Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

20160324

NPC Characteristics: Roll20

Hey all, once you have installed the IsGMModule and TableExport API in your Roll20 games settings. Type something random in chat. Then paste the following into chat:

!import-table --NPC-Characteristics --show
!import-table-item --NPC-Characteristics --Absentminded --1 --
!import-table-item --NPC-Characteristics --Arrogant --1 --
!import-table-item --NPC-Characteristics --Boorish --1 --
!import-table-item --NPC-Characteristics --Chews something --1 --
!import-table-item --NPC-Characteristics --Clumsy --1 --
!import-table-item --NPC-Characteristics --Curious --1 --
!import-table-item --NPC-Characteristics --Dim-witted --1 --
!import-table-item --NPC-Characteristics --Fiddles and Fidgets Nervously --1 --
!import-table-item --NPC-Characteristics --Frequently uses the wrong word --1 --
!import-table-item --NPC-Characteristics --Friendly --1 --
!import-table-item --NPC-Characteristics --Irratable --1 --
!import-table-item --NPC-Characteristics --Prone to predictions of certain doom --1 --
!import-table-item --NPC-Characteristics --pronounced scar --1 --
!import-table-item --NPC-Characteristics --slurs words, lisps, or stutters --1 --
!import-table-item --NPC-Characteristics --speaks loudly --1 --
!import-table-item --NPC-Characteristics --whispers --1 --
!import-table-item --NPC-Characteristics --squints --1 --
!import-table-item --NPC-Characteristics --stares into distance --1 --
!import-table-item --NPC-Characteristics --suspicious --1 --
!import-table-item --NPC-Characteristics --uses colorful oaths and exclamations --1 --
!import-table-item --NPC-Characteristics --uses flowery speech or long words --1 --
!import-table --NPC-Bonds --show
!import-table-item --NPC-Bonds --Personal goal or achievement --1 --
!import-table-item --NPC-Bonds --Family Members --1 --
!import-table-item --NPC-Bonds --Colleagues or Compatriots --1 --
!import-table-item --NPC-Bonds --Benefactor, patron, or employer --1 --
!import-table-item --NPC-Bonds --Romantic interest --1 --
!import-table-item --NPC-Bonds --Special place --1 --
!import-table-item --NPC-Bonds --keepsake --1 --
!import-table-item --NPC-Bonds --valuable possession --1 --
!import-table-item --NPC-Bonds --revenge --1 --
!import-table --NPC-Flaws --show
!import-table-item --NPC-Flaws --Forbidden love --1 --
!import-table-item --NPC-Flaws --romantic susceptibility --1 --
!import-table-item --NPC-Flaws --decadence --1 --
!import-table-item --NPC-Flaws --envy of another person's position or station --1 --
!import-table-item --NPC-Flaws --overpowering greed --1 --
!import-table-item --NPC-Flaws --prone to rage --1 --
!import-table-item --NPC-Flaws --powerful enemy --1 --
!import-table-item --NPC-Flaws --specific phobia --1 --
!import-table-item --NPC-Flaws --shameful or scandalous history --1 --
!import-table-item --NPC-Flaws --secret crime or misdeed --1 --
!import-table-item --NPC-Flaws --possession of forbidden lore --1 --
!import-table-item --NPC-Flaws --foolhardy bravery --1 --
!import-table --NPC-Race --show
!import-table-item --NPC-Race --Human --1 --
!import-table-item --NPC-Race --Elf --1 --
!import-table-item --NPC-Race --Half-Elf --1 --
!import-table-item --NPC-Race --Half-orc --1 --
!import-table-item --NPC-Race --Halfling --1 --
!import-table-item --NPC-Race --Gnome --1 --
!import-table-item --NPC-Race --Tiefling --1 --
!import-table-item --NPC-Race --Aasimar --1 --
!import-table-item --NPC-Race --Genesai --1 --
!import-table-item --NPC-Race --Goliath --1 --
!import-table-item --NPC-Race --Aarakokra --1 --
!import-table-item --NPC-Race --Dragonborn --1 --
!import-table-item --NPC-Race --Dwarf --1 --
!import-table --NPC-Sex --show
!import-table-item --NPC-Sex --Male --1 --
