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Sunday, February 17, 2013
Wednesday, February 6, 2013
DM Idea: Collaborative Mapping
This is a re post of my blog entry at Wizards of the Coast's community section, since I wouldn't want my idea to disappear because of system issues on their part. I would also add updates and corrections to the post as originally commented in that blog entry, but unfortunately since the post was originally from 12 January 2012 and there's problems accessing the entry, I sadly cannot give full credit to those who gave the excellent comments on the subject (until they approach me and allow me to give them full credit on the matter).
This post might feel weird for some, because it has always been one of the DM's tasks to provide maps for the group. And for good reason: maps have always been one of the key elements of an encounter, adventure and campaign, especially when combat is involved. And maps have always been the guide for both players and DMs alike to know who or what is where.
[ Before I continue, let me point this out: I am not referring to just board-based maps, I'm including in the discussion mentally-pictured maps, in the so-called "gridless games". Even if you don't draw a map, the fact that, even if it's just in the mind of the DM, you've pictured how many prison cells are in the section of a prison, and where the guard station is relative to the prison cells, and where in the guard station the guns, rations, and other supplies, and where the PCs are relative to everything else, that's still everything mapped out in your mind. ]
This post isn't going to tackle map-making tricks like pre-drawing maps, having players have their own maps that they'll track, "fog of war", and other techniques that other DMs have done and posted. No, this isn't "I'll have one player draw my map for me", either. This post is going to do something completely different: have the players do the map-drawing. Not other DMs, the *players*.
Heretical? Lazy DMing? Maybe, but hear me out first: Last week, I was in a bit of a pinch. I had quite the mental roadblock in our weekly Eberron campaign, as I was able to make my monsters, and I had a generic idea of what my encounters would look like, but I didn't know how to make those combat encounter maps more engaging and interesting. So, I told the players, "alright, I'm going to let you guys use your imagination on this, this is the situation, what do you see?"
The resulting map was very hilarious, as one player said that because they were on a snowy mountaintop, "it's snowing". Hence, the entire map involved slightly obscured and difficult terrain, among other unexpected outcomes.
Apparently, this approach isn't really THAT new; in http://story-games.com/forums/comments.php?DiscussionID=2982 [UPDATE: Error in accessing link, might no longer be available] jhosmer1 describes him allowing his players to contribute minor details on the map, that might be useful during their stay there. The difference is, instead of allowing players to just add dressing to the map that could potentially be useful, I've allowed my players to shape the map according to how they imagine it.
Also, part of the inspiration for this idea could be attributed to the Vignettes style of playing in the Dungeon Master's Guide 2, where players are assigned characters who they eventually role-play in ways they want, so instead of telling the story yourself, they tell the story in their manner. In this case however, instead of telling the players what their characters see, the players tell the DM what their characters see.
Now, the first obvious problem with this is that players could abuse this right by placing in things that they know they could use to their advantage.However, this only happens if you let
them know of everything about the map (including
monsters, traps and other nasty surprises), and if they generally treat
the map as if they're the DM. This can be avoided by making it clear to
them that
1. You're only putting on the board what they see and know about.
2. There's a good chance that most of the map that they see, the enemy either sees it, or knows about it.
Now if a player rolls a high enough Perception or Thievery check, I could allow them to put something that the monsters in the map don't know about (but you as the DM know), or find something that normally they wouldn't know about (like a trap or two), but otherwise it's basically as above.
Update [this is based on the crucial bit that was commented in that blog]: Actually, let them. The question is: if the players -- whose characters are level 1 for example -- put a +5 Vorpal Longsword in the middle of a seemingly nondescript room, why is it there? What happened to its previous wielder that caused such a powerful blade to just lie there untouched? Having the story develop around this concept should help further enhance the fun of that session and campaign, because you give your players greater empowerment and the ability to express themselves in ways outside their character(s)... although as was taught to Spiderman: with great power, comes great responsibility. So it's not exactly my fault as a DM if the players explained that the Vorpal Sword was lying there because its previous owner was overwhelmed by the swarms of creepy crawly bloodsuckers... that are now heading towards the party... is it?
