The Banality Of The Fantastic

Just a little something I wrote on rpg.net that I thought ought to be here, as well.


I’ve found, in my fiction, that I tend to keep returning to the concept of the banality of the fantastic — how anything, no matter how baroque or strange, ultimately just becomes part of the background noise of daily life, and try to create worlds that are interesting to the readers but which are simply *there* for the characters. If the canonical Big Dumb Object story is “the guy gawking at things, and the guy who explains to him what he’s gawking at”, my stories tend to be “the guy yawning at things because he just wants to get home and watch TV and this is, what, the fifth giant radioactive monster this week?” And this, in turn, feeds back into my gaming preferences… I enjoy worlds where the characters do not marvel or wonder at golems or vampires, but run down their checklist of “What kills them?”, because they’re as much a part of their world as lions, tigers, and bears. They’re dangerous, they’re fearsome, they require special knowledge and skills to hunt effectively, but they’re not alien, unknown, or mind-bending.

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Even Yet More 5e Replies

And It’s Still Yet Another Set Of Replies To A 5e article!

Here’s the 5e article.

Here’s the reply:

On one hand, I want a steady stream of releases. OTOH, I think releasing something you know you’re going to change is counterproductive. I don’t have a good answer, sorry.

I like what you’re describing as rogue abilities, but I’m a little confused by the description. Are these things anyone can try (taunting, tricking an enemy into attack), but rogues can spend their expertise dice on, so they’re better at it? Or are these things only rogues can attempt?

I dislike that a simple proficiency is all you need to cast spells in full armor; I’d prefer an additional cost, and consideration of the type of armor — the heavier the armor, the harder to cast in it. At the least, make that an optional module.

I like the idea of having at-will versions of spells. How about going one further: You can cast a prepared spell as a weaker, at-will version, so long as you haven’t cast it at full strength. Once you cast it at full strength, you lose it and the at-will version. This adds a dimension of resource management and allows casters to “run out” of even at-will spells. It also encourages them not to alpha strike in the first encounter, as they don’t want to lost their at-wills if they don’t have to.

Non-rogues should be able to be good at out of combat skills, too. You should split off in-combat and OOC performance into two resource pools. A fighter may be a mercenary commander (diplomacy, intimidate, tactical knowledge), a landed noble (diplomacy, sense motive, Noble Lore), etc. The “rogue as skill monkey” is a 3e-ism which, while not bad, and often true to the archetype (Grey Mouser, Locke Lamora) shouldn’t be a straitjacket in design. (4e promised that combat and non-combat skills would not be in competition, then released feats that included combat feats and non-combat/skill feats, forcing players to choose after all. You have a chance w/5e to create separate resource pools for C/NC abilities. Take that chance!)

 

 

 

 

 

 

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More 5e Comments

Yet another attempt to leverage the random, off-the-cuff drivel I spout on other gaming sites into an “article” here. Hey, the site’s free. You get what you pay for… including my constantly reusing that lame excuse when I post content I know is sub-par.

Anyway, Mike Mearls has posted an essay on class design that’s as free-flowing, digression-filled, and vague as anything I’ve ever written, so, I felt obliged to offer a response, that serves to also frame my own thoughts on game design and what makes a good game.

If you don’t read this article first, the following reply will make even less sense than usual.

a)Why not “Maneuver Dice”, since they tie into the Maneuver System? Calling them “damage dice” and then using them for non-damage is really poor naming. (How about “Action Dice”?)

b)Every time you say “simpler”, “for purposes of simplicity”, “to make things easier”, etc, I die a little inside. We’re gamers. We don’t need things simple when that simplicity comes at the cost of variety and depth.

c)A class’s story, place in the world, etc, is the province of the DM. A class’s mechanics is the province of the designers. If the class is not mechanically interesting, fun, etc, no one will play it, and that story will not be told. You guys handle the rules; leave the story to us.

