Sunday 14 April 2013

Paizo's Pathfinder - Beginner Box

How to bring your wife to play role playing games


To those unfamiliar with Paizo's Pathfinder game - a word of introduction. There was a time when the publisher of the "World's oldest roleplaying game" decided that your host's (i.e mine) favourite system needs a thorough review and re-composition. Thus D&D 3.0 was born basing on the freshly designed (read: cunningly crafted from the previous AD&D mechanics) d20 game system. Ta-dah! And not too soon an update called D&D 3.5 edition was unleashed  to the world to smite yer beliefs in any other entertainment beside delving dungeons and wrestling dragons. And the GM's saw it was good. And they smiled upon it.
Then the Publisher said: "Let there be OGL (open game licence) for any of you who want to create fantastic worlds and games using our ingenious mechanics". And the other publishers saw it was good. And thus Pathfinder was born.

Pathfinder is currently one of my most recent fascinations and with good reason. It all started with me being frustrated over the fact Paizo does not accept AMEX cards (shame on you Paizo, shame on you). I was half way there to plan a trip to the US to purchase a set of manuals when browsing my befriended game distributor (www.rebel.pl) I found out they were (are) in fact importing the Pathfinder books to Poland (yippee!). I read enough to get interested in the beginner's box. After all I was already an owner of the famous TSR's red box which probably deserves another note. Having played countless sessions of FFG's Descent: Journeys in the Dark boardgame with my wife and brother-in-law I was already looking for an easy mean of transition from fantasy boardgames to fantasy role playing games. But to achieve that I needed a system that is possibly close to the boardgame's setting and mechanics that are straightforward, transparent and easy to learn. Of course attractive graphics and artwork is very, very helpful. 
I found Pathfinder Beginner Box to be all that and more. 


First impressions


The box is fantastic - sturdy and well crafted. Artwork is damn solid (not Elmore though). It all smell of quality and dedication. Upon opening the solid chest I stumbled upon a one-pager introducing me to the content with a brief yet informatory guide through the box's contents. Bravo!
The two manuals (Hero's and GM's) are not intimidating to a beginner. My fantasy boardgame's campaign rulebook is thicker (sic!). Pre-rolled character sheets are a masterpiece of design containing short introduction meant for a person who's never (ever) played before, then each section of the character sheet is well explained so that even during gameplay you can never be lost (for too long) and you don't have to consult the hero's manual. Smart.
A nice touch is a folded generic dungeon map that can be drawn upon with a erasable marker and a set of paper pawns with beautiful drawings to use on the map should you decide to play Pathfinder as a semi-boardgame. Need I say more? The last part os of course a one-pager on the bottom informing you of all development options, further expansions and manuals, Pathfinder society etc. Well played, Paizo. Well played.


All you need to play - the dice


As it is a game dedicated to beginners it should and in fact it does contain everything you need to start playing right away. It does have the pre-generated characters, one of each kind (fighter, wizard, cleric, rogue). It does have all necessary and simplified rules. It does have an introductory adventure that is easy to run with merely an hour of preparation. And it does have the dice.
The set is great. Well crafted and weighted. Sturdy to the level of indestructibility. A classic set of 1d20, 1d12, 2d10, 1d8, 1d6 and 1d4. This is in fact a great addition to my collection of dice (another note on that should be available sometime). Thanks, Paizo!



Getting to play - the first adventure


I can't really tell how many publishers understand the importance of the introductory adventure in a roleplaying game. I can tell though that not many enough. Fortunately Paizo is a publisher who seems to stick by one general principle: Diligence, dedication, quality and support. Well, that's more than one principle, but it proves the point!
The introductory adventure is the first thing you see in the GM's manual. First thing! That is how you make a statement. It bases on the decades-old quest format - dungeon delving. But it does it so well. The text is easy to read, well composed and structured. You actually need to read through the adventure once to be able to run it, because all major points are so handily provided in subsections, boxes, tables etc. Flavour text is laid down in a separate box, so you can read it aloud if you're not ready to create atmosphere on your own. All enemies' stats are provided as you go. The adventure itself introduces new rules step by step so you can learn while you play. Boy, somebody has just done their homework in learning patterns. So there's cavern exploration, strange artifact inspection, traps, treasures, fighting, talking your way out of the situation, riddles, underground river swimming, crossing obstacles and a dragon. Whoaa. All in one adventure. The ending is open so you have a great starting point for a follow up. Some ideas are even written down for your consideration. This is who everyone should do it. You immediately get the gist of the game, you get the idea what lies beyond the first gaming session! Does this work? It sure does, ask my recent all newbee gaming group.
So, yes, I am impressed :)

