at imitation.  Drinking it causes you to be Weakened until the next Full Heal Up.  The easiest way to end the effect prematurely is to drink a Potion of Remove Affliction (Adventurer tier will suffice), though rituals or other magical effects might work as well.

Thursday, 10 January 2013

Mobility Denial

13th Age has a short list of status effects, and I consider that a big plus for a tabletop RPG.  One of my big pet peeves is when a game uses multiple different "flavors" of what is essentially the same effect (i.e. D&D 3rd Edition's Shaken, Frightened, Cowering, and Panicked; Fatigued and Exhausted; Dazed and Dazzled; Sickened and Nauseated; Paralyzed and Stunned; etc.).  I much prefer a minimum amount of rules which serve to represent a general concept.  The 13th Age "Dazed" condition does a good job of this, as it can stand in for any situation where you'd have trouble attacking (but aren't prevented from doing so altogether). 

However, the list of Conditions is missing some functional concepts that many D&D players are used to.  Up until EE6 there wasn't a single form of mobility denial, but thankfully "Stuck" made it into the game.  Having anything in between "can't move at all" (Stuck) and "can move fully" is difficult in a system where movement is handled in abstract range bands, especially when granularity is so low that we have only "nearby" and "far away."  That's not to say I don't like the simplicity of the range bands, because I do.  It just means that we need to get creative to represent things like "slow," "difficult terrain," or "prone." 

Quick, streamlined combats and combats where you can take tactical advantage of the terrain are not mutually exclusive.  Sure, 13th Age advises a "don't sweat the modifiers" approach but it can be really difficult for some players to describe their character's action if they don't have any mechanical incentives to work with.  Why try to put difficult terrain between you and an enemy if it has no effect in-game?  More importantly, this is a case of the game rules not supporting the game fiction. 

The following houserules can be incorporated as new Conditions, or simply as guidelines that a GM can use as rulings in case players decide to get creative.

Slowed
Whether an enemy is hobbled by a weapon strike to the leg, slowed down by a spell (perhaps as a result of Vance's Polysyllabic Verbalizations), or is forced to move through  terrain affected by another creature (i.e. an enemy triggers a rock slide, or a spellcaster magically animates the vegetation) this quick and dirty condition can be used.

If the slowed creature attempts to move it must roll a save.  On a failure, it fails to reach its destination.  Usually this is a normal save (11+), but depending on what is slowing the creature and how far they're attempting to move, the GM may rule that it's an Easy (6+) or a Hard (16+) save.

Difficult Terrain
This is a variation of the "Slowed" Condition. 

Sometimes it makes more narrative sense to allow a Slowed creature to make a skill check instead of a save.  Generally this will be the case when the terrain is not being affected by another creature.  This check will usually use DEX (icy terrain, rubble), STR (dense vegetation that needs to be muscled through), or WIS (if a good path can be found), though whatever ability makes most sense given the type of terrain or the player's approach to the problem should be used.  The DC is determined by the Environment, as with other skill checks.  On a failure, the slowed creature fails to reach its destination.

Cover*
Quick, duck behind that barrel!

If you use a move action to get behind an item that grants a substantial amount of cover, ranged attacks are made against you as if the attacker were Dazed.

Prone
Characters can drop prone to avoid ranged fire, though it's not as effective as taking cover, or they may be knocked prone by powerful attacks.

You can drop prone as a quick action.  Standing up can be done as part of a move action, but if you wants to move anywhere else you must succeed at a Normal Save (11+).  While prone you are Vulnerable to melee attacks, but ranged attacks made against you take a -2 penalty.


*Note:  GMs should be careful about introducing reliable ways for players to gain bonuses like this.  For some, part of the fun of ranged combat is trying to find cover and eliminate the enemy's cover.  However, it does have the potential to slow the game down.  After all, the intent of the "don't sweat the modifiers" rule is to ensure that things run quickly and smoothly.  Keep in mind that if the players can take advantage of the environment, then the monsters should too.  Make sure that combats don't devolve into both sides hiding behind cover, hoping to get lucky with their debuffed attacks before the enemies do.

Wednesday, 26 December 2012

A Better Barbarian

I finally got a chance to run 13th Age, and after 2 sessions my group's Barbarian is very underwhelmed by the class.  After some discussion from the community in both the Google+ group, and the Pelgrane Press Forums, I think that the problem is some combination of player perception, partly a suboptimal build, and partly weaknesses inherent with the class. 