d)A monk’s abilities may be “magical” in the plain English sense, “abilities that defy the normal laws of physics”, but they should not be “magical” in the game mechanic sense — they should not be affected by anti-magic fields, or detected with “Detect Magic”, or affect a creature vulnerable to “magic” or be hindered by a resistance to “magic”. WORDS MATTER IN RULES. Don’t say “magical” if you don’t mean “magic as a game mechanic/keyword”. If you DO mean that… please reconsider. A monk’s abilities, for purposes of that “role in the world” and “story” you’re always on about, should not be “magic” in the same same sense spells are.

e)Drop the alignment requirement. THAT is something that’s “story”, and while it’s good to have a note that “most monks are lawful”, it should not be mandated for D&D in general, though it might be part of a specific setting. It would be interesting to have different ki powers available based on being lawful or chaotic, though.

 

 

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Gelatinous Cube, Glacial

Gelatinous Cube, Glacial

In honor of the Winter Is Coming Blog Carnival, I’ve decided to try to a)post more often (hah!), and, b)post winter/cold/ice related stuff, as my fancy is struck. No promises on either frequency or content; been there, done that. For all you guys know, this could be my last post ever. We’ll see. (Note: I wrote that first paragraph on 11/04/2012. What day was this posted?)

So, for starters, let’s take one of the classic monsters, the gelatinous cube, and try some frozen variants. This is going to be a bit of an exercise in extemporanea, wherein I will “think out loud” on the page, as I try to work out what to do with this concept. This allows you to peer into the mind of the artist. Gaze not into the abyss, yadda yadda.

So. Cold gelatinous cube. “Ice Cube”, but that’s too obvious, even for me. Hm. Here’s problem one: The thing about cold, the thing is, about cold, is that it’s cold. Frozen. Stiff. Pretty much the antithesis of “gelatinous”. Sure, you can postulate the freezing point of Cube is much lower than that of water, and we might go with that, but as I ponder it… can a non-gelatinous gelatinous cube be interesting? Hmm…

Cold. Solid cube. Ice cube. Can’t absorb things, except very slowly. Like licking a street sign. Except it’s a street sign that wants to eat you. It can absorb on contact, slowly. Warmth of bodies thaws its outer surface. You get stuck, then drawn in as your own body heat softens the cube so it can feed. Hm. What else does ice do? Shatter. Hitting it causes smaller fragments or shards to fly off. Form their own monster. Hmmm. Clear. Gelatinous cubes are already clear, but arctic thoughts. Sun. Light. Refractions. Snowblindness. Cube shimmer in the sun, blinding aura, dazzling, hard to look at.

OK, that’s enough traits to work with.

Let’s see. Let’s do an “across the ages” thing here. I’ve done it for spells. Why not for monsters?

 

AD&D First Edition

GELATINOUS CUBE, GLACIAL
FREQUENCY: Rare
NO. APPEARING: I
ARMOR CLASS: 5
MOVE: 4“
HIT DICE: 6
% IN LAIR: Nil
TREASURE TYPE: See below
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8+1-4 Cold
SPECIAL ATTACKS: Paralyzation, refraction, surprise on a 1-4
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: L (10’ cube)
PSlONlC ABILITY: Nil

Attack/Defense Modes: Nil

Glacial Gelatinous Cubes are found only in the frozen regions of the planet, or in dungeons which are kept magically super-cold. They are much more solid than their oozier brethren. Due to this, when they hit an adventurer and paralyze him, damage begins on the first turn following the attack, as it takes time for the stricken victim to be drawn inwards.

Glacial cubes are even harder to spot than others of their kind, as they blend perfectly with the semi-transparent ice of their home regions. If encountered in daylight, the cube may instinctively make a refractive attack instead of its normal attack, causing all within 20 feet to make a saving throw against breath weapon or be blinded for 1d4 turns. It may do this only once per day.

Glacial cubes have the same treasure types as other gelatinous cubes.

Glacial gelatinous cubes can be hit by all forms of weapons, but bladed weapons do only half damage. Blunt weapons do normal damage, but on each hit, there is a 25% chance that a shard of the cube will be knocked free. This shard makes an immediate attack as a 3HD monster on a random character within 10 feet of the cube. If the attack hits, the target takes 1d6 damage and must make a saving throw vs. paralysis or be paralyzed for 1d4 turns, during which time the embedded shard will do a further 1d6 damage per turn unless it is somehow removed. Anyone killed in this fashion will become a glacial cube within 2d6 rounds after death, having but 1/4 the hit points of a standard glacial cube, but otherwise identical.

