Yeah, I know. I haven't kept to my schedule of 1 post per week. Turns out that while the number of ideas I have for posts hasn't run dry yet, my desire to write them has. Which is, of course, bad for a blog that you want people to read on a regular basis. Since it's been a long time since I last posted, and since my ideas about using the tension pool for wilderness exploration and travel haven't quite solidified yet, I thought that I would spend this time writing about all the stuff I have been doing since the last time we spoke.
This is a window into the mind of a GM that probably prepares way too much for his campaigns. It's likely that over half of the stuff I'm working on right now will never see the light of day in the campaign, or will not work the way I hoped in actual play and will be thrown into the wastebasket marked 'He Meant Well.' But as I sit here now, writing all of this extra stuff for Mummy's Mask, I think it will add a lot of depth to the campaign; time will tell.
Customized random magic item tables
You know how Ultimate Equipment has all of those tables to generate random magical treasure, right? You know how it has all of the magic treasure published in the Core Rulebook, Advanced Player's Guide, Ultimate Magic and Ultimate Combat, right? As it turns out, Paizo published a few books after Ultimate Equipment. Quite a few, in fact. Significantly, the Advanced Class Guide, Ultimate Intrigue and Occult Adventures all have lots of magic items in them, items that will never see the light of day unless they're added to the lists in Ultimate Equipment.
The random magical treasure tables include useful items for alchemists, barbarians, oracles, paladins and gunslingers, but none of those classes are core classes for Mummy's Mask. It also has nifty items for halflings, gnomes and half-orcs, but these aren't core races for MM. Additionally, the lists don't include any useful magic items for classes like the legendary cavalier, the channeler, the mesmerist, the psychic and the fortunate, or for races like the jinnborn or gnolls.
To remedy this, I have carefully curated the random magic items tables from Ultimate Equipment, removed any item that is specific to a non-core race or class, and added in items that are. I've also added items from third-party publications like Treasury of the Pharaoh (Legendary Games) and Dunes of Desolation (Frog God Games) that are very desert or Egypt themed. The list for random weapon type was also altered; scimitars, khopeshes and spears are more common, swords and polearms less so.
Now, if you are playing a gnoll mesmerist or a jinnborn fortunate, there is at least some chance that a magic item specific to your race or class will appear in the marketplaces of Osirion.
Customized random encounter tables
I've spent the last few blog articles talking about this tension pool thingy, and I needed to create a random table for complications that result from the tension pool mechanic. I plumbed the depths of Pathfinder bestiaries, from Paizo and third -party publishers, grabbed all the desert monsters that I could find, and sorted them by CR. Then, I searched through Raging Swan Press's excellent Urban Dressing and Wilderness Dressing publications, plucking out interesting encounters, events and hazards. Finally, I sprinkled in some environmental hazards such as sand storms, flash floods, heat waves, quicksand, rockslides, etc. What I ended up with was a pretty sizeable collection of complications ranging from CR 1 all the way to CR 17. Since MM is about 1/3 urban adventure and 2/3 wilderness/dungeon exploration, I needed to tailor the encounter charts to the specific environment the PCs would likely be in at any given level.
Hero Lab support
It has been a while since I updated you on the progress I've made in coding the races and classes for Mummy's Mask that don't exist in Hero Lab yet:
Legendary cavalier: 6.9% complete
Fortunate: While a Hero Lab file for this class was created, it doesn't appear to be working very well. I need to contact the author and request that they fix it (I paid for it, so it better damn well work!)
Adept godling: 21% complete
Clever godling: 26.3% complete
Eldritch godling: 47.4% complete
Mighty godling: 36.1% complete
Legendary rogue: 95% complete
Gnoll: Not sure how much is complete, but Steve created a good deal of content. Probably around 50%
Jinnborn: Not started.
I am also coding the spells, magic items and archetypes for these races and classes, although time constraints may force me to ignore things that the PCs won't use.
Adventure Path deconstruction
As I read each chapter of the adventure path, I am highlighting three specific categories: People, places and history. Each named NPC in the adventure path gets put on a list of candidates that could potentially be tied to a PC backstory. Each named place in the adventure path goes onto a different list, which will be used partly as backstory ideas and partly as a database for those PCs who invest in Knowledge (local). Each historical event gets entered into a timeline document, so that when I'm done, I have a chronologically complete history specific to the campaign. This primarily will be used for narration and Knowledge (history) checks.