The second problem is that the DM does not have complete control over the map. However, what some might view as a problem, I view as an opportunity: because the players are more engaged in the designing process, it's also a chance to be surprised at what could be possible during an encounter, and allow you to do some pretty interesting twists to the story.
I'm still exploring the whole "player-drawn encounter maps" concept as it stands, so I'm still going to see what are the advantages, disadvantages, and fixes, but so far here's how I've been doing it:
1. Prepare your materials. Expect some heavy refluffing and on-the-fly tweaking on your monsters and traps, if ever the players do something completely unexpected.
Update: Only do this if you're into preparing stuff. For those who can afford to just make stuff up on the fly (e.g. using 13th Age's Relationship Dice, a chart or two and a bit of houseruling here and there), feel free to ignore #1 and head straight to #2.
2. Give a general description of the map and scenario. For instance, telling the players that they are inside a dungeon, a forest, or some other area. It's very likely that this would jumpstart the group's creativity.
3. Have players each contribute at least one feature of the map, whenever possible. Alternatively, have the players interested in exploring the map contribute primarily to the map-building.
If ever the group lacks ideas on how the map should look like, that's when you fall back to drawing the map's features yourself.
This post might feel weird for some, because it has always been one of the DM's tasks to provide maps for the group. And for good reason: maps have always been one of the key elements of an encounter, adventure and campaign, especially when combat is involved. And maps have always been the guide for both players and DMs alike to know who or what is where.
[ Before I continue, let me point this out: I am not referring to just board-based maps, I'm including in the discussion mentally-pictured maps, in the so-called "gridless games". Even if you don't draw a map, the fact that, even if it's just in the mind of the DM, you've pictured how many prison cells are in the section of a prison, and where the guard station is relative to the prison cells, and where in the guard station the guns, rations, and other supplies, and where the PCs are relative to everything else, that's still everything mapped out in your mind. ]
This post isn't going to tackle map-making tricks like pre-drawing maps, having players have their own maps that they'll track, "fog of war", and other techniques that other DMs have done and posted. No, this isn't "I'll have one player draw my map for me", either. This post is going to do something completely different: have the players do the map-drawing. Not other DMs, the *players*.
Heretical? Lazy DMing? Maybe, but hear me out first: Last week, I was in a bit of a pinch. I had quite the mental roadblock in our weekly Eberron campaign, as I was able to make my monsters, and I had a generic idea of what my encounters would look like, but I didn't know how to make those combat encounter maps more engaging and interesting. So, I told the players, "alright, I'm going to let you guys use your imagination on this, this is the situation, what do you see?"
The resulting map was very hilarious, as one player said that because they were on a snowy mountaintop, "it's snowing". Hence, the entire map involved slightly obscured and difficult terrain, among other unexpected outcomes.
Apparently, this approach isn't really THAT new; in http://story-games.com/forums/comments.php?DiscussionID=2982 [UPDATE: Error in accessing link, might no longer be available] jhosmer1 describes him allowing his players to contribute minor details on the map, that might be useful during their stay there. The difference is, instead of allowing players to just add dressing to the map that could potentially be useful, I've allowed my players to shape the map according to how they imagine it.
Also, part of the inspiration for this idea could be attributed to the Vignettes style of playing in the Dungeon Master's Guide 2, where players are assigned characters who they eventually role-play in ways they want, so instead of telling the story yourself, they tell the story in their manner. In this case however, instead of telling the players what their characters see, the players tell the DM what their characters see.
Now, the first obvious problem with this is that players could abuse this right by placing in things that they know they could use to their advantage.
1. You're only putting on the board what they see and know about.
2. There's a good chance that most of the map that they see, the enemy either sees it, or knows about it.
Now if a player rolls a high enough Perception or Thievery check, I could allow them to put something that the monsters in the map don't know about (but you as the DM know), or find something that normally they wouldn't know about (like a trap or two), but otherwise it's basically as above.
Update [this is based on the crucial bit that was commented in that blog]: Actually, let them. The question is: if the players -- whose characters are level 1 for example -- put a +5 Vorpal Longsword in the middle of a seemingly nondescript room, why is it there? What happened to its previous wielder that caused such a powerful blade to just lie there untouched? Having the story develop around this concept should help further enhance the fun of that session and campaign, because you give your players greater empowerment and the ability to express themselves in ways outside their character(s)... although as was taught to Spiderman: with great power, comes great responsibility. So it's not exactly my fault as a DM if the players explained that the Vorpal Sword was lying there because its previous owner was overwhelmed by the swarms of creepy crawly bloodsuckers... that are now heading towards the party... is it?
