Why my campaigns suck.
They all start out with such promise. Intrepid first level adventurers, starting
out on an epic journey, so fragile…a bad die roll and Poof! New character time! Each encounter is fraught with potential
danger. Each trap or hazard raises the
tension because the possibility of death is very real.
But something happens in my games as the characters advance
in level. At first, it’s not even
noticeable. Levels 1-3 deliver
challenging obstacles and opponents commensurate with the power level of the
group. Fights are tough. Outcomes are not guaranteed. The heroes normally win, but occasionally
something goes wrong. Like, ‘someone
dies’ wrong.
But then we start entering in to the level 4-10 range. It starts out innocently enough: The
characters seem to find their groove.
They’ve got some cool weapons and armor now, some interesting class
abilities, a few feats, maybe a magical ring or cloak. Combat starts to seem a little less
dangerous; foes just don’t seem to threaten the characters as much as they used
to. By 7th level, combat is
pretty routine. The wizard has some very
effective battlefield control spells, the melee characters are dishing out
pretty impressive damage, and the healer has enough spells and powers to keep
the characters in tip-top shape all the live-long day. I start needing to adjust some of the
adversaries, giving them an extra hit die here and an extra use of an ability
there, but the result is the same. By 10th
level, I’m wondering if the adventure writer screwed up the Challenge Rating
for their monsters because my group is mowing them down like dandelions.
My Giantslayer group is now all 12th level
characters. In our last session, I found
myself wondering why we were going through the exercise of playing the combats
out. It was clear that the characters
would win in spectacular fashion. Just
to be sure, I double-checked the Challenge Ratings for the four encounters the
group faced: Four stone giants (CR 12),
a CR 11 haunt, a group of 2 fire giants and 4 rock trolls (CR 12) and an iron
golem (CR 13). With an APL of 12, these
should have been easy (CR 11), average (CR 12) and challenging (CR 13). They ripped through all encounters like shit
through a goose.
This isn’t the first time this has happened in my campaigns
either. In Carrion Crown, the group took
down the end-boss in less than 3 rounds.
He was a lich, CR 18. My Savage
Tide campaign ended at 14th level because the opponents were just
too weak to challenge the PCs any more.
I started doubting my skill as a GM. Was I terrible at tactics? Was I forgetting some key ability a monster
possessed to make them a viable opponent?
Was the Pathfinder RPG broken at higher levels? I needed to find out why the character power
levels gradually outpaced the strength of the encounters they faced!
I started digging in to see if I could determine root causes
for this issue, and if there were any solutions to the causes identified. I’ll spare you the investigation narrative
and just skip to my findings.
As a GM, I used experience points through all the iterations
of the game, from 1st edition right on up through 3.5. Then along came the Pathfinder RPG Adventure
Path, which quite conveniently told me what level the characters should be
when starting and ending each chapter of the Adventure Path. I leaped for joy! One less thing I had to keep track of! Out the door went XP, and I just told the
players when to level based on the Adventure Path’s recommendations. Easy peasy, right?
Wrong. Stupidly,
idiotically wrong. In a classic example
of ‘seeing only what I want to see’, I completely failed to notice the
statement that appears in every Advancement Track section of every chapter of
every adventure path:
“Anvil of Fire” is designed for four
characters.
My group has six characters.
I don’t get all six in attendance every game, but I normally have all
six about half the time, and at least five players about 90% of the time. My adventure, designed for four characters,
has five to six characters, all of whom are told to level at the place
indicated in the adventure. This looked
like a very viable suspect, so I threw some numbers into a spreadsheet to see how
badly this affected the power curve. And
to my surprise, it only had a minor effect.
A group of six characters who receive equivalent XP for a group of four
characters, remains at the same effective level until 7th
level. After that, their effective level
is only 1 higher than that of a group of four characters, right up to 20th
level.
XP explained part of the problem, but really didn’t account
for how easily my band of adventurers were tearing through the adventure
path. I made a quick note to start
tracking XP, but I still lacked a satisfying root cause for the problem. I continued to dig.