Glacial gelatinous cubes take normal damage from fire, and cold attacks heal them for half the damage they would otherwise do. Electricity, fear, holds, paralyzation,  polymorph, and sleep based attacks have no effect on glacial gelatinous cubes.

It is rumored that white dragons of the smarter sort will sometimes (10% chance) keep glacial cubes as guardians, scattering them around their lairs to ward off intruders.

Pathfinder

(For those who care, which is to say, no one, I am using PF instead of D&D 3.x because my monster spreadsheet has been rewritten for PF.)

Glacial Cube
Large Ooze (Cold)
Hit Dice: 6d10+48 (96 Hit Points)
Initiative: -5 Dex
Speed: 15 feet (3 squares)
Armor Class: 14(-1 Size -5 Dex+10 Natural) touch 4; flat-footed 14
Base Attack/Grapple: +4/+10
Attack: Slam +6 (1d6+1d6 cold)
Space/Reach: 10 ft./10 ft.
Special Attacks: Engulf, Paralysis, Refraction, Shards
Special Qualities: Transparent
Immunities: Electricity, Cold, Ooze Traits
Saves: Fort +10,Ref -3,Will -3
Abilities: Str 14, Dex 1, Con 26, Int 0, Wis 1 ,Cha 1
Environment: Any Cold
Organization: Solitary
Challenge Rating: 4
Treasure: Incidental
Alignment: Neutral

The glacial cube is a cousin of the more common underground gelatinous cube, one which has adapted itself to life under conditions of extreme cold. It is much more solid than the normal gelatinous cube, which provides it with some measure of increased defense, reflected in both its Armor Class and its Hit Points. It also has several other distinctive traits which can catch unwary adventurers by surprise. Unless noted, it is otherwise identical to the gelatinous cube.

Acid (Ex): The glacial cube’s acid does not harm metal, stone, or ice.

Engulf(Ex): The glacial cube has a solid surface, and cannot easily engulf moving prey. However, the body heat of paralyzed victims melts its outer surface, at which point, it can ingest them. As a full round action, it can engulf a single Medium or small creature which is adjacent to it and paralyzed. There is no save. Engulfed creatures are subject to the cube’s paralysis and acid, gain the pinned condition, are in danger of suffocating, and are trapped within its body until they are no longer pinned. This ability does not affect creatures with the cold subtype.

Paralysis (Ex): A glacial gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed on a DC 21 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based.

Refraction (Ex): As a standard action, a glacial cube exposed to sunlight or bright light can instinctively form its internal substance into crystalline patterns that emit a blinding light. All those within a 30′ radius burst centered on the cube must make a Reflex save (DC 21) or be dazzled for 2d6 rounds. This save is Constitution based.

Shards (Ex): When the glacial cube is struck by a weapon which does crushing damage, it sends for small shards of its frozen substance. If it is critically hit by such a weapon, it produces 1d4+1 shard. Each shard makes an attack on a random creature within 10′ of the cube, at a +6 attack bonus. If it hits, it does 1d8 piercing damage, and it will do 1d6 cold and acid damage for the next 1d4+1 rounds (A DC 15 Heal check will remove the shard). Any creature killed while the shard is in place will reform in 2d6 rounds as a small glacial cube (apply the “young” template to the glacial cube)

Transparent (Ex): The glacial cube is even harder to spot than its dungeon-dwelling kin. A DC 20 Perception check is needed to notice one when in its natural habitat among ice cliffs and snowdrifts. Anyone more than 15 feet away has a 50% miss chance for aimed spells or attacks. Faerie fire, glitterdust, and similar spells render this effect moot, but invisibility purgeor the like do not, for the same reason they don’t make glass windows opaque.