!import-table-item --NPC-Sex --Female --1 --
!import-table --NPC-Appearance --hide
!import-table-item --NPC-Appearance --Distinctive Jewelry --1 --
!import-table-item --NPC-Appearance --Piercings --1 --
!import-table-item --NPC-Appearance --Flamboyant or outlandish clothes --1 --
!import-table-item --NPC-Appearance --Formal, clean clothes --1 --
!import-table-item --NPC-Appearance --Ragged, dirty clothes --1 --
!import-table-item --NPC-Appearance --Pronounced Scar --1 --
!import-table-item --NPC-Appearance --Missing Teeth --1 --
!import-table-item --NPC-Appearance --Missing fingers --1 --
!import-table-item --NPC-Appearance --Unusual eye color --1 --
!import-table-item --NPC-Appearance --tattoos --1 --
!import-table-item --NPC-Appearance --Birthmark --1 --
!import-table-item --NPC-Appearance --Unusual skin color --1 --
!import-table-item --NPC-Appearance --Bald --1 --
!import-table-item --NPC-Appearance --Braided beard or hair --1 --
!import-table-item --NPC-Appearance --Unusual Hair Color --1 --
!import-table-item --NPC-Appearance --Nervous Eye twitch --1 --
!import-table-item --NPC-Appearance --Distinctive Nose --1 --
!import-table-item --NPC-Appearance --Distinctive posture --1 --
!import-table-item --NPC-Appearance --Exceptionally beautiful --1 --
!import-table-item --NPC-Appearance --Exceptionally Ugly --1 --
!import-table --NPC-HighAbility --show
!import-table-item --NPC-HighAbility --Strength-powerful, brawny, strong as an ox --1 --
!import-table-item --NPC-HighAbility --Dexterity-lithe, agile, graceful --1 --
!import-table-item --NPC-HighAbility --Constitution-hardy, hale, healthy --1 --
!import-table-item --NPC-HighAbility --Intelligence-studious, learned, inquisitive --1 --
!import-table-item --NPC-HighAbility --Wisdom-perceptive, spiritual, insightful --1 --
!import-table-item --NPC-HighAbility --Charisma-persuasive, forceful, born leader --1 --
!import-table --NPC-LowAbility --show
!import-table-item --NPC-LowAbility --Strength-feeble, scrawny --1 --
!import-table-item --NPC-LowAbility --Dexterity-clumsy, fumbling --1 --
!import-table-item --NPC-LowAbility --Constitution-sickly, pale --1 --
!import-table-item --NPC-LowAbility --Intelligence-dim-witted, slow --1 --
!import-table-item --NPC-LowAbility --Wisdom-oblivious, absentminded --1 --
!import-table-item --NPC-LowAbility --Charisma-dull, boring --1 --
!import-table --NPC-Talent --show
!import-table-item --NPC-Talent --Plays a musical instrument --1 --
!import-table-item --NPC-Talent --Speaks several languages fluently --1 --
!import-table-item --NPC-Talent --Unbelievably lucky --1 --
!import-table-item --NPC-Talent --Perfect memory --1 --
!import-table-item --NPC-Talent --Great with animals --1 --
!import-table-item --NPC-Talent --Great with children --1 --
!import-table-item --NPC-Talent --Great at solving puzzles --1 --
!import-table-item --NPC-Talent --Great at one game --1 --
!import-table-item --NPC-Talent --Great at impersonations --1 --
!import-table-item --NPC-Talent --Draws beautifully --1 --
!import-table-item --NPC-Talent --Paints beautifully --1 --
!import-table-item --NPC-Talent --Sings beautifully --1 --
!import-table-item --NPC-Talent --Drinks everyone under the table --1 --
!import-table-item --NPC-Talent --Expert carpenter --1 --
!import-table-item --NPC-Talent --Expert cook --1 --
!import-table-item --NPC-Talent --Expert dart thrower and rock skipper --1 --
!import-table-item --NPC-Talent --Expert juggler --1 --
!import-table-item --NPC-Talent --Skilled actor and master of disguise --1 --
!import-table-item --NPC-Talent --Skilled dancer --1 --
!import-table-item --NPC-Talent --Knows thieves' cant --1 --
!import-table --NPC-Mannerism --show
!import-table-item --NPC-Mannerism --Prone to singing, whistling, or humming quietly --1 --