WizMart
I came across the section in the Core Rulebook that
discussed Wealth by Level. “Aha!” I said
to myself (startling my cats in the process).
“My characters probably have too much gear! This is why they are so overpowered! Those bastards!” Feeling like I was hot on the trail of my perpetrator,
I carefully examined each player’s character sheet, adding up the value of
their gear, and comparing it to the Wealth by Level chart.
No dice. Without
exception, every character was within the recommended value for their
level. This was not the culprit. But somewhere in the red haze of my
frustration, an observation bubbled to the surface of my frontal cortex. Every character in the game had a +something
cloak of resistance. Everyone had a ring
of protection. They all had amulets of
natural armor. They all had belts of
physical ability boost, and headbands of mental ability boost. They all had magic armor and magic weapons
that were the most expensive bonus they could afford, most of them around +3 or
+4. In short, they all had the most
optimal gear loadout that money could buy.
Any item found that was sub-optimal was sold, and the earnings used to upgrade
their gear to optimized status.
Well that’s what they’re supposed to do, I thought to
myself. Why wouldn’t you want to make
your character as effective as they can be?
The game expects it, doesn’t it?
Yes, it does. Why
would I wear a Cloak of the Flail Snail if I can instead wear a cloak of
resistance +2. It just makes sense. As a player, I want my character to be
awesome. In Pathfinder, gear makes you
awesome. Where is the disconnect
here? Does the game actually cause
itself to be unbalanced at higher levels?
Unfortunately, the fault lies not in our game, but in
ourselves. Continuing my investigation,
I turned to the Game Mastery Guide, hoping for some sage advise on what was
going wrong in my games. And lo! I found what I believe to be the true root
cause of my troubles: WizMart.
The Game
Mastery Guide has a neat little section about settlements, and offers a system
where you can create a stat block for any settlement. Each settlement is also assigned a Base Value
(any magic item of lower value than the Base Value has a 75% chance of being
available in the settlement), and a Purchase Limit (which is the most money a
shop in the settlement can spend to purchase any single item from the
PCs). Lastly, each settlement stat block
lists the number of minor, medium and major magic items that are available in
the settlement at any given time.
Here was my
smoking gun. You see, I never really
paid much attention to settlement stat blocks.
I really didn’t see any particular use for them. When my characters had the opportunity, they
would teleport to the nearest metropolis, and visit a conceptual shop which I
shall call “WizMart”. WizMart isn’t
exactly a Magic Store. Magic Stores are
silly concepts that I eliminated years ago.
WizMart is more of a collective offering of all possible shops in a
given settlement. The thinking here is
that somewhere in this massive city, the character will be able to find the
item they are looking for. Maybe it
takes a day or two of searching, but they do eventually find someone that can
sell them the +3 Ring of Protection they need to keep their character’s gear
optimized.
Seeing the
settlement section of the Game Mastery Guide opened my eyes to the real
problem. There should not be a
WizMart. Anywhere. The GMG gives a baseline for how many and
which magical items are available in any given settlement. If the characters teleport to Janderhoff,
instead of finding the exact item that optimizes their character to the nth
degree, they find a pre-selected list of magic items as dictated by settlement
size.
Let’s create
some available items as an example, using Janderhoff as our settlement. The Inner Sea World Guide p. 194 lists
Janderhoff’s population as 10,230 souls.
Going with that number, that classifies the settlement as a Large City
according to p. 203 of the Game Mastery Guide. Table 7-36: Settlement Statistics
tells us that a Large City has a base value of 8,000 gp, meaning that any item
worth that value or lower has a 75% chance of being available at any given
time. A Large City also has a Purchase
Limit of 50,000 gp, so the players can sell items for that value or lower with
little effort. So far, that’s a pretty
good deal for the characters. Many of
the Big 6 items in Pathfinder cost 8,000 gp or less: +2 armor and weapons, all
possible potions, a ring of protection +2, any scroll up to level 7 spells,
wands of up to 2nd level spells, an amulet of mighty fists +1, Type
III bags of holding, +2 belts and headbands of ability bumps, +2 cloaks of
resistance and amulets of natural armor +2 would all be available for purchase
in Janderhoff. Now let’s use the rules
in the GMG to generate the rest of the items.