Dungeons & Dragons Fourth Edition

Ah, 4e. The easiest version to design monsters for, hitting a good balance between the “finger in the wind” 1e/2e rules and the “IRS Tax Auditors Give Up” 3.x/PF rules. Well, it would be nice if there were more formal support for non-combat abilities or integration with the rules for PCs, but, you can’t have everything.

Because 4e makes it so easy to run simple monsters on the fly, the shard effect for the 4e version produces minions, which makes it tactically more interesting, in my opinion.

Glacial Cube

Level 7 Elite Brute

Large natural beast (ooze, cold)

XP 600

HP 194; Bloodied 97

AC 21; Fortitude 20; Reflex 17; Will 18

Speed 3

Immune gaze, cold; Resist 10 acid

Saving Throws +2; Action Points 1

Initiative +5

Perception +5

Tremorsense 5

Traits
Translucent
A glacial cube is invisible until seen (Perception DC 25) or until it attacks. Creatures that fail to notice the glacial cube might walk into it. if this occurs, the cube attacks (+13 vs. Fortitude; Hit: Target is immobilized, save ends.)
Standard Actions
m Slam • At-Will
Attack: +12 vs. Fortitude
Hit: 2d6 + 3 damage, and the target is immobilized (save ends).
M Engulf (acid, cold) • At-Will
Effect: The gelatinous cube engulfs one or two Medium or smaller targets who are immobilized and adjacent to it.; The target is grabbed and pulled into the cube’s space; the target is dazed and takes ongoing 10 acid and cold damage until it escapes the grab. A creature that escapes the grab shifts to a square of its choosing adjacent to the cube. The cube can move normally while creatures are engulfed within it.
C Refractive Burst (radiant) • Encounter
Requirements: Must be in sunlight or in bright light.
Attack: Close Burst 5 (All sighted creatures in burst.); +8 vs. Reflex
Hit: 1d10 + 7 radiant damage, and target is blinded (save ends).
Triggered Actions
Shardspawn • Recharge 4 5 6
Trigger: The cube is struck by a blunt weapon, such as a mace, club, or hammer.
Effect (Immediate Reaction): The cube creates a cubeshard within any adjacent square. This does not grant extra XP. No more than two cubeshards can exist at any one time.
Skills Stealth +10
Str 15 (+5) Dex 15 (+5) Wis 14 (+5)
Con 17 (+6) Int 2 (–1) Cha 2 (–1)
Alignment unaligned     Languages
Glacial Shard

Level 6 Minion

Small natural beast (ooze, cold)

XP 63

HP 1; a missed attack never damages a minion

AC 20; Fortitude 18; Reflex 19; Will 17

Speed 6

Initiative +6

Perception +3

Traits
Translucent
Glacial shards are small and easy to miss against ice and snow. If in such an environment, they have +2 to all defenses against ranged attacks originating more than 2 squares away, unless the attacker is not relying on normal vision.
Standard Actions
m Shard Slash (acid, cold) • At-Will
Attack: +11 vs. AC
Hit: 5 cold and acid damage.
M Embedding Shard (acid, cold) • Encounter
Attack: +11 vs. AC
Hit: 5 cold and acid damage, and the glacial shard is destroyed. The target takes 5 ongoing cold and acid damage (save ends). If this kills the target, it dissolves and becomes a glacial shard, which will attempt to flee the area.
Skills Stealth +11
Str 4 (+0) Dex 16 (+6) Wis 10 (+3)
Con 12 (+4) Int 1 (–2) Cha 10 (+3)
Alignment unaligned     Languages

I could add some more author’s notes here, but the fact is, I had this whole thing done EXCEPT for the shard minion, and that took me over two weeks to get around to doing (and only about an hour to do it, including fighting with Adventure Tools because it corrupted my saved monster file), and I don’t want to procrastinate any more.

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An Inspirational Image

 

Angor Or Bangor Or Something Like That. It's Just Cool.

jul09wallpaper-8_1280.jpg (1280×960).

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A Cool Set Of Images

Menacing Monsters Sketched Onto Post-It Notes | So Bad So Good.