The Boardgame mode


For those of you who feel like transitioning from a simple hack and slash treasure hunting boardgame to a fully fledged rpg is too much of a step the Beginner Box introduces a boardgame mode.
The board is provided in a form of a folded map. One side shows the first adventure from the GM's manual - the dungeon. The other side is a generic square board with tiles. You can write stuff on it with a erasable marker to create your own dungeons. Or outdoor encounter location.
The broad selection of paper pawn lets you to manage your skirmishes. There are monsters of course, the 4 generic heroes but also variants of other races and classes should you decide to play a new generated character. Nice.
The beginner box rules allow to play the game on a board in a effortless manner. They are also well composed into the rpg idea, so that you don't have separate sections for board-based sessions. I could also put it like that: the initial assumption is that beginners will play with the board, but you can easily skip that step without losing fun in reading the manuals and playing the game. It's a win-win situation.

The artwork


The graphical side of the product is beautiful. The style is a bit too cartooney for my taste, but it is stylish in its own right. I am a sucker for illustrations, I admit. The books are beautifully decorated, you immediately feel the allure of game settings (woods, caverns, dungeons, villages, towns, swamps etc.) the individual feeling of particular hero classes, the character of each monster. I love the product for the visual side alone. And knowing that all Paizo's products maintain the general quality and style of artwork I must admit they just couldn't have done it better.

Rules - general impression


A general note: this is not meant to be a review of Pathfinder rules but a overview of my impession.
Pathfinder bases on the generic d20 mechanics but introduces a lot of minor tweaks and improvements that add to the general quality of the game and the entertainment it gives. Melee system is simple but gives the players a variety of options to make it more engaging. The Wizard's spell system is nicely balanced. A bit too boardgamey for my tastes, but works very well in Pathfinder setting. The cleric finally has some some individual assignments and tasks which makes him more useful in a combat situation. The Rogue is a nice blend of thief and fighter. Generally the classes are well balanced and each type might charm a different memeber of your gaming troupe.
The skills system is consize and very playable. I personally find it very comfortable and logical as a GM and I don't have to consult the manual every time I need to resolve a problem. The mechanics is fasts and transparent. Easy and agreable to run, dynamic and transparent for the hero's to play.
A good selection of basic rules from the Core Rulebook (yes, there is of course an expanded, i.e. full version of Pathfinder game) makes up for a really successful initiation in the rpg game genre.

Support


But, one of the most important features that struck me about Paizo is the support they provide to their games and clients. Not only did they care for the great started package. On their page www.paizo.com you can download beginner box character sheets, rules expansions, sample adventures and more - for free!
They provide a guide article on how to run commercial modules (published adventures) with your beginner box. So, say that you don't feel like buying the full version yet, you can prolong the replayability of the beginner box to infinity if you like. Actually, I was that lucky once to open Paizo webpage on a "free rpg day" when they were giving some modules for free. Now I only have to wonder on which adventure to choose for our May holiday (typical string of celebration days in Poland). There will be monster whooping a plenty!
So listen game publishers, if you know how to cater your gamer-clients, follow in Paizo's footsteps. 
What I see great about Paizo is that whatever product they make, they make you feel that they are doing all their best to make it a better experience for you. And this is a principle that all of the people in the entertainment industry should follow.

Conclusion


I got the Pathfinder Beginner Box out of curiosity and faint hope to buy wy family into playing rpg's. So far we have had 2 sessions, 3-4 hours at average. Everyone is looking forward to playing the next session. No issues with the rules have been had, no complaints, just general fun all around. Of course I am a wonderful GM (sneer) but if you're looking for a great gateway into the marvellous world of fantasy role playing games - Pathfinder Beginner Box is there for you.