Table 7-37:
Available Magic Items tells us
that a Large City will have 4d4 minor items, 3d4 medium items and 2d4 major
items. Rolling the dice gets us 10 minor
items, 11 medium items and 5 major items.
Now we refer to Table 15-2: Random Magic Item Generation in the Pathfinder
Core Rulebook (p. 461) to determine what kinds of items are available. But after rolling the minor items, I realized
that every one of them was worth less than 8,000 gp, and therefore are
available 75% of the time. No reason to
detail these, so I move on to the medium items.
I roll Dwarven Plate armor, a +2 weapon, a potion of 2nd
level spell, a ring of evasion, a rod of negation, a rod of withering, 2
scrolls (all worth less than 8000 gp), a wand of 3rd level spell and
a Monk’s Robe. Lastly, for major items I
roll a level 3 potion (really, this is major?), a Staff of Abjuration, a
Headband of Mental Prowess +4, a Darkskull, and an orange prism Ioun Stone.
In summary,
Janderhoff has any magic item valued at 8000 gp or less (75% availability),
plus the following:
·
Medium magic items:
1. Dwarven plate armor
2. +2 weapon (exact details to be
determined)
3. Ring of evasion
4. Rod of negation
5. Rod of withering
6. Wand of 3rd level
spell (to be determined)
7. Monk’s robe
·
Major magic items
1. Staff of abjuration
2. Headband of mental prowess +4
3. Darkskull
4. Orange prism Ioun stone
The GMG
doesn’t offer guidance on how often the list changes, only that the GM can
generate new items if the PCs visit the city again. But in an urban campaign, we would probably
want to know how often the list is updated, since the PCs live there. After talking it over with the players in my
Curse of the Crimson Throne campaign, we agreed that the list should be updated
weekly, and that 1d4 minor items, 1d3 medium items and 1d2 major items would be
removed and replaced with new results.
That takes
care of characters interested in buying gear, but what about if they want to
sell it? What if no one in the group
wants to use the Codpiece of the Undulating Bowel? What effect does the sale of magic items have
on the system above?
My thinking
here is that the merchant that purchases the Codpiece of the Undulating
Bowel wants to resell it at a profit.
Provided that the sold item is valued at higher than the Base Value for
the settlement, that item should now be recorded into the available magic items
in the settlement. If the item is a
medium item, it will be added to the list of medium magical items
available. In our example, Janderhoff
would now have 7 total medium items, out of a maximum of 12 (3d4). Each time the PCs sell an item in a
settlement, that item gets added to the inventory, even if it surpasses the
listed maximum number of items for that settlement.
But once the
inventory of items has surpassed its maximum, new items don’t appear until the
inventory is within its limits. If
Janderhoff currently has 15 medium items available (due to PC sales), new
medium items don’t become available until the inventory reaches 12 items or
fewer (in Janderhoff, items deplete at a rate of 1d3 items per week).
Conclusion
I’m an
idiot.
I spent
eight years playing Pathfinder, blithely ignoring the settlement rules, and
bemoaning how overpowered my PCs were. I
knew all along that something was wrong, but it took me this long to actually
try and figure out what it is. The rules
for settlements and magic items are there to prevent characters from fully optimizing
their gear, and also makes the use of less-than-optimal magic items more
likely. Your character might be more
likely to hold onto that Periapt of Proof Against Poison if they can’t
get their hands on a Headband of Alluring Charisma +4 at the local
WizMart.
Don’t repeat
my mistake! Don’t watch your promising new
campaign fall apart at higher levels due to WizMart! Invest some game prep, and detail the items
available in your local settlement. Your
players may grumble at first, but the game balance that ensues will more than
compensate. Don’t make your campaigns
suck!
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