The second problem is that the DM does not have complete control over the map. However, what some might view as a problem, I view as an opportunity: because the players are more engaged in the designing process, it's also a chance to be surprised at what could be possible during an encounter, and allow you to do some pretty interesting twists to the story.
I'm still exploring the whole "player-drawn encounter maps" concept as it stands, so I'm still going to see what are the advantages, disadvantages, and fixes, but so far here's how I've been doing it:
1. Prepare your materials. Expect some heavy refluffing and on-the-fly tweaking on your monsters and traps, if ever the players do something completely unexpected.
Update: Only do this if you're into preparing stuff. For those who can afford to just make stuff up on the fly (e.g. using 13th Age's Relationship Dice, a chart or two and a bit of houseruling here and there), feel free to ignore #1 and head straight to #2.
2. Give a general description of the map and scenario. For instance, telling the players that they are inside a dungeon, a forest, or some other area. It's very likely that this would jumpstart the group's creativity.
3. Have players each contribute at least one feature of the map, whenever possible. Alternatively, have the players interested in exploring the map contribute primarily to the map-building.
If ever the group lacks ideas on how the map should look like, that's when you fall back to drawing the map's features yourself.
Tuesday, January 29, 2013
Rogue Options: Assassin (4E, 3.5E)
Before I continue I'd like to thank +Casey Peavler and +Ryven Cedrylle for their contributions to this blog post. While I might not be able to put in everything they wrote word-for-word, their input has been a great help nevertheless.
Some of the rarer cutthroats of Shadow Port practice a very unusual form of assassination, a form of magic that some say was stolen from the Underworld by the Prince of Shadows himself. It's rumored that the highest forms of this shadow magic are what the Prince of Shadows himself uses to perform his most brutal of murders.
What's to say is true? No creature, living or undying, has apparently come back to tell the tale.
Re-Flavoring Suggestions
Inescapable Blade could very well be Flying Blade.
Leaping Shade mechanically doesn't fit anywhere, but since the fluff involves shrouds digging into your target's flesh, this could easily be Sneak Attack refluffed; same with Shadow Storm.
Shade Form is easily Shadow Walk, same with Assassin's Shroud and 3.5E Death Attack.
Black Lotus Strike could easily be a way of acquiring Momentum, then Momentum + Swashbuckler could easily be reflavored into any of the Critical Attacks (better work with the GM on this one).
Overall the theme in reflavoring would involve adding shadow manipulation and corruption magic to a lot of the stuff you do as an assassin-type Rogue.
New Talents
Shadow Weaver
As a quick action you can cause the shadows surrounding you to solidify in your hand into an object whose size is that of a Small one-handed weapon or smaller. The normal benefit is that you can quickly create a Small throwing dagger in situations where you find yourself weaponless, but other benefits may include creating shadow-made keys and the like.
Adventurer Feat: You gain +2 to a stealth-related background, preferably involving shadow magic. You can raise this background's bonus to +6 if you want.
Adventurer Feat: You can manipulate the shadows surrounding a Small nearby object as a quick action, whose effects last until the end of your next turn. Possible uses include dousing lantern-sized sources of light, although other effects may be possible, just remember to run it with your GM first if possible.
Champion Feat: Once per battle the shadows you can manipulate with the above feat can be of your size. Possible uses involve giving you bonuses to Stealth-related checks, or rendering at least one nearby enemy blind for a round. This turns the talent into a spell-like ability, which allows you to use Shadow Weaver as a ritual.
Epic Feat: Once per day for an entire battle, you can teleport to any nearby enemy, instead of moving normally.
Soul Thief
Whenever you gain Momentum after reducing an enemy to 0 hit points, you can choose to steal a soul and contain it in a soul shard, instead of gaining Momentum. You can only hold on to one soul shard at a time, and the soul shard dissipates at the end of a heal-up.
