Faith: Signature Spells

No, I’m not done talking about Faith just because it’s on break.

My explicit goal going into Faith was to make it feel like an anime. This means arcs needed a certain pacing, enemies needed a certain charisma, battles needed certain stakes, and so on. I haven’t quite nailed it yet, but it’s a work in progress. Where Pathfinder conflicts with the rules of anime, we’re generally giving deference to the latter, and we’re probably doing that ever more as the campaign goes on. Usually this means just means making a rule tweak here or getting an unexpected success there, but sometimes we have to invent rules wholesale. Signature items were an example of this. Signature spells are another.

I’m hard-pressed to come up with a fighting anime that doesn’t have characters who charge up their attacks. Even if “charging up” is just “yelling a signature phrase that only sort of makes sense in English”, dramatic attacks almost always come with some sort of lag period. Pathfinder, and D&D in general, doesn’t do that. Most actions take one action. To create attacks that get stronger as characters put more time and energy into them, we had to go a bit outside what the game expects. Specifically, we had to go to a previous edition of the game and crib a mechanic everybody forgot about.

These use the rules for channeled spells, which I laid out the last time I talked about them. Each character has one custom spell, and boy were some of them a pain to write. Liam’s healing spell? Simple. Sarai’s touch-range-maybe blast? That had to work within the ridiculously, unnecessarily complicated mechanics for the magus and also within Sarai’s atypical build for it, but not be so specific that it wasn’t useful for any other character in any other situation. Sildroag’s spell also went through several revisions before we came up with something worthwhile, acceptable as a swift action but also worth giving up two rounds of attacks for the full-power version. I’m still not completely sold on all of them, but that’s why we have play testing.

 CHANNELED MERCIFUL REMEDY
School conjuration [healing]; Level bard 2
Casting Time See text
Components V
Range close (25 ft. + 5 ft./2 levels)
Targets One or more creatures; see text
Duration Instantaneous
Saving Throw Will negates (harmless); Spell Resistance Yes
You soothe your allies’ ills, cleansing them of minor problems. When you cast this spell, you channel energy into it. You can choose how long to spend casting this spell.
     If you cast this spell as a swift action, select one of the following conditions: dazed, fatigued, shaken, sickened. One ally within range can ignore the condition you choose for 1d4 rounds.
     If you cast this spell as a standard action, you end the chosen condition for one ally.
     If you cast this spell as a full-round action, you may either end one chosen condition on two allies or end two chosen conditions on one ally within range.
     If you spend 2 full rounds casting this spell, you may either end one chosen condition on three allies, end two chosen conditions on two allies, or end all conditions from the above list on a single ally.
     You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.
 
 CHANNELED MIGHTY STRIKE
School transmutation; Level bloodrager 1
Casting Time See text
Components V, S
Range Personal
Target you
Duration see text
Magic coalesces in your fist, enhancing your next attack. When you cast this spell, you channel energy into it. You can choose how long to spend casting this spell.
     If you cast this spell as a swift action, your next attack (if it is made before the end of the next round) gains a +5 bonus to the attack roll.
     If you cast this spell as a standard action, you gain a +5 bonus to weapon attack rolls until the end of your next turn, and any attacks you make with this bonus ignore damage reduction.
     If you cast this spell as a full-round action, you gain a +10 bonus to weapon attack rolls until the end of your next turn.
     If you spend 2 full rounds casting this spell, you gain a +10 bonus to weapon attack rolls and a reach of 30 feet, and any attacks you make ignore damage reduction. You may make one additional attack of opportunity per round, plus one additional attack for every five caster levels above 4th. All benefits last until the end of your next turn.
     You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.
 