Does anyone remember when we talked about monster lore and the new rules created to make it more immersive? As I make my way through reading the AP, I am noting the new DC and applicable Knowledge skill(s) used to recall monster lore, using our new system.
Lastly, I am making a note of the size of each room or area (using the size categories created for the new searching rules), along with the DC for a cursory search, and the number of rounds it would take one PC to perform a thorough search.
I am done with most of book 4, and hope to complete books 5 and 6 by the start of summer. Based on our pacing in Giantslayer, I would expect to launch Mummy's Mask by late September or early October.
Greetings and welcome! My name is Fubbles (not really), and I have been a GM for various TTRPG systems for almost 30 years. In my spare time (or when I'm not too busy at work) I think a lot about table top RPG's, and often write down my thoughts. One day not too long ago, the thought of blogging occurred to me. So, here we are.
Search This Blog
Wednesday, April 15, 2020
Thursday, February 6, 2020
Building tension in your game, part 5
It was a long and winding road that took us from the
objective of these articles to where we are now, but the drilling-down process
is now done. We have identified all of
the time elements in a location based exploration, and can now apply them to
our Mummy’s Mask example (discussed in part
3 of this series). To review, we
have identified:
- · Time needed to travel to and from the location.
- · Any time element specified in the published adventure
- · Time spent moving from room to room in the location.
- · Time required to complete combat encounters, traps or hazards.
- · Time required to search rooms, either with a cursory or thorough search.
All that remains now is to estimate the total amount of time
the characters spend in a location before resting, measure that against the
percentage chance of a random encounter as stated in the Adventure Path and
decide if the risk potential drives the characters to make meaningful choices. Let’s do some math!
1. Time needed to travel to and from the location: 22 minutes
2. Any time element specified in the published adventure: 1 hour
3. Time spent moving from room to room in the location: 1 minute
4. Time required for combats, traps and hazards: 5 minutes
5. Time required to search rooms with thorough search: 15.5 minutes
Total time spent on location-based exploration = 1 hour,
43.5 minutes.
As a reminder, the random encounter chart at the back of The
Half-Dead City says that there is a 35% chance per hour that the characters
encounter a wandering monster. Using the
times determined above, this means that there is only one chance of a random
encounter during their outing, and the chance of that happening is only about 1
in 3. Even if the characters decided to
do cursory searches in the entire location instead of thorough searches, it
would only reduce the time spent to 1 hour and 28 minutes, so the chance of a
random encounter remains the same. In
this setup, the characters have no meaningful way to change their chances of a
random encounter. There is no tension,
nor is there any way to change the chances through player action. This will not work for our purposes.
If we accept the premise that the party will face 5 APL-equivalent
encounters before they need to rest (as with the Mummy’s Mask example), then we
can infer that each location-based excursion will consume
between one and two hours. If the unit
of measurement for random encounters is per hour, the chance of a random
encounter is pretty small. In order to
ratchet up the tension, we will see if the tension pool (discussed in part
2 of this series) can make this more interesting and dramatic. Since using hours as a time frame doesn’t get
us where we want to go, let’s reduce our unit of measurement to 10-minute
intervals. Now, we add a d6 to the
tension pool after every ten minutes.
When the pool contains 6d6, we empty the pool and roll the dice. A result of a 1 means we get a complication.
At first glance, this looks no different than the original
system. We still get only one chance for
a complication, rolled at the 1-hour mark.
By rolling 6d6 and looking for at least one 1, we’ve increased the
probability of a complication from 35% to 66.5%, almost doubling the
chance. This gets us part of the way to
our goal. By doubling the chances of a complication,
we changed the probability from unlikely to likely. This is an important change because the
players will begin to expect a complication instead of considering it an
unlikely possibility. Their choices may
change with this change in expectation. Time adds pressure.
