D&D and Rules and Skills. Oh My!

How did we get here?

How the rules affect the game of D&D and the related Pathfinder, have been a popular topic across various gaming blogs and twitter. Throw a dash of the skill resolution system in with these discussions as well and we have quite the melting pot for discussion!

A good amount of this discussion has been sparked by the weekly Legends and Lore column at the Wizards of the Coast site, first by Mike Mearls and more recently by Monte Cook. These columns have been talking about various areas of the rules and their effect on the game. Skills frequently are used as an example in these discussions – from climb checks to perception checks. 

Rules

The most recent Legends and Lore column talked about how the rules can encourage or discourage good game play. Monte goes as far to say that the rules are actually a form of saying “no” to a DM due to the possible restriction they put on the DM. 

I have seen several people shocked by that, but I agree with Monte Cook. That is not to say that the rules are a bad thing, they are certainly needed to provide some form of base expectations when you gather around the table. The realization that rules also restrict by defining this framework is an important one though.  When you make a rule during game design you need to also consider the fact you are limiting what the DM can do in that particular situation by the very nature of defining it. I believe good game design needs to keep this in mind.

For me once the initial ground work rules have been established for a game – combat, skill resolution, abilities, character generation, saving throws or defenses, etc. the rest of the rules should work in more of a guideline fashion. By writing them in the style of a guideline they simply build upon a core mechanic and serve to aide the DM from there on how to set difficulties and such as opposed to defining specific difficulties. Guidelines are more about being an example instead of a definition.

This is best demonstrated by skill resolution systems.

Skills

The difference between rules and guidelines always seems most evident to me in how a game handles skill resolution. The example in the Legends and Lore article also fell back to using skills and the rules surrounding them in demonstrating the various ways rules can be written and the impact on the game they have. 

I am most familiar with the 3.x/Pathfinder skill systems, but I believe these thoughts can apply equally as well to the 4e system. With that said, I am one of those that actually like the skill resolution system brought forth with the 3.x version of D&D. I think that is in a large part though because I treat them as guidelines, not as set in stone DCs. 

I also have no issue adjusting DCs on the fly in relation to other factors. These factors could be environmental or rewards for creative ideas the players come up with to circumvent some obstacle – whether it be figuring out how to climb some north face of a mountain to talking their way past the castle guards.  If the party comes up with something particular creative I will reward it. And if a snow storm is hitting that north face when the party reaches it, that task just became much tougher!

I think my willingness to take the DCs and modifiers written in the rule books and use them as guidelines in this manner as opposed to written in stone is a large factor as to why I find the skill resolution systems in 3.x/Pathfinder/4e very flexible and adaptable to many different situations.

I believe people that do not hold this same fondness of the skill systems find themselves more restricted by following the DCs exactly as written in the rule books. Or feeling uncomfortable applying modifiers as appropriate for various skill checks. Using the guidelines in the rule books as black and white rules is more restricting than simply using them as the guidelines they should be to aid the DM. 

Bringing It All Back Together

Finding the line where the rules of a game establish the framework for the game without undo restriction on the DM is a difficult line to find. I believe it is an important line for game designers to keep in mind for each rule they write.

If one subscribes to the rules can be restrictive line of thought, then great care must be taken in the wording of rules to be sure they are seen as guidelines and not rigid, unmoving statements. Even with the rules as written today we see various interpretations – from my interpretation of the skill system as guidelines to another’s interpretation of the skill section being much more rigid. Conveying to players of the game that the rules are there as an aid, not a restriction is an important consideration for game designers.

Review: Pathfinder Society Field Guide


Author(s): Erik Mona, Mark Moreland, Russ Taylor, Larry Wilhelm
Audience: GM/Players
Price: Print – $19.99 / PDF – $13.99
Pages: 64
Overall: 2.5/5

What is in this book

Pathfinder Society Field Guide is a 64 page book that is part of the Pathfinder Campaign Setting series of books from Paizo. The book provides insight to the Pathfinders of the Pathfinder Society. This includes a brief look at Absalom, home of the Pathfinder Society the Grand Lodge. The book also includes information on the ten factions within the Pathfinder Society, various archetypes available for the three main branches of the organization, various threats a Pathfinder is apt to face, additional rules for day jobs, professions and other areas and of course many new adventuring items, magic items and spells.