 CHANNELED MYSTIC BLAST
School evocation; Level magus 2
Casting Time See text
Components V, S
Effect force energy around your hand
Range Touch or close (25 ft. + 5 ft./2 levels)
Duration 1 round / 2 caster levels
Saving Throw None or Fortitude partial; see text; Spell Resistance Yes
You concentrate your aura into a powerful burst of force. When you cast this spell, you channel energy into it. You can choose how long to spend casting this spell.
     If you cast this spell as a swift action, once during the duration of the spell you may make an attack that deals 2d4 points of force damage.
     If you cast this spell as a standard action, you may make one attack that deals 4d4 points of force damage. The attack also knocks the touched creature prone unless it makes a successful Fortitude saving throw.
     If you cast this spell as a full-round action, you may make two attacks that each deal 4d4 points of force damage and may knock the target prone.
     If you spend 2 full rounds casting this spell, you may make three attacks that each deal 6d4 points of force damage and may knock the target prone.
     You may deliver each attack as a melee touch attack or a ray. If multiple attacks hit the same target in the same round, the target only makes one saving throw, but the Difficulty Class of the spell increases by 2 for each attack that hits the target beyond the first. You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.
 
 CHANNELED SHINING BEACON
School evocation [light]; Level sorcerer/wizard 2
Casting Time See text
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Area See text
Duration See text
Saving Throw None; Spell Resistance Yes
Your conjure a beacon of light that damages nearby creatures. When you cast this spell, you channel energy into it. You can choose how long to spend casting this spell.
     If you cast this spell as a swift action, you select a 5-foot radius within range. Any creature who starts its turn within the area takes 2d4 radiant damage. The beacon persists for 1d4 rounds.
     If you cast this spell as a standard action, the beacon deals 2d6 radiant damage and the duration increases to one round per caster level.
     If you cast this spell as a full-round action, the beacon deals 3d6 radiant damage and the area increases to a 10-foot radius. The duration remains one round per caster level.
     If you spend 2 full rounds casting this spell, the beacon either deals 4d6 radiant damage or deals 2d6 radiant damage but does not affect your allies (your choice). The area remains a 10-ft. radius and the duration remains one round per caster level.
     In all cases, the beacon is 30 feet tall and sheds light as a torch. You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.
 
 CHANNELED TYRANNICAL INSPIRATION
School enchantment [compulsion]; Level oracle 2
Casting Time See text
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets One creature/level, no two of which can be more than 30 ft. apart
Duration See text
Saving Throw Will negates; Spell Resistance Yes
You push your allies to great heights at the expense of their well-being. When you cast this spell, you channel energy into it. You can choose how long to spend casting this spell.
     If you cast this spell as a swift action, each target loses 1 hit point per 2 caster levels and gains a +2 morale bonus to one ability score for one round. You select the ability score with you finish casting the spell, and you must select the same ability score for all targets. A successful Will saving throw negates both the damage and the bonus.
     If you cast this spell as a standard action, the bonus increases to +4.
     If you cast this spell as a full-round action, each target may gain a +2 bonus to two ability scores, and the target may choose to extend the duration of their bonuses for an additional round by taking the damage again on your turn. The target may repeat this indefinitely.
     If you spend 2 full rounds casting this spell, each target may gain a +4 bonus to two ability scores, and the target may choose to extend the duration as above.
     You may decide whether or not to target yourself with this spell. You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.

My pie-in-the-sky goal is to give the players further signature spells as they level. Following through is mostly a matter of forgetting how hard it was to do this set.

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Under the Stars

While Faith is on its season break, now is a good time to talk about the other campaign I’m running. Under the Stars is, as I’ve said before, roughly “Breath of the Wild meets Ni No Kuni 2.” Unlike Faith, I’m not challenging DMing or system norms or violating any core narrative principles in this campaign, or not any more than I normally do. This is a fairly straightforward D&D 5E campaign in which the players are supporting an outpost in untamed wilderness, defending it from some locals and forging allies with others, trying to turn this poorly-supported, nearly-empty camp into a meaningful settlement. It’s D&D without tavern fights and sewer crawls, but it’s still bog-standard D&D.

Oh, I guess we’re using hexes instead of squares. That’s something. Continue reading

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Guest Characters

Concept: Guest characters
Tested in: The One Piece campaign, The Eight Arms and the Contract of Barl, the Worldwound campaign

What it is: In D&D, players build characters and control them through adventures. That’s the elevator pitch and core concept of the entire game. There are rare circumstances where players don’t build and control their own characters, like convention one-shots where the characters are built beforehand, but that usually doesn’t happen in ongoing campaigns. DMs rarely create characters, hand them to players in the middle of an ongoing story, and say “this is who you are today”. It kind of defeats the point. But sometimes it makes sense to temporarily look at the story from another standpoint, and players don’t always have the time, knowledge, or inclination to design separate characters for what is essentially an in-continuity one-shot.