!import-table-item --NPC-Mannerism --Speaks in rhyme or some other peculiar way --1 --
!import-table-item --NPC-Mannerism --Particularly low or high voice --1 --
!import-table-item --NPC-Mannerism --Slurs words, lisps, or stutters --1 --
!import-table-item --NPC-Mannerism --Enunciates overly clearly --1 --
!import-table-item --NPC-Mannerism --Speaks loudly --1 --
!import-table-item --NPC-Mannerism --Whispers --1 --
!import-table-item --NPC-Mannerism --Uses flowery speech or long words --1 --
!import-table-item --NPC-Mannerism --Frequently uses the wrong word --1 --
!import-table-item --NPC-Mannerism --Uses colorful oaths and exclamations --1 --
!import-table-item --NPC-Mannerism --Makes constant jokes or puns --1 --
!import-table-item --NPC-Mannerism --Prone to predictions of doom --1 --
!import-table-item --NPC-Mannerism --Fidgets --1 --
!import-table-item --NPC-Mannerism --Squints --1 --
!import-table-item --NPC-Mannerism --Stares into the distance --1 --
!import-table-item --NPC-Mannerism --Chews something --1 --
!import-table-item --NPC-Mannerism --Paces --1 --
!import-table-item --NPC-Mannerism --Taps fingers --1 --
!import-table-item --NPC-Mannerism --Bites fingernails --1 --
!import-table-item --NPC-Mannerism --Twirls hair or tugs beard --1 --
!import-table --NPC-Interaction --show
!import-table-item --NPC-Interaction --Argumentative --1 --
!import-table-item --NPC-Interaction --Arrogant --1 --
!import-table-item --NPC-Interaction --Blustering --1 --
!import-table-item --NPC-Interaction --Rude --1 --
!import-table-item --NPC-Interaction --Curious --1 --
!import-table-item --NPC-Interaction --Friendly --1 --
!import-table-item --NPC-Interaction --Honest --1 --
!import-table-item --NPC-Interaction --Hot tempered --1 --
!import-table-item --NPC-Interaction --Irritable --1 --
!import-table-item --NPC-Interaction --Ponderous --1 --
!import-table-item --NPC-Interaction --Quiet --1 --
!import-table-item --NPC-Interaction --Suspicious --1 --
!import-table --NPC-Ideals --show
!import-table-item --NPC-Ideals --Beauty --1 --
!import-table-item --NPC-Ideals --Domination --1 --
!import-table-item --NPC-Ideals --Charity --1 --
!import-table-item --NPC-Ideals --Greed --1 --
!import-table-item --NPC-Ideals --Greater good --1 --
!import-table-item --NPC-Ideals --Might --1 --
!import-table-item --NPC-Ideals --Life --1 --
!import-table-item --NPC-Ideals --Pain --1 --
!import-table-item --NPC-Ideals --Respect --1 --
!import-table-item --NPC-Ideals --Retribution --1 --
!import-table-item --NPC-Ideals --Self-sacrifice --1 --
!import-table-item --NPC-Ideals --Slaughter --1 --
!import-table-item --NPC-Ideals --Community --1 --
!import-table-item --NPC-Ideals --Change --1 --
!import-table-item --NPC-Ideals --Fairness --1 --
!import-table-item --NPC-Ideals --Creativity --1 --
!import-table-item --NPC-Ideals --Honor --1 --
!import-table-item --NPC-Ideals --Freedom --1 --
!import-table-item --NPC-Ideals --Logic --1 --
!import-table-item --NPC-Ideals --Independence --1 --
!import-table-item --NPC-Ideals --Responsibility --1 --
!import-table-item --NPC-Ideals --No limits --1 --
!import-table-item --NPC-Ideals --Tradition --1 --
!import-table-item --NPC-Ideals --Whimsy --1 --
!import-table-item --NPC-Ideals --Balance --1 --
!import-table-item --NPC-Ideals --Knowledge --1 --
!import-table-item --NPC-Ideals --Live and let live --1 --
!import-table-item --NPC-Ideals --Moderation --1 --
!import-table-item --NPC-Ideals --Neutrality --1 --
!import-table-item --NPC-Ideals --People --1 --
!import-table-item --NPC-Ideals --Aspiration --1 --
!import-table-item --NPC-Ideals --Discovery --1 --
!import-table-item --NPC-Ideals --Glory --1 --
!import-table-item --NPC-Ideals --Nation --1 --
!import-table-item --NPC-Ideals --Redemption --1 --
!import-table-item --NPC-Ideals --Self-knowledge --1 --