Saturday 6 April 2013

AD&D2E Combat - additional utensils


As previously announced here is a set of some handy tools for handling combat situations.
The stimulus I got to put this together was a string of Earthdawn sessions I had with my recent gaming companions. Earthdawn is an interesting heroic game set in an ancient fantasy world (think Howard's Hyborian age - kind of) with an interesting variation of a classic 6 character stat mechanics. However, more in a modern d20 fashion the stats are translated into a further set of bonuses or dice pools. You might see some clear differences but to me it is basically the mindset that makes them both alike.
So, whilst the combat in ED is bent towards heroism and magic (not realism and grittiness) the interesting thing is that players get to make some interesting and varied choices during a melee, choose between a set of various skills and powers which makes hand-to-hand combat a bit more than a string of "I attack" announcements followed by a universal to-hit roll (and then damage!).
I appreciate that WotC acknowledged that idea and since D&D3E and onwards fighter characters have skills and feats and whatever.
But while these options were not available in AD&D2E, there still is enough content to provide for some interesting and engaging melees.

The materia below is 100% TSR creation (and WotC property). Gathered from TSR's Players Handbook, Dungeon Master's Guide and Player's Option: Combat & Tactics. I simply took the liberty to put it together in neat tables for your convenience and entertainment (and mine of course).

The mechanic of the "Opposed Roll"

source: Player's Option: Combat & Tactics.

Whenever an action performed by a character requires a struggle between him and the opponent the Opposed Roll (OR) applies.
The idea is simple, the acting character roll is opposed by the opponent's roll to see who prevails.
In terms of mechanics it works in the following way:
  1. The active character makes a test roll (whatever its nature)
  2. The opponent makes an opposed test roll
  3. The result that passes the test roll while being closer to the failure threshold wins while:
    1. For attributes test the higher passing roll wins;
    2. For Saving Throws and To-hit rolls the lowest passing (hitting) roll wins
  4. Failing the test automatically results in losing the OR action.
Example:
Roft the Fighter hand wrestles Taliona the Maiden Paladin.
Roft has a Str of 15 while Taliona has a Str of 17. Roft rolls 12 passing his Str test. Taliona rolls 9 and while she also passes Roft's roll is higher than hers. Taliona's hand gets dangerously closer towards the burning candle.

Example 2:
Roft tries blocking Taliona's swing. With Thac0 19 he rolls 15 against DC 4 (defence bonus) - barely making it. Her attack roll (Thac0 19) was 16 against his DC 10. Though her chance to hit was higher (9+ to hit) Roft's roll was lower (closer to missing) than hers so he successfully blocks the hit.

The Combat Round


The combat round is resolved following the sequence:
  1. Roll for initiative - determine the action sequence (who goes first)
  2. Characters take combat actions
  3. Proceed to another round
Let's make one thing clear here. The combat round lasts 6 seconds.
This correction introduced in later D&D editions makes all the sense in opposition to the 1 minute (sic!) idea introduced in the AD&D2E Player's Handbook. One minute???
Even such an unskilled fencer as I can perform at least 10 swings of a sword against an opponent in that time. Or take several other actions. Well, I take it as a simple misunderstanding.
6 seconds make a round
10 rounds make a minute (a turn?)

Deal with it.

Determine Initiative


Initiative & Surprise
effect
Initiative roll weapon
1d10+weapon speed
Initiative roll spell
1d10+spell casting time
Initiative roll monster
1d10
Multiple attacks
Additional attacks resolved after action sequence ends
Surprise check
1,2,3 on 1d10
Surprise effects
Free round of attacks, no Dex DC bonus (flatfooted)

Multiple attacks. Specialist fighters who get more than one attack per round perform their additional attacks (all above one attack) after all other characters have had their chance to act.

Combat actions

source: Player's Option: Combat & Tactics and the Player's Handbook.

During a combat round a character can do so much more than simply "attack".
Here is an expanded list of manoeuvres that can be performed.