We’ve had several instances where players had characters largely handed to them by the DM for short bursts of play. In the One Piece campaign, the DM had us play the arc villains for a session so we could understand more about them and develop their personalities, live at the table. In the Worldwound campaign, the DM let us capture monsters and control them for an extended combat against enemies too powerful for us to risk fighting ourselves. And I’ve previously talked about building characters to supplement the PCs as they split up. In each case we did it for a different reason, using different methods, but in all cases the players drove NPCs for a session while the characters they intended to play sat on the sidelines. Continue reading

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Lucid Dreaming

Concept: Lucid dreaming
Tested in: The Great Tower of Oldechi

What it is: D&D likes working via cause and effect. Orcs don’t lose hit points at random, they lose hit points when they get hit by hammers. Wounds don’t heal except when treated by magic, medicine, or time, no matter how much a player might prefer that their character had taken no damage. Spontaneous, unexplained occurrences live solely in the realm of flavor, and even then they sometimes have rational explanations, like a thick fog covering the besieged village because a druid is keeping it there. And while a DM can get away with the occasional illogical act, players don’t have the same leeway. Their actions should always make some sort of sense.

But Floor 27 of the Great Tower ran entirely on random occurrences. It was so random, I don’t even have notes for it, except at some point I think the party fought Tiamat. Everything was generated live at the table, and the players eventually learned that it was because the entire floor was mutable. Once they figured that out, they wanted to take advantage of it.

Using a technique I adapted from the Dresden Files RPG, I let them affect the floor by rolling three simultaneous checks. Basically, they could declare anything they wanted and it would happen. But their Intelligence check would determine the result of their declaration, their Wisdom check would determine its severity, and a Charisma check would determine its form. For example, a player might say “a wave of lava surges over the people chasing us and buries them”. Good results on all their rolls would cause exactly that, no further justification needed. A bad Intelligence check would have a bad result (the lava does not bury the enemies, but instead lights them on fire so they deal extra damage), a bad Wisdom check would have the opposite severity (the lava doesn’t “surge” as much as “trickle”, creating maybe one square of difficult terrain), and a bad Charisma check would have a different form (the wave is actually a crowd of people doing the wave, holding back the enemies with a mass of bodies; not functionally different, but weirder, and it might lead to other applications later). Continue reading

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Multi-Character Characters

Concept: Multi-character characters
Tested in: The One Piece campaign

What it is: As a shounen fighting manga, One Piece has a lot of battles. We did a pretty good job of simulating it in the One Piece campaign, with recurring enemies and climactic boss fights and whatnot. But fighting manga tends to resolve things one-on-one, while D&D is a party-based game. When it came time to end the campaign with a series of destined battles, we didn’t want to violate the setting by shoehorning the enemies into balanced groups so we could fight them on even footing, but we also didn’t want to violate the game by having fights where one player acted while everybody else sat down and watched. We needed a third option.

To solve this we leveraged a trope from the genre: heroes who tap into unknown stores of power to fight enemies who push them to their limits. To represent that in D&D, we decided that each character, for the purposes of their destined battle and only that battle, would actually be represented by multiple “characters”. For each fight, the relevant player designed three simple one-shot characters to back up their main character as a balanced party. For example, the cleric with tentacle powers created a defender, a controller, and a striker and reskinned them as masses of tentacles. By the rules, we were all different characters, but narratively, we were all controlling different parts of the same PC. The other players controlled these one-shot characters over four or five sessions made entirely of battles and shounen-style banter. Continue reading

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The Million Murloc March

Concept: All-minion combat
Tested in: The Great Tower of Oldechi

What it is: In D&D 4E, minions were a creature type with static damage and only one hit point. They rarely had more than two powers (a melee attack and a ranged attack, or an attack and a movement power, etc.) and almost never had any consumable power. They were intended to supplement an encounter and give the PCs some roadblocks on the way to the actual monsters, serving as fodder the party didn’t have to focus on but couldn’t ignore either.