Expending a soul shard is a free action during your turn, and it could
- grant you Momentum if you don't have it already
- be used to activate certain powers
Adventurer Feat: Once per battle, when you hit an enemy with a Rogue attack, you can expend a soul shard to inflict ongoing damage equal to your level + Charisma modifier.
Champion Feat: Once per day, you can expend a soul shard as a quick action to double your damage.
New Powers
Inescapable Blade
[Level 1 At-Will Soul Shard Power]
Melee Attack; Requires Soul Shard
Target: One nearby foe
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage.
Miss: --
Author's Note: Because this is a melee attack, this will still benefit from Sneak Attack if the requirements are met, even though it's done against a non-engaged enemy.
Shadow Storm
[Level 1 At-Will Shadow Weaver Power]
Melee Attack; Requires Shadow Weaver Talent
Target: One engaged foe
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage. The target takes additional damage equal to the number of creatures engaged with it, twice if the natural attack roll was even.
Miss: Damage equal to your level + the number of creatures engaged with it.
Shade Form
[Level 3 At-Will Soul Shard Power]
Quick Action; Requires Soul Shard
You gain resistance 12+ for the next attack against you before the end of your next turn.
Author's Note: This does stack with Roll With It.
Well of Shadows
[Level 3 Encounter Shadow Weaver Power]
Close Attack; Requires Shadow Weaver Talent
Target: 1d3 nearby enemies
Attack: Dexterity + Level vs. PD
Hit: 1d6 per level + Dexterity damage, and the target is pulled towards you and is forced to engage with you.
Miss: Damage equal to your level.
Black Spider Strike
[Level 5 Momentum Power]
Melee Attack; Requires Momentum
Target: One engaged foe
Attack: Dexterity + Level vs. PD
Hit: WEAPON + Dexterity damage, and if the natural attack roll was even, the target takes ongoing damage equal to 1d4 times your level.
Miss: Ongoing damage equal to 1d4 times your level.
Temple Strike
[Level 5 At-Will Power]
Melee Attack
Target: One engaged enemy
Hit: Half of WEAPON + Dexterity damage, and the target is Weakened and Hampered until the end of its next turn.
Claim the Dead
[Level 7 At-Will Soul Shard Power]
Free Action; Requires Soul Shard
Expend a Soul Shard to spend a free recovery.
Assassin's Scalpel
[Level 7 Daily Momentum Power]
Quick Action, Requires Momentum
Target: One engaged enemy
The target is vulnerable to your attacks until you land a crit.
Note: Vulnerable in v.6 is "gains crit range 2+, usually to 18+"
Shadow Puppet
[Level 9 Daily Shadow Weaver Power]
Melee Attack, Requires Shadow Weaver Talent
Target: One engaged enemy
Attack: Dexterity + Level vs. MD
Hit: WEAPON + Dexterity damage, and the target is confused (save ends). Until it saves from this effect, you can order the target around a bit, like have the target intercept enemies in your stead -- popping free from you if it must do so to fulfill your order -- and attack itself if it has no allies it can attack. Other hilarities, like making the target dance crazily, may be possible, although stuff like making the enemy walk towards a cliff and jump may grant the target free saves before that happens, as the GM may rule.
Miss: Half damage, and the target is dazed (save ends).
Miss: Half damage, and the target is dazed (save ends).
Reaper in Black
[Level 9 At-Will Soul Shard Power]
Ranged Attack, Requires Soul Shard
Target: One nearby creature
Attack: Dexterity + Level vs. MD
Hit: 9d12 damage, and the target is stuck until the end of your next turn. In addition, the target and each nearby enemy is subject to fear.
Miss: Damage equal to your level.
Miss: Damage equal to your level.
New Feats
Murderous Talent Adventurer Feat: Any enemy whose HP is reduced to an amount equal to your level is reduced to 0 HP instead.
Tuesday, January 8, 2013
Forestfolk (3.5E, 4E)
The Wild Wood and other forests is home to a variety of unusual creatures. Some are considered to be related to the Elves -- indeed, a few of these rare folk are also called "Fey" or fairy folk.
Three types of the rare fey will be discussed here: Springlings, Pixies, and Satyrs.