Found this stumbling along the web, and thought it might serve as inspiration for some.

 

 

Posted in Uncategorized | 1 Comment

Spam spam spam, glorious spam…

While Akismet has done wonders in the keeping spam from appearing in the comments, the robo-spammers have evidently found this site, and I have to clean dozens of messages out of Akismet’s holding pen every day or so. This tells me the captcha isn’t working. I dislike dealing with hundreds of spam messages, because I try to be conscientious and scan them for false positives (so far, I’ve found about 1-2 out of thousands of spam posts, so maybe I should stop bothering). Even so, does anyone know of a better tool than SI Captcha for keeping spam from even reaching Akismet in the first place, and which will be only a minimal burden to the humans who come here? (I don’t want to turn off comments on old articles, as a lot of them are “evergreen”; unlike a news site or the like, the core content here — rules, reviews, and so on — is generally useful no matter how long ago it was posted, at least to the extent anything here is useful.)

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Demi-Spells

Demi-Spells (Revised)

Magic in D&D/Pathfinder is pretty straightforward — bippity boppity boo, target makes his Reflex save or takes 15d6 of Flaming Acidic Ice damage. But what if you’re in a real hurry, and you leave off the bippity and the boppity, and just go with the boo?

A rare few arcane casters have mastered their spells to such an extent that they can choose to unleash a portion of the power of a prepared or known arcane spell with nothing but a syllable or two of speech and the barest flicker of a gesture — in Pathfinder terms, an immediate action.  This consumes the full power of the spell and produces, of course, a lesser effect — but sometimes, half a spell at the right moment is better than a full spell at the wrong moment.

Such reduced spells are commonly called demi-spells, though they might be known by other names depending on culture, locale, and magical tradition — “arcane fragments”, “half-castings”, “spell shards”, “dweomerlings”, and so on.

A demi-spell cannot be prepared specifically, nor can one be a known spell for a spontaneous caster. Further, not all spells can be cast as demi-spells; a selection of some demi-spells for the lesser magics can be found below.

Scrolls, wands, potions, and other spell completion or spell trigger items normally do not contain demi-spells, and the spells they do contain cannot be cast as demi-spells. (A scroll, etc, which contains a demi-spell still requires a standard action to use. So, not much market in them. The main balance on demi-spells is that you give up the full power of the spell in order to shoot something off quickly; if you could carry a wand packed with 50 of the suckers and still use them as immediate actions, everyone would use one every turn.)

If a spell was prepared with a metamagic effect, the demi-spell inherits that effect, subject to any changes in the spell itself — for example, if the duration of the demi-spell is shortened, and the spell was prepared as an extended spell, the extension is calculated based on the demi-spells duration.

A quickened demi-spell can be cast as a free action. You cannot cast a second demi-spell as an immediate action in the same round, though you can take some other immediate action.

A demi-spell counts as a spell of its base spell’s level for purposes of saving throws, spell resistance, “immune to spells of X level or lower”, and so on. It also counts as the non-demi version of itself for purposes of any spell-specific effects, triggers, or immunities — a creature immune to magic missile is also immune to demi magic missile.

In order to cast a demi-spell, the caster must take the following feat(s):


Demi-Spell (Metamagic)

You can rapidly cast a reduced form of a low-level spell you’ve prepared or can spontaneously cast.

Benefit: You have access to any demi-spell versions of first through third level arcane spells you know or have prepared.

Special: Creatures with this feat and with spell-like abilities may use these abilities as demi-spells; however, an at-will spell-like ability cast as a demi-spell may not be cast again (as a demi-spell or a normal spell) for 1d4 rounds.

Improved Demi-Spell (Metamagic)

You can rapidly cast a reduced form of a mid-level spell you’ve prepared or can spontaneously cast.

Prerequisite: Demi-Spell

Benefit: You have access to any demi-spell versions of fourth through sixth level arcane spells you know or have prepared.

Special: Creatures with this feat and with spell-like abilities may use these abilities as demi-spells; however, an at-will spell-like ability cast as a demi-spell may not be cast again (as a demi-spell or a normal spell) for 1d4 rounds.