But there are additional differences that will add tension:
Each time that the characters do something that takes a long time to
accomplish, like search a huge or larger room or cavern,
read a journal, decipher foreign writings or have a lengthy debate, add a d6 to
the tension pool. If the pool has 6d6 in
it, roll the pool immediately. This
allows us to add a consequence for lengthy activities and forces the characters
to weigh the benefits of the activity against the increased chance of a
complication. Risk versus reward. I sense a theme here…
Furthermore, if the party engages in any reckless or noisy
activity, such as breaking down a door, smashing a chest, setting something on
fire, triggering a trap, having a loud conversation or argument, triggering a
rockfall, etc., roll the tension pool immediately, regardless of how many d6’s
it contains. A result of 1 on any die
indicates a complication. Then add 1d6
to the pool. The group of players should
start noticing how many dice are in the tension pool before being reckless or
noisy; the more numerous the dice, the greater the chance of a complication.
All that remains is to discuss the nature of
complications. Let’s recall that
complications should always be bad, never good.
Naturally, a random encounter with a wandering monster is a great candidate
for a complication. We can use the
random encounter tables provided in the adventure, or we can craft our own;
regardless, random encounters should take up the bulk of possible
complications. We can brainstorm for different
types of complications but we need to consider the details of the location to
make them sensible. For example,
characters exploring a tomb in Mummy’s Mask would be unlikely to encounter a
volcanic eruption or a flood. A
collapsing corridor could be a possibility, as could a build-up of toxic
gases. Opponents in the next encounter could
overhear the PCs, and lay an ambush for them.
Whatever you can dream up, be sure that it is appropriate for the
location, and always bad for the characters.
If you wanted to raise the stakes, you could use the number of 1’s
rolled as a scaling severity mechanic. Two
1’s is worse than one 1, three worse than two, etc. Increase the CR of the random encounter by a
corresponding amount, or the DCs for saving throws or ability/skill
checks.
I guess I’ve explored (ha, get it?) this topic long
enough. Next time, we’ll take a look at
wilderness exploration, how this mode of play changes the measurement of time,
and how we can make it interesting, dramatic and meaningful.
Building tension in your game, part 4
Introductory note: This post was originally uploaded about three weeks ago. I just noticed that the formatting on the web page was all screwed up, so I deleted the post, and reformatted it today. Just in case you thought that you read this already. You probably did.
I apologize. I seem to have fallen down a rabbit
hole. This series of articles is supposed to be talking about how to add
tension to your d20 game. I intended to start from the micro and build
outward to the macro, but somehow I ended up doing the opposite. The
following article should probably have been my first in the series. But it’s part 4, so we’ll just have to deal
with it. Again, my apologies. I’m new at this blogging thing, and
planning articles now is on my radar for “important things to consider when
writing a blog.”
The dreaded skill gangbang
GM’s, how many times in your games does this happen?
GM: “You’ve defeated the grumkins, what do you do
next?”
Player 1: “I search the room for hidden treasure.”
GM: “Please give me a Perception check.”
Player 1: “I get a 16”
Player 2: “I get a 12”
Player 3: “I get a 7”
Player 4: “I get a 19”
Player 5: “I get a 22.”
GM: “Okay, Player 5 beats the DC of 20, and finds
the hidden stash.”
The first thing to notice is that the GM asked Player 1
for a Perception check, but every player at the table jumped in and provided
the results of their check as well. As a GM, I don’t want to deny players
the chance to use their character’s skills, so I shrug and give the characters
the loot they earned.
The second thing to notice is that the risk involved is
fairly small. I don’t want to get all mathy in this post, so let’s just
say that the probability of at least one character getting 20 or higher is more
than 80%. Lots of variables affect this, but it’s a pretty good number to
base the rest of our discussion upon.
Deciding to have each character search the room is a solid bet.
Most of the time, it will result in success.
The chances of failure, therefore, are less than 20%. What game-player wouldn’t take those odds?
Here’s the thing: If the results of a roll are a
nigh-foregone conclusion, why are we rolling? As long as at least one
character says they’re searching the room, just assume that everyone else helps
out, and the loot gets found. Why roll if the outcome is
predetermined? Why not just give ‘em the
treasure and move on?
Here’s why: By allowing every character to make
Perception checks, we remove any risk from the decision, rendering it
meaningless. And that’s boring.
There’s very little risk to this tactic, and no risk means no tension,
which means no drama. No drama equals
boring story. And who wants to listen to (no less play in) a boring
story? Not I, rabbi!
We can fix the Perception issue with the resource of
time.