Springlings are a collection of plant-like creatures that each have developed a way to survive in the world. Some are called "Hamadryads" by other races because of their resemblance to the beautiful dryads of legend, while the more fungi-like are often called "Myconids". Others even call themselves Wilden because of their pride in being creatures of the wild, but regardless they are all plant-like humanoids each with his or her own way of doing things.
Pixies are a curious lot: they're extremely tiny creatures, smaller than even the gnomes and halflings, and are often helpless when tackling things individually. However, once in awhile -- and for some odd reason it tends to be the pixie with the worst case of dandruff (you really wouldn't want to imagine the alternatives to explaining how "pixie dust" is made and extracted) -- exceptionally adventurous and capable pixies separate from the swarm and wander off into the world.
Satyrs are a fun-loving group of goat people, who are often seen with an unusual set of windpipes as a musical instrument. If any satyr comes out of the forest and into the city, luck is sure to follow.
... just don't expect that luck to be the good sort.
Biotal Defense: Once per battle as a reaction to a missed melee attack, make a check with your highest attribute against the nearby opponent that has the highest PD. On a success, you can cause one engaged opponent to be dazed until the end of their next turn.
Author's Note: Please replace the word "biotal" with the type of defense your springling character uses. For instance, Pheromone defense would likely involve charming enemies with enticing scents, while Thorn defense would likely involve either discouraging or hindering the enemy's attacks with the sudden appearance of thorns.
Pixie Dust: Once per battle you can cause yourself or a nearby ally to fly to a nearby location as a move action.
Author's Note: Even though they may appear to be smaller than gnomes or halflings, I personally see no reason why their basic mechanical benefits involving size should go beyond that of other small folk. In fact, the mechanics that 4E introduce basically make them mechanically small (more or less), even though they were written as Size: Tiny. I also didn't bother writing down the technicalities involving pixie flight and what not, under the assumption that it's the logical explanation for pixies being able to keep up with the rest of the group in terms of movement (much like how gnomes and halflings in 13th Age aren't actually penalized movement-wise for being small).
Satyr's Charm: Whenever you make a Charisma check involving charming, deceiving or scaring an opponent, roll a die to determine if you can re-roll the result. If your roll is equal to or lower than the escalation die, you can roll that Charisma check a second time and choose whichever result you want.
After making the Charisma check, roll a d6. Each time you get to re-roll your Charisma check, the die you roll increases by one step in the following progression: d6, d8, d10, d12, d20. If you get to re-roll your Charisma check after the d20, you can no longer re-roll your Charisma check for the remainder of that battle.
Three types of the rare fey will be discussed here: Springlings, Pixies, and Satyrs.
Springlings are a collection of plant-like creatures that each have developed a way to survive in the world. Some are called "Hamadryads" by other races because of their resemblance to the beautiful dryads of legend, while the more fungi-like are often called "Myconids". Others even call themselves Wilden because of their pride in being creatures of the wild, but regardless they are all plant-like humanoids each with his or her own way of doing things.
Pixies are a curious lot: they're extremely tiny creatures, smaller than even the gnomes and halflings, and are often helpless when tackling things individually. However, once in awhile -- and for some odd reason it tends to be the pixie with the worst case of dandruff (you really wouldn't want to imagine the alternatives to explaining how "pixie dust" is made and extracted) -- exceptionally adventurous and capable pixies separate from the swarm and wander off into the world.
Satyrs are a fun-loving group of goat people, who are often seen with an unusual set of windpipes as a musical instrument. If any satyr comes out of the forest and into the city, luck is sure to follow.
... just don't expect that luck to be the good sort.
Simple Reflavoring
For GMs who want a quick and dirty conversion that doesn't require the features below, feel free to reflavor Dwarves as Springlings, Gnomes as Pixies, and Demonspawns/Tieflings as Satyrs. For those who want more distinct mechanical differences, see below.Springling
+2 CON or CHABiotal Defense: Once per battle as a reaction to a missed melee attack, make a check with your highest attribute against the nearby opponent that has the highest PD. On a success, you can cause one engaged opponent to be dazed until the end of their next turn.