Greater Demi-Spell (Metamagic)

You can rapidly cast a reduced form of a high level spell you’ve prepared or can spontaneously cast.

Prerequisite: Improved Demi-Spell

Benefit: You have access to any demi-spell versions of seventh through ninth level arcane spells you know or have prepared.

Special: Creatures with this feat and with spell-like abilities may use these abilities as demi-spells; however, an at-will spell-like ability cast as a demi-spell may not be cast again (as a demi-spell or a normal spell) for 1d4 rounds.


Designer’s Note:There’s a lot of ways to handle access to demi-spells. The above is a compromise between several methods, as follows:

  • No Cost: If you can arcane spells, you can cast demi-spells. This increases the flexibility of casters at no cost in resources. And, of course, if there’s one thing Pathfinder is known for, it’s how underpowered and inflexible casters are. (PS: That was sarcasm.)
  • A feat unlocks all demi-spells. Metamagic feats can be applied to all spells, after all, so why require multiple feats? Again, my thinking here is that requiring too little investment for the gain in flexibility is probably unbalancing.
  • A feat unlocks demi-spells for a range of spells. That’s the default option.
  • A feat unlocks demi-spells in a limited range. This might be something like “Conjuration Demi-Spells”, which may require Spell Focus (Conjuration) as a prerequisite. This has a lot of flavor potential, as it makes a specialist mage even better at his specialty, and feels “realistic”, in that someone who has made a special study of conjuration spells would be adept at using fragments of them, but not of other spells. DMs should consider this option if they like more focused casters.

The Spells

Following is a small sample of demi-spells. If there’s interest, I may write up more. (Actually, I’m considering jumping into the PDF field a few years late and a few dollars short. Feedback request — would 0.99 for a dozen or two demi-spells be a decent price? I’m thinking of three books of three spell levels each, probably 15-20 spells per.)

Note 11/2/2012: Based on comments, some of the effects have been revised. A particular tip of the hat to mneme, whose comment got me thinking that if a fight only lasts a few round, an effect which is de facto “the whole fight” should be looked at closely. I’ve also tried to add in some more cases where the reduced spell will be useful. The design intent for demi-spells is to have them provide a quick burst of utility in an emergency or to gain just that hint of edge you might need to tip the scales.

Burning Hands: You never know when a gout of flame will come in handy. Burning hands does 1 point of fire damage per caster level (maximum 5) when cast as a demi-spell.

Cause Fear: Cause fear, when cast as a demi-spell, will cause the target creature to be shaken, or to suffer no effect if the save is made.

Charm Person: Charm person, cast as a demi-spell, will cause the target to think of you as a friend for one round. This is a short period of time, but it’s long enough for him to drop the nasty debuff he “accidentally” cast on his “best buddy” (you) or simply refrain from launching a fireball at you long enough for someone to hit you with a heal. It instantly ends if you or an ally attack the target, of course.

Color Spray: The demi-spell version of this has been unflatteringly termed “pastel spray” due to its faded colors and weaker effects. It only affects creatures of 2HD or less, and will stun them for one round.

Corrosive Touch: Casting corrosive touch as a demi-spell reduces the damage done to 1 point per level. It is often done just prior to making an attack of opportunity to disrupt a caster. (This requires you to be able to make unarmed AOOs, of course.)

Enlarge Person: While still just as impressive upon casting, the demi-spell version of enlarge person lasts for only one round. A common use for this is to wait until the target is about ready to unleash an iterative melee attack.

Expeditious Retreat: Rather handy if cast right at the start of your turn, as this gives you two actions to use running. (A common tactic is for a wizard trapped in melee to cast this as a demi-spell, take a five foot step, and then use his standard action to move.) However, as a demi-spell, it only increases your speed by 20 feet, and lasts one round per level.

Grease: The demi-spell version of grease affects a single square only, and evaporates by the end of the caster’s next turn. Still, it can be a great way to stop a fleeing — or charging — foe.