The first section is a short two page section that gives a little background on the Pathfinder Society and broad details on how it is organized. It also includes a short section on the organized play system Paizo supports of the same name – Pathfinder Society.

Tacked on to the end of this section is an explanation of Day Jobs, how an adventurer can earn gold when they aren’t actively on a Pathfinder Society mission. It also covers Prestige and Fame in the Pathfinder Society Organized Play campaign. Prestige and Fame are awarded from the faction you choose for your character in Pathfinder Society Organized play. Fame acts as an upper level purchase limit and Prestige are services you faction might be able to provide by spending Prestige points.

Next up is an eight page section on Absalom. Absalom houses the headquarters of the Pathfinder Society and is likely to see a Pathfinder spend time there at some point during their career. This section includes a map of Absalom and shows the city districts within the city proper. Within each city district three areas are highlighted in slightly more detail. Examples include playhouses, various schools and colleges, flooded tunnels, and more. A portion at the end is dedicated highlighting five siege castles that circle the city from sieges laid upon the city in the past.

The next section delves into the ten factions of the Pathfinder Society, though it gets started first with more information on Fame and Prestige. This information is applicable for either Pathfinder Society Organized Campaign Play or for borrowing in your own Golarion campaign.

Each one page faction section includes a one line “motivation” of the faction, who the current leader is, a little about what a pathfinder of that faction would be like, what type of actions would gain a Pathfinder fame with that faction and an example of prestige awards one might receive with that faction. The ten factions within the Pathfinder Society are Andoran, Cheliax, Grand Lodge, Lantern Lodge, Osirion, Qadira, Sczarni, Shadow Lodge, Silver Crusade, and Taldor. These factions provide a place for nearly any type of character concept you might have for Pathfinder Society Play.

The section on Pathfinder Society Archetypes starts with further defining the Pathfinder rank system touched on during the introduction to the book. The ranks include Field Operatives, Venture-Captains, and the Decemvirate. The section continues covering the three branches of the Pathfinder Society – the Scrolls, the Spells, and the Swords. A summary is given of each branch and who the current master is at the Grand Lodge in Absalom. Each branch also receives two new archetypes appropriate to that branch.

The Field Guide section of the book outlines some of the principal organizations in Golarion that might oppose the Pathfinder Society. The rest of the chapter identifies eighteen common hazards a Pathfinder is apt to encounter during their career along with suggestions in handling such encounters. Examples include bureaucrats, dangerous wildlife, traps of various sorts, restless dead, and more.

And finally we come to the Society Resources section of the book. First up is new equipment, including the introduction of adventuring kits and some clockwork items. The rope and sunrod receive some new equipment tricks, several new magic items are introduced, and thirteen new spells.

The final portion of the Society Resources chapter covers Vanities. Vanities are flavor for a character to use and are obtained by spending Prestige Points. Example vanities are businesses, followers, memberships, property, and wayfinder enhancements. There are a handful of examples given for each category.

Thoughts about the book

The artwork in the book is up to normal Paizo standards invoking a wonderful sense of another world through the various pieces in the book.

This book is part of the Pathfinder Campaign series and has a good amount of fluff in it with crunch mixed in for those that are always in search of new items, spells and add-on rules. The fluff was good, always providing more depth to Golarion while leaving plenty of hooks for a GM to fill his or her gaming night’s with fun.

The crunch portions of the book had some hits and misses. I really liked the adventuring kits for the simplicity it brings to equipment purchasing by providing an option to purchase in a bundle. The spells were okay and there were a couple of interesting magic items.