Changing our perception of Perception
The Pathfinder RPG Core Rulebook states that a Perception
check, “when intentionally searching for stimulus is a move action.” So,
to search a 10’ x 10’ room takes a move action.
Searching a 200’ x 150’ cavern takes, umm, a move action? WTF?
Nowhere in the 1st
edition Core Rulebook does it state how much area can be searched during a
measured unit of time. And that sucks, because this means that anyone can
search any size area with nary a glance, and anyone and everyone can make
Perception checks. There’s no cost of time, and therefore no risk. We gotta change that if we want risk and
reward to be considered.
Looking at some later iterations of D20 systems does
provide a little insight. Dungeons & Dragons 4th Edition has this to say about searching
using the Perception Skill “Searching: When actively searching
an area or looking for something specific, assume you’re searching each
adjacent square. The DM might allow you to do this as a standard action, but
usually searching requires at least 1 minute.”
So, “each adjacent square” is either 8 or 9 five ft. squares, depending
on if you count the square your character currently stands in. And
searching these 8 or 9 squares requires a minimum 1 minute of searching.
Moving to 5th
Edition D&D, there isn’t anything that specifically governs how much area
can be searched in how much time, but this clue is offered: “Finding a
hidden object: In most cases, you need to describe where you are
looking in order for the DM to determine your chance of success. For example, a
key is hidden beneath a set of folded clothes in the top drawer of a bureau. If
you tell the DM that you pace around the room, looking at the walls and
furniture for clues, you have no chance of finding the key, regardless of your
Wisdom (Perception) check result. You would have to specify that you were
opening the drawers or searching the bureau in order to have any chance of
success.” While we aren’t given any specific measurement, we do know
that an area about the size of a bureau is an example of an area. That
helps a little, but requires interpretation, which can differ from GM to
player.
Pathfinder 2nd
Edition replaces the Perception skill with the Seek action, and describes the
action as follows: “If you’re using Seek to search for objects (including
secret doors and hazards), you search up to a 10-foot square adjacent to you.
The GM might determine you need to Seek as an activity, taking more actions or
even minutes or hours if you’re searching a particularly cluttered area.”
A 10-foot square is 4 squares, and as far as I can tell, this is defined as a
Basic action, and therefore consumes 1 of your 3 actions in the standard game
economy. If the GM decides, it could be classified as an Activity, taking
2 or 3 actions, or even more if searching a cluttered area. In a single round, you can potentially search
4, 8 or 12 squares. Not super helpful, but at least gives us a range to
work with.
The times they are a’changin’
In a previous post, I calculated that it would take about
two and a half minutes to search a 50 ft. by 50 ft. room. But my previous
calculation of the area to be searched only accounted for the square footage of
the floor. For a thorough search, the
characters would probably also search the walls. If the height of the
room is 10 ft., this would add another 200 square feet of area to search. Again, assuming that it takes one character six
seconds to search a 5-ft. square, the floor and walls could be searched in four
and a half minutes if all characters searched concurrently. Add another
two minutes if the ceiling is to be included in the search.
So what? We searched, we found, we moved on. Vidimus,
invenimus, exivimus. What is missing from this equation is the cost
of the time spent performing the search. If the entire group makes
perception rolls, that means that everyone’s attention is focused on the
search, and not on anything else. No one is standing guard. No one is listening for wandering
monsters. And with good reason! Wandering monsters are stupid, right? We all agree on that, right?
Maybe the designers of the game had a reason for
including wandering monsters since the first incarnation of fantasy roleplaying
games. For every X units of time, there exists the chance to encounter a
wandering monster. That entire game
element becomes irrelevant if the time spent performing any activity is
ignored. Time spent performing activities such as searching for treasure
becomes the risk involved in the decision.
In order for the decision to be meaningful, each time a group commits to
searching a room, there should be a significant increase in the chances of a
random encounter.