Author's Note: Please replace the word "biotal" with the type of defense your springling character uses. For instance, Pheromone defense would likely involve charming enemies with enticing scents, while Thorn defense would likely involve either discouraging or hindering the enemy's attacks with the sudden appearance of thorns.
(Adventurer Feat): You can expend the use of your Biotal Defense to gain a +2 to any Charisma-based check, as long as it is appropriate to the method you normally use as defense.
(Champion Feat): Once per day you can affect each nearby enemy, instead of one engaged opponent. At the end of a fight, you can either roll a 16+ or spend a recovery to regain the use of this feat.
Pixies
+2 DEX or CHAPixie Dust: Once per battle you can cause yourself or a nearby ally to fly to a nearby location as a move action.
(Champion Feat): You can instead expend the use of your Pixie Dust as a standard action to manipulate light immediately around you for a round. Normally this could either render you completely invisible for a round, or amplify the glitter of your pixie dust to create an astounding burst of light that would have you make a Charisma-based attack versus each engaged enemy and cause them to become dazed, but you'd probably want to discuss the effects and implications with the GM ahead of time as well.
Author's Note: If the GM is cool with it, this feat will allow you to treat Pixie Dust as a spell, allowing you to use this as part of a ritual if you are able to cast rituals (either by taking the wizard or cleric class, or taking the ritual caster feat).Small: Pixies have a +2 AC bonus against opportunity attacks.
Author's Note: Even though they may appear to be smaller than gnomes or halflings, I personally see no reason why their basic mechanical benefits involving size should go beyond that of other small folk. In fact, the mechanics that 4E introduce basically make them mechanically small (more or less), even though they were written as Size: Tiny. I also didn't bother writing down the technicalities involving pixie flight and what not, under the assumption that it's the logical explanation for pixies being able to keep up with the rest of the group in terms of movement (much like how gnomes and halflings in 13th Age aren't actually penalized movement-wise for being small).
Satyr
+2 CON or DEXSatyr's Charm: Whenever you make a Charisma check involving charming, deceiving or scaring an opponent, roll a die to determine if you can re-roll the result. If your roll is equal to or lower than the escalation die, you can roll that Charisma check a second time and choose whichever result you want.
After making the Charisma check, roll a d6. Each time you get to re-roll your Charisma check, the die you roll increases by one step in the following progression: d6, d8, d10, d12, d20. If you get to re-roll your Charisma check after the d20, you can no longer re-roll your Charisma check for the remainder of that battle.
(Champion Feat): You can roll two of the dice used for Satyr's Charm (e.g. 2d6 instead of 1d6) and pick either result.Author's Note: Rather than explicitly give the Satyr a 1/battle dazing ability, I decided that everyone who wanted to bluff or intimidate an enemy into a compromising position should be able to do so, it's just that Satyrs simply do it better using their music and their natural charm.
Friday, December 14, 2012
Multiclassing
Sometimes you'd want a sort of mish-mash of concepts that mechanically speaking a single class simply can't offer you, but swapping one talent/power for another doesn't seem like it's enough. While 13th Age will be releasing multiclassing rules in 13 True Ways, I'd like to offer an alternative, based partially on how D&D 4E does it.
Simple Dabbler
Special: You cannot take this talent if you already chose Complex Dabbler
Choose between Barbarian, Paladin, or Ranger (must not be the same class as your current class). You count as this class when choosing talents.
Champion Feat: If you chose Barbarian, you gain the Barbarian Rage talent. If you chose Paladin, you gain the Smite Evil talent. If you chose the Ranger, you gain a free talent.
Complex Dabbler
Special: You cannot take this talent if you already chose Simple Dabbler
Choose between any class except Barbarian, Paladin, and Ranger (must not be the same class as your current class). You count as this class when choosing talents.
Adventurer Feat: You gain one power (flexible attack, spell, prayer, shout, etc.) from your chosen class. At higher levels you can replace your chosen power with a new power from your chosen class.
Champion Feat: You can replace any or all the powers you currently know with powers from your chosen class. The new powers must be at least two levels lower than your current level.