There were equipment feats, I’m not really a big fan of those, but some might like them. Several of the optional add-on rules for Prestige, Fame, and Vanities were not really things I would incorporate to my home campaign. It certainly helps to have them explained and options listed for Pathfinder Society Organized Play though.

Overall, while I enjoyed reading this book, I think it was trying to hit too many target readers. It seemed a mix between more information for Pathfinder Society Organized play and an actual campaign book to give people more information about the Pathfinder Society in the world of Golarion. This mix gave it somewhat of a disjointed feel.

I think the book should have focused more on either Pathfinder Society Organized Play people or more on informing Golarion GMs about how the Pathfinder Society worked in Golarion. Rather it came across as trying to accomplish both which I felt made it a weaker book.

Final Rating

I would rate the book a 2.5 out of 5 for both the fluff and crunch portions of the book and give it an overall rating of 2.5 out of 5. Paizo sets the bar high for their products and what I have come to expect from them. This one just didn’t quite hit that bar they have set for themselves.

A Winter Chase

As part of @twwombat‘s Winter is Coming Blog Festival I have written a winter time chase that can be dropped into most suburban settings. This chase is based on the chase rules presented in the Pathfinder GameMastery Guide or from the Pathfinder PRD. A few subtle tweaks would allow it to work in a wider variety of situations. What leads up to Obstacle One is up to the GM. If the person being pursued makes it to the end before the pursuing party reaches him the GM can certainly develop a final zone for some sort of showdown!

Obstacle One: To the Roof!

Catching sight of the pursued cresting the roofline of a near two story stone building the party finds themselves at the foot of the building.

Scale the Wall (Climb DC15): The stonework of the building make climbing a reasonable option to reach the roof.

Find Recessed Ladder (Perception DC15): At the far corner there is a recessed, iron ladder that leads to the top of the building. A perception check allows one to find it and easily ascend to the roof.

Obstacle Two: Back to the Streets.

After crossing the roof of a building or two, the row of buildings end at a gap. There appear to be two ways down from here.

Jump into Snow bank (Acrobatics DC15): A large snow bank lies below to soften the jump from this height. An Acrobatics check is required to leap successfully into the snow bank without risk of injury. Failure results in 1d6 damage and loss of the next round’s action to recover from the fall.

Descend the icy wall (Climb DC20): The wall on this side is quite icy making the climb down difficult. Failure on the check by 5 or more results in 1d6 damage and the loss of the next round’s action to recover from the fall.

Obstacle Three: Crowd by bonfire.

After reaching the ground again the party is able to follow the pursued through an alley back to the main street. Upon turning the corner the party encounters a large crowd near a big bonfire. The crowd is thick and not parting easily as the group rounds the corner.

Talk your way through (Diplomacy DC15): Party members can try to talk their way through to both gain confirmation the pursued came through this way and to get the crowd to more easily allow them through.

Bully your way through (Intimidate DC15): Party members can also try to intimidate the crown into letting them pass through unhindered.

Obstacle Four: Massive Snow bank

Once through the crowd the pursued heads towards the outskirts of the town through a side entrance. Just outside the town is a massive snow bank from the winter winds that stands six to eight feet tall.

Plow through snow bank (Strength Check DC15): Party members can try to push their way through the deep snow bank with a strength check.

Spot the tunnel in the shadows (Perception Check DC15): Some children have dug a small tunnel through the base of the snow bank. A successful perception check allows a party member to find the tunnel and allow passage through the base of the snow bank.

Obstacle Five: Frozen Stream

Once past the snow bank the chase runs through the area outside town for a short distance until reaching a frozen stream that the pursued appears to have crossed.

Move Across Ice (Acrobatics DC20): Move across the ice requires an acrobatics check to do so successfully.

Low Hanging Branch (Climb DC15): A large tree limb from a near tree provides a means to climb the tree and cross via the limb to the other side of the frozen stream.

The Linnorm Ice Throne

The Linnorm Ice Throne is a magical artifact for the Pathfinder Roleplaying System and written as part of the Winter is Coming Blog Festival. The throne can be dropped into a campaign for use with a nemesis in the cold lands of the north or it can be used to bring winter to any region you wish during any season!