The rules said that four minions equaled one normal monster for the purposes of the XP budget (though later rules suggested using five minions at mid-level and six at high-level, to account for their low damage growth and the PCs’ increased access to multi-target powers). Since 4E was based around five monsters per combat, that meant a combat with twenty minions was technically a fair encounter. I had a party exploring a coastline, so I decided to hit them with a horde of murlocs, the numerous, irritating creatures we all knew from World of Warcraft. Continue reading

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Side-Scrolling Combat

Concept: Side-scrolling combat
Tested in: Delve Night and The Great Tower of Oldechi

What it is: D&D’s combat map has always been top-down, since before it was even D&D. It is, after all, a tabletop game, not a wallside game. Everything assumes you’re fighting on a mostly flat surface, perhaps with other flat surfaces around at different elevations. Underwater combat and flying enemies are a hassle because there’s rarely a good way to represent them, especially with physical miniatures, and everything from spells to fire breath to weapon reach is expressed in terms of how far it affects the world horizontally. Normally this is fine, but when you want an usually vertical combat, the rules sort of give up.

By taking the map and turning it sideways, we turned the top-down game into a side-scrolling game. Measuring vertical distance became trivial as it was exactly the same as horizontal distance. Mobile characters, like those who could jump or fly or teleport, got to use the full breadth of their abilities, and even slow, stable characters benefited because we made every walkable surface only five feet wide and there was no longer an easy way to get around them. Flanking was harder because there were only two spaces around a character instead of eight, but few other powers needed significant changes, especially in 4E where every area effect is a square. Continue reading

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Dreamblade Dice

Concept: Atypical damage dice
Tested in: Delve Night

What it is: The defunct miniatures game Dreamblade used six-sided dice for damage, but not the sort of dice from every other game. Normal dice have the sides 1 / 2 / 3 / 4 / 5 / 6. Dreamblade dice have 1 / 2 / 3 / a hollow diamond / a filled-in diamond / the dreamblade. Our FLGS had a bunch of these dice available, so we used them in a Dreamblade-themed Delve Night session. Instead of any damage dice, players could (and the DM must) instead roll a Dreamblade die.

Numbers worked as expected. Rolling the the hollow diamond was equivalent to rolling a 0, and the filled-in diamond was maximum damage for the dice the player sacrificed. The dreamblade was twice the maximum. So if a player decided to rolled a Dreamblade die instead of a d8, the sides of that dice effectively were 1 / 2 / 3 / 0 / 8 / 16. Continue reading

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A Month of Healthy Disrespect

It’s November, which means I’m doing National Novel Writing Month again. Since I’ll be spending most of my writing energy on something completely different, this blog won’t have any long-form posts this month. Instead, I want to elaborate on something I’ve mentioned a few times: my healthy disrespect for the rules of D&D.

The context in which I intend “healthy disrespect” is “the gaming system clearly intends and expects that I will use mechanic X, but it does not specifically preclude me from doing mechanic Y and I’m willing to tweak or ignore whatever’s necessary to achieve it.” It pertains to Law #1, the DM’s ability to do anything he or she wants, and Law #0, the responsibility of all players to keep everything fun, and it’s a step beyond simple house rules because it violates some core expectation of the game. That is, if I see a way to do something fun, I’m within my rights to make that happen even if it’s contraindicated by the system. Sometimes it works, and everybody has a blast. Sometimes it fails, and I’ve inflicted something on my players with nothing to show for it but the experience. In either case, I’ve learned something about what does and doesn’t work, and I can use that in future sessions to make them even better. Continue reading

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Making Phased Bosses

Phased bosses aren’t an everyday food. If every bandit leader and his brother has multiple forms, the whole concept loses its impact. But for key battles, the sort that accompany campaign milestones or end arcs, there’s little more satisfying than watching the PCs win a fight they know they can’t handle. Because phased fights bring deadly challenges down to a reasonable level by manipulating encounter pacing, they fit snugly between “possible” and “impossible” in the exact place memorable fights live.

Designing a phased boss gives you plenty of opportunity to flex your creative muscle. But before you design anything you have to decide what sort of fight you want. There are different types of phased encounters, though the types themselves are means to an end. What really matters is the impression you want to give the players, and that impression affects what type of encounter works best. Continue reading

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