Thursday, December 6, 2012
Genasi (4E, 3.5E)
The Genasi are a collection of near-human races that are said to be a result of the Archmage's experiments with the elements**. Also called Element-Touched, or sometimes Elementborn, the common thing going on with them is that an element -- or for hybrids (called Para-Genasi), a multitude of elements -- not only affects their appearance, but also their personalities, to some degree: Air-Touched tend to be as light-hearted and fickle as the wind, Earthborn are as stubborn and blunt as stone, Fire-Touched tend to be as rash and hot-headed as an blazing campfire, and Waterborn tend to be gentle and calm like a stream. That doesn't mean that you can't have Air-Touched that act like a furious gale, Earthborn that are as shifty as the sand, Fire-Touched as gentle and warm as a candle's flame, and Waterborn with the wrath of a flood, but people tend to be a bit stereotypical on the matter.
Genasi can often be found in areas where the element they're associated with have the greatest influence (e.g. Waterborn in rainforests, Fire-Touched near volcanoes and hellholes, Earthborn in caverns and crevasses along the mountains, and Wind-Touched in arid deserts and rocky mountains where the wind blows strongest).
** plane(s) may or may not be involved with these experiments.
GM Note: If you think the bloodline is too thin for the PC to benefit from it, don't let him get this at all (if he already took it, allow him to retrain it out without any hassles); also, while it's tempting to add a flaw with this feat that would render PCs vulnerable to damage of an opposing element, run that first with the players and see if they're alright with it (and maybe downgrade it to an adventurer feat if the rest of the group is fine with the flaw), otherwise assume that because the PCs are exceptional for their race, they have no downsides to taking this feat.
Genasi can often be found in areas where the element they're associated with have the greatest influence (e.g. Waterborn in rainforests, Fire-Touched near volcanoes and hellholes, Earthborn in caverns and crevasses along the mountains, and Wind-Touched in arid deserts and rocky mountains where the wind blows strongest).
** plane(s) may or may not be involved with these experiments.
Simple Reflavoring
For GMs who want a quick and dirty conversion that doesn't require the features below, feel free to reflavor the Dragonspawn into the Fire Genasi, the Dwarf into the Earth Genasi, the Wood Elf as the Wind Genasi, and High Elves as the Water Genasi. For those who want more distinct mechanical differences, see below.
Common Genasi Racial Feats
(Champion Feat): You gain resistance to the element you're associated with equal to 1 + half your level. If your mix of two elements, the resistance you gain to both elements is one third your level. Any more, and you're getting only a fifth of your level in resistance, or none at all if the GM would consider your bloodline too thin to benefit from this feat.
GM Note: If you think the bloodline is too thin for the PC to benefit from it, don't let him get this at all (if he already took it, allow him to retrain it out without any hassles); also, while it's tempting to add a flaw with this feat that would render PCs vulnerable to damage of an opposing element, run that first with the players and see if they're alright with it (and maybe downgrade it to an adventurer feat if the rest of the group is fine with the flaw), otherwise assume that because the PCs are exceptional for their race, they have no downsides to taking this feat.
Air-Touched/Windborn
+2 DEX or CHA
Wind Dancer: Once per battle, you can roll 2d20 for any mobility-related stunt (such as leaping over pits) and pick either one as a result.
(Champion Feat): Once per battle as an interrupt, when a ranged attack is made against you, you can gain a +4 to AC and PD for that attack.
Earthborn/Stone-Touched
+2 STR or CON
Stone's Endurance: Once per battle as a quick action, you can spend a recovery to roll your recovery dice and gain temporary hit points equal to the result.
(Champion Feat): Once per day as a quick action, you gain resistance to normal weapons equal to your level until the end of your next turn.
Author's Note: I recommend that GMs who wish to introduce 4E Half-Giants/Goliaths in their campaign take this Genasi sub-race and reflavor them into Goliaths.
Fire-Touched/Flameborn
+2 DEX or INT
Burning Vengeance: Once per battle as a free action after taking damage from a melee attack, deal fire damage equal to your level to the attacker. This damage increases to twice your level at champion tier, and thrice your level at epic tier.
(Champion Feat): Each engaged creature takes damage from this ability, instead of just the attacker.
Waterborn/Water-Touched
+2 DEX or WIS
Gentle Flow: Once per battle, you can pop free from any opponent as part of a move action and roll a normal save to avoid one attempt to engage you during your movement.