Briefly, the Barbarian functions best as a crit-fisher thanks to how Rage works, and getting to frequently double your damage will double the value of a large damage die.  Using a shield (like my player is), will probably handicap a Barbarian in the long run.  Their base AC is simply going to be low, and rather than letting players scramble to get it as high as possible I'd rather see Barbarians have other defensive capabilities to make up for it.  Rogues have low AC as well, but they are great at disengaging to avoid getting hit in the first place, and they get powers that reduce damage (usually when they have momentum).  That feels right for the Rogue, who was always a skirmisher.  What feels right for the Barbarian?  Taking those hits and shrugging them off.  In other words, tools that augment their HP.  Just look at the Orc Berserker - it's a monster with a similar fighting style, and the one trait they used to distinguish it was a temporary HP (THP) mechanic.

The other issue with the class, in my opinion, is that Rage simply isn't available enough.  Rage doesn't increase a Barbarian's performance enough past a multi-attacking Ranger or a damage-centric Fighter or Rogue to justify only getting it one battle per day with just a single recharge roll (and a hard one, at that). 

Here are the changes and additions that I'm going to use in my games.  After a few sessions I'll report back and possibly make tweaks depending on how it plays out.  My goal is the change the mechanics as little as possible while still giving the Barbarian a much-needed boost.

Barbarian Rage
The recharge rule from Escalation Edition v.6 reads as follows:  "Recharge 16+:  After a battle in which you Rage, roll a d20 and add your Constitution modifier; on a 16+ you can use Barbarian Rage again later in the day.

Change this rule to the following:  "Recharge 16+:  After each battle when your Rage is expended, roll a d20 and add your Constitution modifier; on a 16+ you can use Barbarian Rage again later in the day."

Discussion
Interestingly, this rules change is consistent with the general rules for rechargeable powers in the glossary; prior to this Barbarian Rage worked differently from the other rechargeable powers in that only one recharge roll was allowed.

Assuming a +3 Con mod at level 1, a Barbarian would need to roll a natural 13+ to recharge Rage.  So they'd get it in 1 battle out of 4, and have a 40% chance at getting to use it in a second battle using the original EE6 rule.  With this house rule, it would benefit a Barbarian to use Rage for his first battle of the day, and then for each battle thereafter he would have a 40% chance of having Rage available. 

New Talent - Berserk Vitality
Whenever you hit with an attack while Raging you gain temporary hit points equal to your level + your Con modifier (your level + 2x Con mod in Champion tier; level + 3x Con mod in Epic).

Adventurer Feat: Add 1d4 to the THP gained (2d4 Champion, 3d4 Epic).
Champion Feat:  You also gain THP as soon as you go into your Rage.
Epic Feat:  Once per battle when an attack depletes you of THP you can heal using a recovery as a free action.

Discussion
In D&D Barbarians had high HP.  In 3rd edition they were the only class that got a d12 hit die, and in 4th edition they were a striker with the HP of a defender.  I was, quite frankly, pretty shocked when I saw that the Barbarian got the same base HP as a Ranger, Bard, and Cleric in 13th Age.  The only hint of the class's legacy of sturdiness was that their recovery die is a d10 (with an option to increase it to a d12 via a talent), unlike the other classes with a base HP of 7, which use a d8 recovery die.  I don't think this is sufficient to make up for the fact that they're a frontliner with a base AC of 12.  Only the Rogue and Bard have comparable base AC, and the Rogue comes chock full of defensive tricks while the Bard is only partially a melee class.  Granted the Barbarian does have access to Unstoppable, which is a great self-healing talent, but there's still room to expand the concept.

In D&D 3.5 a Barbarian temporarily increased his Con score when he entered a Rage, which resulted in an increase in HP.  He also got damage reduction at mid to high levels.  In D&D 4E Barbarians get a class-based AC bonus, and certain builds got THP for killing enemies (while all Barbarians have access to various powers that grant THP).  The precedent is certainly there, and there's a lot to be said for the aesthetics of the mechanic.  This is a guy who is so tough he can wade into battle without much armor, opening himself up with his wild fighting style, but making light of those attacks made against him.  Indeed, it is the very act of damaging an opponent that gives him the vitality to shrug off hits.  Again, THP is the one mechanic that lets orc berserkers stand out.  Should the PC version of the "berserker warrior" be able to do the same?

Monday, 17 December 2012

Hirelings

Here I present some optional homebrew rules for using hirelings in 13th Age.  This could certainly use some refinement, as it hasn't been playtested yet.  Comments and criticisms are welcome, especially from those who use hirelings in their own games!

Wages
A hireling's wages are paid in gold pieces per full heal up (or adventuring day), and is based on the hireling's level and adventuring role.  Use adventuring day to calculate wages during long periods without encounters, such as when traveling long distances.  While the specific price (as well as hireling availability) will vary based on location, local economy, and how dangerous the job is, GMs should consider using the following baselines.  Alternatively, some hirelings might demand a share of any profits (up to an equal share, in the case of Burglars and Warriors), possibly in addition to an initial fee paid up front.  Occasionally, the party may gain the benefit of free hirelings for successful Icon Relationship rolls.