COMBAT actions
effect
Attack (a)
# as per weapon skill
Movement (a)
Normal mov rate
Movement (free)
½ normal mov rate
Charge (a)
150% mov, +2 for attack, weapon dmg / -2 Ini, no Dex bonus, -1 AC, polearms inflict 2x dmg
Fleeing (a)
1 free attack for opponent
Parrying (a)
½ lvl (round down) as DC bonus / fighters ½ lvl+1
Block (1 attack)
Opposed roll with DC 4 vs. attack – lower roll wins
Called shot (1 attack)
Standard -4 to attack roll
Disarm* (1 attack)
Opposed roll with DC 0 vs. defenders roll with DC 4
Overbear (a)
 1 free attack for Defender; Hit roll +1/extra attacker; Save vs. Paralyzation
Pull/Trip (1 attack)
After hitting roll Opposed roll for Strength with opponent


Combat round = 6 sec
1 standard action (a) + 1 free action (free)
Opposed roll
Success roll closer to the subjective threshold – wins
*
Specialist action

Doesn't it look better?
For further details on the particular actions please consult the sourcebooks.

Miscellaneous

source: Player's Handbook and Dungeon Master's Guide.

To create some variety between the individual fighting styles the DM should enable the players to take advantage of their natural resources. Fighting with 2 weapons is one specifically provided for by the rules. But characters using shields or having one free hand should be given some further possibilities as well e.g. Pull/Trip action or Shield Rush/Shield Push.


Fighting styles
effect
2 weapons style
-2 hit roll / -4 hit roll
Weapon and shield style
Shield manoeuvres
Two-handed weapon style
-
One handed weapon style
Hand manoeuvres


Another important rule is one introducing consequences for being overloaded with junk (gear). One cannot simply run around carrying 4 sets of full plate armour and a collection of halberds in different colours (hello Diablo). While I don't tend to calculate encumbrance to the last gram I use common sense and when a character tries to pull off such a trick he gets some penalties in combat.

Encumbrance modifier
effect
Moderate
-1 hit roll
Heavy
-2 hit roll / +2 DC
Severe
-4 hit roll / +3 DC

Also it's worthwhile to remember how far a character can move during one round of melee.
I like to get this simple chart handy in case a player attempts to run to the opposing corner of the castle courtyard and defend his fellow mage from 3 assasins. All in one round.

Creature size
Movement rate
Halfling, Dwarf, Gnome
6 yards
Human, Elf
12 yards
Monster
Varies (consult Monstrous Manual)

Afterword


Creating a summary of combat rules in a form of a one-pager is currently a standard in modern games. I believe AD&D2E deserved one and attempted to prove it possible.
I certainly will find it handy. Hope you would too.

Cheers!

AD&D2E phenomenon


I tend to study AD&D2E books a lot. Why would I devote my precious time for such a tedious task? - you would ask. Well... someone has to it for you - that's for starters. Then, I enjoy it and treat it as a certain kind of an exercise in game design.
Some of you might not believe it, the WotC people might not want to admit it, but there is just so much playability in AD&D and so much of the D&D 3E in it that it's scary. My personal goal is to bring this playability out to daylight and try bringing at least some of you to reconsider this wonderful gaming system or at least muse over the glorious past of role playing games.
One aspect I have been recently focusing on is the rulebook arrangement and rules composition.
I have heard voices that AD&D2E is in fact AD&D1E with better book content composition and cosmetic changes.
Well, I claim that D&D3E is in fact AD&D2E with better book composition and cosmetic changes. And, err.. well.. some not so cosmetic - Success roll, DC (difficulty class), etc.
And that is fine. It is the point of publishing new editions, isn't it? Not just creating a completely new system and lose all the investment in a successful franchise.

That said, I really dig D&D3E and everything that happened to it.
The reason I cling to AD&D2E so desperately is that this being published in the golden age of rpgs when their fellow crpgs where a mere shadow of the real entertainment. And I dare say no further game design period was so optimistic and joyfully creative. The heirloom we have been given in terms of variety of books,  optional ideas, guides, companions, expansions etc is incomparable to anything we have now.
Yet, this also resulted in complete and utter chaos in game composition.

If you take some time to look for and recompose the various rules that are scattered around all of the manuals, you will end with a surprisingly deep and ingenious gaming system. That fits several A4 pages. And lacks all of the beautiful Larry Elmore illustrations (Larry, you deserve a recognition among the younger audience, I will see to it).

My first attempt at it was a natural consequence of re-writing the combat system in the previous posts.
How to run combat in a dynamic, yet deep and engaging way so that the modern, demanding gamers enjoy it? Well you can buy D&D4E for starters. You might also give some of my findings a try. In my next post I will present a comprehensive table (with descriptions) to handle combat and give the players (both heroes and DM) some interesting tools to have fun.

Cheers!