I’ve been going about it wrong #DnD #Pathfinder #Starwars #Jedi

When I first opened up my 5E book I imagined that you could create a Paladin role that was like a Jedi. I thought it was a pretty cool idea. And then when I started really looking through the Pathfinder rules I tried to figure out the same concept. Again, I think it’s a cool idea.

Well I was reading a post today where the writer was commenting about how he had a problem with Magic in role playing, because simply codifying the rules limited Magic, making it no longer ‘Magic’. And while I was formulating a response I got thinking about this whole idea of the Jedi again. And it hit me, I had been thinking about the Force and Jedi in the wrong way entirely.

They are not Monks, using mystical martial arts. Which is how I was basing much of my ideas in Pathfinder. No, what they are is Sorcerers. Think about it, what effects are they able to do: Levitate, Telekinesis, Jump, Lightning, Clairvoyance, Clairaudience, Enhanced Senses. Those are all spells, and as a Sorcerer they could learn just those spells and be able to repeat them at will to some extent.

So now my idea is a Paladin-Sorcerer, who trains in the sword, using a bonded object. And then uses these specific spells as much as he can. And the Paladin element comes in the strict Jedi Order (or Sith Order.) The really powerful Jedi used the Force more than their swords, which would make sense in this case, as they got more and more powerful they could do more with their chosen spells.

Well I did some tinkering with this yesterday. And realized that some of my work was already done in the form of the Eldritch Knight Prestige class in Pathfinder (or Fighter option in 5E.) Which is okay with me. I am more looking for the rules backing for a character concept. And I think this comes closest. Start with a fighter type, progress him to a certain point, then veer to Wizard/Sorcerer, and gradually build him up. This accomplishes the idea of a training period devoted to learning their weapon, then delving into the Force (read magic.)

And as they grow more powerful in the Force, they do not need to use their weapon as much. Or they could just progress to a certain point with the Force, and re-focus on their martial skills. Overall, this would be fun to play in the right game, or deploy as NPC’s or even foes in a game.

Sometimes it’s the subtle changes that make the difference #Roleplaying #Rules

First, I have to try real hard to reign in my min/max, rules lawyer tendencies in the Denver game. As someone who spends (maybe too much) time reading the rules books and has a pretty good memory for this stuff I have to watch it. I don’t want to insult the DM by telling him he got the rule wrong, or announce it in the middle of a session. So I make a point of holding back during the game. And then usually the next day I will send a polite mail to him asking about things that I was curious about. Just to clarify if it is his ruling or a missed rule.

Given that, I want to point out what I think is a big success in newer games, that is the end of the idea of a ‘dump stat’. To explain I have to take you back in time. When I first got into AD&D it was a given that the stat which you could always throw that bad roll in was Charisma. Because, with the exception of Paladins or Bards (which were true oddballs anyway) no one had to have a good Charisma. So only serious ‘role players’ instead of the regular players threw points at Charisma. So there were a bunch of ugly, obnoxious adventurers running around back then. Because who cared if your Charisma was low when you had a Strength of 18?

If I had to point out the biggest difference now in these games is that the rules make sure that there is a least 1 or more essential skill linked to every attribute. And certain attributes make a very big difference even when you wouldn’t think so. And this is a case where Pathfinder has really made this apparent. When I made my character I did go old school, threw away Charisma. Fortunately I made a character where that is mostly okay. But he really stands out in a party with 2 Clerics, a Sorcerer and Paladin. Because all of those characters have really high Charisma scores, because it makes a big difference in what they can do. Sure they are all good at what they do, but they look good doing it.

I am going to have to teach the boys this the hard way as they all pretty much threw away Wisdom scores. But this has a real consequence when a third of the Saving throws, and Perception are based off that Wisdom. So I can really peck away at them if I want.

But what I am getting at is I like this trend. It forces players to either make well rounded characters, or accept that they have a fatal flaw that they have to work around. In the world of min/max forcing that well rounded but not great, or great with a flaw character construction makes the games interesting. And that is a good thing. Because Role playing, even in Fantasy settings, is not about just being Conan and muscling yourself through every scenario.

Oh oh, now I’ve gone and done it

When I was doing that little research for my rant about publishing and costs for Role playing games I went down a rabbit hole, and now I am not sure how to get back out. I have begun to look with lust and avarice at other games, I’m sorry Dungeons and Dragons, I will always love you, but you don’t give me everything I want and so my eyes wander sometimes.

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I’m a rebel, and I will always be good #DnD #Gamerules

Saw this week that Wizards of the Coast is releasing another 5E Big Campaign. The Temple of Elemental Evil, along with some nice additions and modules. But I won’t buy it. Because while the module that came with the beginner box had it’s place in terms of learning the game the reality is I have a different vision of the game.

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It is getting easier, as I begin to internalize the systems #DnD #Pathfinder

When I first started running the boys game each week was a bit of a project. I had to really put some thought into what I was doing. And I spent a lot of time writing up elaborate adventures and encounters. And I had to constantly reference the books while I did that. But 2 things have happened, and I am now really seeing those make a difference.

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In praise of the rules

One of the players in my game is a kid after my own heart. Apparently he got the new D&D rule book for his birthday and spends a lot of time just reading it and studying it. That is what I do and did every time I got into a new game. And it is my belief that knowing the rules makes you a better player (and obviously DM.)

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