How can we codify this in a simple but impactful set of
rules? One approach would be to take a measurement of how much time it
costs to search a room, based on its approximate surface area (but excluding
the ceiling).
|
Size of room
|
Equivalent
number of 5’ x 5’ squares
|
Time
required (rounds)
|
Time
required (minutes)
|
|
10’ x 10’
|
12
|
12
|
1.2
|
|
15’ x 10’
|
16
|
16
|
1.6
|
|
15’ x 15’
|
21
|
21
|
2.1
|
|
20’ x 20’
|
32
|
32
|
3.2
|
|
30’ x 30’
|
60
|
60
|
6
|
|
50’ x 50’
|
140
|
140
|
14
|
|
100’ x 100’
|
480
|
480
|
48
|
A group of 6 characters searching a 100’ x 100’ room
would need 8 minutes (48/6) to complete a thorough search. This would
enable each of the characters to make a Perception check against the stated DC,
and will probably result in a roughly 80% chance of success. For me, that
solution would be fine. I would studiously measure each room, and make a
note of how long it would take 1 character to thoroughly search it. But I
like complexity. Not everyone does. How about we try to make this a little
simpler, hmm?
First, we should clarify some definitions. Most
hidden things have a listed Perception DC to find them. This DC requires
a thorough search. Going with a conservative choice, a character
can thoroughly search a 10 ft. x 10 ft. area in a round (this seems to be the
Pathfinder 2 default). It seems reasonable to me, but let me know if you
disagree.
Next, we should identify a different kind of search, one
that aligns with PF1. I dub this the cursory search. A
cursory search takes a single round to perform, but increases the DC of the
Perception check based on how large the room is. We could use the size
categories from Pathfinder to classify various room size ranges. Try this out for a first pass:
|
Dimensions
|
Room
size
|
Cursory
search DC modifier
|
Time
required in rounds for 1 character
|
|
5 x 5
|
Tiny
|
+0
|
1
|
|
Up to 10 x 10
|
Small
|
+5
|
5
|
|
Up to 20 x 20
|
Medium
|
+10
|
10
|
|
Up to 50 x 50
|
Large
|
+15
|
20
|
|
Up to 100 x 100
|
Huge
|
+20
|
100
|
|
Up to 200 x 200
|
Gargantuan
|
+25
|
300
|
|
>200 x 200
|
Colossal
|
+30 or more
|
600 or more
|
The GM can be as accurate or as approximate as they
wish. You can measure the square footage of every room in your dungeon,
and note the equivalent room sizes, or you can just eyeball it and say “that
looks like a Large room.” I put a spreadsheet together that has more detail
on how I arrived at the numbers above, but I’ll put that in the footnotes so I
don’t bore everyone to tears.
An example from our hypothetical group that just killed
ogres, and wants to search the room for hidden treasure: the group consists of
4 characters, and the ogre’s lair is 200 x 150 feet. Using the chart
above, we can reasonably conclude that this room is a Gargantuan room. The group can choose to make a cursory
search, but doing so increases the Perception DC of any hidden objects by
25! They’re not likely to find anything that way!
If they choose to make a thorough search of the lair, it
will take one character 300 rounds (30 minutes) to complete. The group
could decide to have three characters search while one stands guard at the
entrance to the lair, reducing the time required to only 10 minutes.
If only one character is searching the lair, that player
rolls their Perception check against the stated DC. However, it becomes a
little more complicated if two or more characters are splitting up the search
area. It becomes important to know where
each character is searching. If there is hidden loot, or a secret door or
a trap, only the character that is searching the square where it is located
makes a Perception roll that matters. Sure, everyone else gets to make
Perception rolls as well, but if they’re searching an area that contains no
hidden treasure or hazards, the results of their rolls don’t matter. The
only Perception roll that matters is the one made by the character who is searching
the area where the hidden thingy is.
Why does this matter?
Adding these layers of complexity may seem like a lot of
extra work for little payoff, but give some thought to the choices that they
create for the characters:
·
Make a cursory search of the room to save time,
or a thorough search to allow best chance to find hidden stuff.
·
Allow your best searcher to thoroughly search
the entire room by themselves, or split it up to save time.
Each of these decisions involve risk (increased chance of
random encounter, miss out on hidden loot) and reward (avoid random encounter,
find the hidden stuff). What this also does is fill in the last blank to
determine how much time is spent in an encounter area. At the very least, it gives us a way to
approximate it.
Next time, we’ll add up all of the times we’ve
identified, reference the random encounter percentage and see if it provides an
adequate risk (spoiler alert: it doesn’t).
Footnote: The full spreadsheet was too big to fit in the
blog without messing up the formatting. If you REALLY want to see it,
leave a comment.
Subscribe to:
Posts (Atom)