Porters:
Level     gp/FHU
1              5
2              6
3              8

Guides:
Level     gp/FHU
1              20
2              24
3              34
4              42


Burglars:
Level     gp/FHU
1              50
2              62
3              85
4              105

Mercenary Warriors:
Level     gp/FHU
1              80
2              100
3              140
4              165

On the Subject of Pricing
Porters cost roughly 5% of the recommended maximum gp per character per full heal up.  Guides cost 20%, Burglars 50%, and Mercenary Warriors 80%.  The simple fact is, having another body in the party can be extremely useful, especially in the case of warriors (who can handle themselves relatively well in a fight) and burglars (who can increase the party's profits and reduce the dangers from traps).  In order to balance their presence, the PCs should be giving up a significant amount of potions, oils, and runes that they would otherwise spend their money on. 

Reputation
While hirelings can be extremely useful, the party should take care to treat them well.  If word gets out that those hired by the PCs usually don't return, it's unlikely that they'll be able to find anyone willing to adventure with them, even for massively inflated prices.  On the other hand, if hirelings return to their home towns the wealthier for it, the party will probably enjoy the good will of the locals (and they'll likely be regarded as heroes if they actively protect their hirelings from danger).

Rumor has it that more competent hirelings can be found in Drakkenhall, but most civilized folk elsewhere in the Empire view those who hire them with some suspicion.

Recoveries
Hirelings can access recoveries in much the same way that PCs can, except that they are limited to only 1 Rally per combat.

Porters
Level 0 Mook, Initiative +1
Improvised or Basic Weapon +4 - 3 damage
HP 5, AC 14, PD 13, MD 12
Recoveries none

Level 2 Mook, Initiative +4
Improvised or Basic Weapon +6 - 5 damage
HP 9, AC 17, PD 15, MD 13
Recoveries none

Guides
Level 1 Troop, Initiative +4
One-Handed Sword (or similar) +6 - 5 damage
Show Them The Way! - Engaged Allies ignore Disengage penalties for multiple enemies.
HP 27, AC 16, PD 15, MD 13
Recoveries 4 - d6
Local Knowledge - Once per session the party can invoke the Guide's knowledge to learn something useful about the surroundings (location of an important feature, a correct path, peculiar local customs, etc.).  Roll 1d6.  1 - the Guide is misinformed, to the party's detriment.  2-4 the party learns something useful, but it costs them a setback or resources.  5-6 the party gains information without much (if any) cost.

Level 3 Troop, Initiative +6
One-Handed Sword (or similar) +8 - 10 damage
Show Them The Way! - Engaged Allies ignore Disengage penalties for multiple enemies.
HP 45, AC 18, PD 17, MD 15
Recoveries 4 - d6
Local Knowledge - Once per session the party can invoke the Guide's knowledge to learn something useful about the surroundings (location of an important feature, a correct path, peculiar local customs, etc.).  Roll 1d6.  1 - the Guide is misinformed, to the party's detriment.  2-4 the party learns something useful, but it costs them a setback or resources.  5-6 the party gains information without much (if any) cost.

Burglars
Level 1 Troop, Initiative +7
Dagger or Short Sword +6 - 5 damage
Backstab - Burglars have a crit range of 18+ if they're ganging up or if the target is unaware of them.
HP 27, AC 16, PD 15, MD 13
Recoveries 4 - d6
Trap Sense:  If a trap's attack that targets the burglar is a natural odd roll, the burglar can force the trap to reroll the attack once.
Burglar Background:  The burglar can roll burglary-related skill checks (1d20+8)

Level 2 Troop, Initiative +8
Dagger or Short Sword +7 - 7 damage
Backstab - Burglars have a crit range of 18+ if they're ganging up or if the target is unaware of them.
HP 36, AC 17, PD 16, MD 14
Recoveries 4 - d6
Trap Sense:  If a trap's attack that targets the burglar is a natural odd roll, the burglar can force the trap to reroll the attack once.
Burglar Background:  The burglar can roll burglary-related skill checks (1d20+9)

Mercenary Warriors
Level 1 Troop, Initiative +4
One-Handed Martial Weapon +6 - 6 damage
Miss - 1 damage
Javelin +6 - 5 damage
HP 27, AC 17, PD 15, MD 11
Recoveries 6 - d8

Level 3 Troop, Initiative +6
One-Handed Martial Weapon +8 - 11 damage
Miss - 3 damage
Javelin +8 - 9 damage
HP 45, AC 19, PD 17, MD 13
Recoveries 6 - d8

Originally posted at The Chamber of Mazarbul.