Magic Missile: Casting magic missile as a demi-spell might get you a reputation as a kill-stealing be0tch,but even at 1 point of damage per missile, the “always hit” feature can be very functional. If you can cast multiple missiles, they can be multiply targeted as usual.

Shield: Casting shield as a demi-spell can be done at the point where you are targeted by an attack, but before the to-hit is rolled. (It can also be done any other time an immediate action is allowed.) It provides the full +4 shield bonus to AC, but the spell terminates when the caster is hit despite the bonus, or if an attack misses by 4 or less (i.e., it’s the shield spell that caused it to miss), or after 1d4+1 rounds. It is thus often used when a caster suddenly finds himself in melee range, or sometimes at the start of a round if he needs his standard action to do something which will provoke, such as read a scroll or drink a potion.

Sleep: Sleep will put 1 HD worth of creatures to sleep, when it is cast as a demi-spell.

True Strike: As a demi-spell, this grants you a +5 insight bonus on your next attack roll. For multiclassed characters who primarily rely on melee attacks, this is a very nice thing to cast just a the start of their turn.


More Designer’s Notes

  • There’s no particular reason to not allow divine casters the same type of functionality. I might cover that in a future article.
  • I have a variant on this concept for combat maneuvers, giving the fighter and rogues something to do, if anyone’s interested.
  • DMs may wish to experiment with global changes to the demi-spell concept. For example, they may decide that all demi-spells with a range greater than touch or personal have their ranges either down-shifted one (Close becomes Touch, etc.) or calculate the range normally, and then halve it. (This might also apply to areas of effect, or to the number of targets.)
Posted in Dungeons & Dragons, Pathfinder and 3.5, Rules And Variants | Tagged , , , , , , , , | 4 Comments

Ghosts, Spectres, Wights

So there’s a new article over on WOTC about the art for undead. I had some comments to make, and I’m feeling egotistical enough that I think they might be interesting reading. (If you don’t click the link, the writing below won’t make a lot of sense.)

The ghost as shown looks hostile and not particularly human (living). It doesn’t fit the description. I’d prefer something with more detail and color — albeit faded and washed out — and just a hint of transparency. When we say someone looks “haunted” or has a “haunting expression”, it tends to imply sadness, distance, melancholy, a sense of a mood of loss and wasting. I see ghosts as fragments of source code left executing when the program has crashed, stuck in a loop, unable to get outside the boundaries of their mind (and a physical location as well). If pushed too hard (by overly inquisitive PCs), their sad loss becomes maddened rage, and they attack, with the damage they do physical or metaphysical based on various factors.

If specters are the victims of violent death, each should show clear signs of it — a perpetually bleeding wound, hideous burns, etc. They may “shift” over time, morphing from a seemingly healthy, but translucent, figure that resembles them before the incident, to a “freshly mutilated corpse” that shows them at the time of their death.

Wights should be, in my mind, those tied to the world by material things (as opposed to ghosts, who are tied by psychological things). You know how “you can’t take it with you”? Wights wouldn’t leave it behind. They are bound to the wealth in their tombs, and their appearance should be that of once-luxurious clothing, weapons, or armor, in rags.

I do not consider any of the art here exceptionally strong or evocative (sorry…), and the key weakness is the same — they’re all impersonal. Becoming a ghost, specter, or wight requires an emotion so strong that it is literally more powerful than death. This can be broadly categorized (personal loss, violent death, greed), but it will still manifest uniquely in each person. We should be able to tell a story about a ghost from seeing her picture. We should be able to imagine what she lost or why binds her here.

For the specter, the same thing — we ought to know how he died, and his clothing, gear, etc might give clues to what caused someone to kill him so violently (or it might not he could be the innocent victim of a madman — but that’s a story hook, too.). For the wight, again — we should see “That was a rich merchant; that was an arrogant noblewoman.” Make them people — dead people, but people who, in life had something so important to them that it allowed them to give the finger to Death.

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Oh, Nifty!

I just found out my “AddInto” Firefox add-on can connect to this page. It’s likely y’all will be seeing much more frequent, and utterly trivial, updates, as now it’s really simple for me to connect to and comment on any random gaming stuff I happen upon.

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