The Linnorm Ice Throne

Aura: Strong Abjuration, Evocation and Transmutation      CL: 20th
Slot: None                                                                            Weight: 1900 lbs

Description:

A towering throne of graying ice with a harsh contrast between a smooth seating area and the jagged ice crystals surrounding it the Linnorm Ice Throne make a commanding presence. The light plays off the crystal-like cold throne in a glittering play of reflection.

The throne’s back stands nearly eight feet tall, the likeness of a great linnorm is carved from the ice, weaving about the back culminating in a vicious serpent head with ice fangs bared arched over any who would sit in the throne. Large, smooth arm rests sit to either side of a nearly three feat side seat, with four short pillars of ice forming the legs of the throne.

There is some mystery as to history of the Linnorm Ice Throne, the most common story one of an archmage of ancient times having crafted it in a lost ice citadel to the north. Driven by his desire to command the prevalent linnorms of the frozen north the Linnorm Ice Throne came into being.  The throne is said to be fused with the blood of an ice linnorm that still flows within the throne itself and provides the throne with its power.

Powers:

The Linnorm Ice Throne holds several powers to help the person that currently controls the throne maintain their rule.

Control Weather (Winter): The throne has the power to permanently control the weather in the two mile radius. The throne prefers a brutally cold climate and will manifest winter weather in any region it is moved to. The weather created by the throne are near blizzard-like conditions.

Endure Elements: Upon any person seated in the throne it will place an endure elements spell upon the person to allow them to easily withstand the frozen surroundings the throne surrounds itself with. The throne owner must return to the throne every 24 hours to have this effect renewed.

Cold Ice Strike: The person seated on the throne can use a command word to cause the linnorm carved into the ice of the throne to spel forth a flurry of ice slivers as described in the Cold Ice Strike spell. This can be done three times per day and acts as 15th level caster.

Icy Prison, Mass: The person seated on the throne can use a command word to cause the throne to cast Mass Icy Prison as a 15th level caster.

Mage’s Private Sanctum: The throne is always treated as if centered within a casting of Mage’s Private Sanctum (450′ Cube).

Destruction:

Destroying the Linnorm Ice Throne is quite difficult due to its controlling effects of weather. One must have a Fire Giant that can withstand the effects of the cold the throne produces smash it upon an anvil with a magical hammer of fire and then immediately have the pieces of the throne ingested by a great red dragon. Failure to immediately have the pieces consumed will find the throne reassembling itself.

Winter is Coming!

Winter is Coming RPG Blog FestivalWinter is coming. Wait, what? Yes, with the first day of fall the Winter is Coming RPG Blog Festival launches! This will give you plenty of time to take the articles from this festival and work them into any winter themed games you may have!

@twwombat has kicked off the idea of a week-long RPG blog festival that starts today, September 23rd. The theme for the festival is winter-themed elements for a variety of RPG game systems including D&D, Pathfinder and a few more. The elements can be new magic items, encounters, NPCs, feats and more all written by a wide variety of contributors to the RPG blog festival. At last count @twwombat had twenty-five participants lined up for the upcoming week.

The Iron Tavern will be participating in RPG blog festival with two contributions during the upcoming week. First we will look at the cold and mysterious Linnorm Ice Throne. From the frozen lands to the north this long lost, powerful artifact of the cold has been discovered again. This will be a magical artifact designed using the Pathfinder rule system.

Next up The Iron Tavern will publish a winter chase encounter using the Pathfinder rule system chase rules. What winter hazards will your players have to face to succeed? This chase encounter will be a drop-in encounter possibly with slight modifications for your specific campaign taking place during the winter.

There are lots of other contributors lined up for the Winter is Coming RPG Blog Festival. Be sure to keep an eye here for The Iron Tavern’s contributions and an eye on Wombat’s Gaming Den of Iniquity so you don’t miss any of the great stuff in store for the upcoming week. Winter is coming!