(Champion Feat): Once per day as a quick action, you can cause either yourself or an ally engaged with you to either spend a recovery or make a save against a save ends effect (but not both).
Stormborn and other Para-Genasi
+2 in any stat
Born of the Elements: Choose one of the racial powers associated with your parent Genasi races. You get that power. For example, a Stormborn is the child of a Wind-Touched and a Waterborn, so as a Stormborn you gain either Wind Dancer and Gentle Flow, but not both. Feel free to refluff the selected racial power to match the desired "hybrid" element (e.g. Stormbringer would be a refluffed Wind Dancer that is accompanied by peals of thunder and perhaps some rain water too, instead of just a gust of wind).
(Champion Feat): Once per day as a quick action, as long as you are able to use the racial power you've chosen, you can temporarily switch to a different racial power and use that power. This feat will allow you access to the feats of your second heritage's power.
Author's Note: The Champion feat basically allows you to switch racial powers, but does not allow you to use two racial powers in the same battle.
Monday, December 3, 2012
My Personal Conversion Guidelines
As a way of explaining how and why I converted the way I converted stuff (instead of the easier route of "tell the players to pick from 4E's power lists and then translate the distances, damage and conditions appropriately"), I'd like to re-post here what I've posted over at Pelgrane Press' forum.
Personally, I use the following guidelines for converting classes to 13th Age.
Personally, I use the following guidelines for converting classes to 13th Age.
- Does it have a different enough mechanics/feel to warrant a new class? If not, choose an existing class and reflavor.
- When using an existing class, do any of the existing talents, maneuvers, spells, etc. work similar to what you're trying to convert? If so, reflavor instead of convert.
- When using an existing class, keep in theme! For instance, a Fighter is likely to have more triggered effects and is a Strength-based weapon combatant. Encounter powers would likely require either a 16+ on the roll, or 3+ on the escalation die, if not some other trigger (or combination of triggers), and daily powers could be either talents or triggered on a 3+ on the escalation die as well as either a 16+ or an odd/even hit on the attack roll. A Rogue-like class could be ported from 4E to 13th Age with less issue; heck, I've used the Rogue class almost in its entirety to convert the Warlock into 13th Age, utilizing the power of refluffing, changing DEX into CHA (or CON) as the primary stat for attacks, as well as taking at least one spell and converting it to 13th Age almost directly.
- Does a class feature, spell or maneuver already exist (more or less) in a different class in 13th Age? Steal it and refluff it! Or at least just mention "this class uses the ______ talent/spell/maneuver, as found in Page XX of 13th Age/13 Ways/etc."
- Does a class feature seem too powerful as it stands? If so, break it down to something more in-line with existing talents, and add the other parts as feats.
- When it comes to at-will, encounter (or X/day), and daily powers, my basic approach to it is:
- For 4E implement-based powers that do not automatically scale, look for powers of the same type with the same theme going on; usually there'd be one version for each tier, resulting in three different powers that function almost the same (but increasing in complexity or capability). Group them into one spell, use the Wizard or Sorcerer spells for inspiration on how reformat and convert them, and feel free to utilize feats for particular customizations on a particular spell
- For 4E weapon-based powers that do not automatically scale, ignore the [W] and instead focus on what each power is supposed to do at a given level. Group powers that, just like the implement-based powers, function almost the same, and utilize feats or natural power progression to customize the power
- 4E weapon-based powers do not need to scale in [W] due to the fact that 13th Age already scales weapon damage on a per-level basis (no need to reinvent the wheel on this one).
- Adventurer tier (13th Age) = 1-4, Heroic tier (4E) = 1-10. Champion tier (13th Age) = 5-7, Paragon tier (4E) = 11-20. Epic tier (13th Age) = 8-10, Epic tier (4E) = 21-30. Feel free to convert player resources using that as a basis.
- Prestige classes, Paragon paths, and equivalent are far more likely to be talents than anything.
- Epic destinies and equivalent I would not want to touch mechanically, as I prefer them to be story-driven elements that, alongside with their Relationship Dice, One Unique Thing, motives and backgrounds, eventually become the pinnacle of character development, with story-based and rulings-based benefits.
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