This will add several tables containing NPC attributes to your rollable tables and decks section.

Next, go to the setting tab in the journal area, and make a macro, titles NPC-Generator, paste the following into the Macro text:

/w GM Characteristic [[1t[NPC-Characteristics]]]
/w GM Appearance [[1t[NPC-Appearance]]]
/w GM Ideal [[1t[NPC-Ideals]]]
/w GM Bond [[1t[NPC-Bonds]]]
/w GM Flaw [[1t[NPC-Flaws]]]
/w GM Mannerisms [[1t[NPC-Mannerism]]]
/w GM Talent [[1t[NPC-Talent]]]
/w GM Interaction [[1t[NPC-Interaction]]]
/w GM Race [[1t[NPC-Race]]]
/w GM Sex [[1t[NPC-Sex]]]
/w GM High Ability [[1t[NPC-HighAbility]]]

/w GM Low Ability [[1t[NPC-LowAbility]]]

Make sure that enable macro bar is checked, and now, any time you click on the button in the Macro bar, it will generate a random NPC that you can use as much or as little of the info as you want. Typically, one off NPC's require only one or 2, but if you copy it all into the GM info, if that character happens to become more important as the game goes on, you already have an established set of data to use for it.

20160225

Class Archetype - Lycanthropy for Druids

I don't typically bother with homebrewing, as I feel the designers of 5e did a great overall job, and, especially with the release of the Dungeon Master's Guild, there are plenty of people out there with a whole lot more time and energy on their hands to do such things.

That being said, one of my new players wants, and somewhat reasonably, based on his character backstory, to be able to turn into a werewolf. There are some obvious balance concerns with this, which were confirmed when I read the blurb in the monster manual about PC's having this curse.

Right away I sensed that the damage immunities granted by the lycanthropic forms would cause balance issues. Balance isn't everything, but it is important, especially when considering its purpose to ensure no characters feel left behind by their compatriots, because that isn't very fun.
Granted, DM evilness notwithstanding, PC's likely wouldn't be exposed to these creatures all that often, or at low levels, but the effect was considerable.

With that in mind, I have ripped off updated and modified an option for Druids seen in previous editions by making the lycanthropic Circle of the Beast archetype. As for the name, blame WotC for already using Circle of the Moon.

So:

Circle of the Beast
Lycanthropy is one of the most feared curses known to exist, causing even the wisest and kindest to become nothing more than a vicious beast. It is with this danger in mind that some druids willfully infect themselves with this curse, so as to better combat it. Being able to move, and think, like their quarry has made them a necessary, if shunned and little known, sect of Druidic studies. Using their magical connection with nature to suppress aspects of the curse, members of the Circle of the Fang are often loners, never truly accepted by civilized lands, and fearful of what might happen if they themselves lose control.

Hybrid Form
By using choosing this circle at second level, you gain the ability to transform into the were creature associated with your particular choice, as well as its animal form. While some of the effects are not as powerful as a traditionally cursed Lycanthrope, you gain certain abilities, as listed below. Because of the concentration required to maintain this form and stave off the curse, you may only Wildshape into the hybrid or animal form of your particular type of lycanthropy.

Werebear. The character gains a Strength of 19 if his or her
score isn't already higher, and a+ 1 bonus to AC while in bear
or hybrid form (from natural armor). Attack and damage rolls
for the natural weapons are based on Strength.
Wereboar. The character gains a Strength of 17 if his or
her score isn't already higher, and a+ 1 bonus to AC while
in boar or hybrid form (from natural armor). Attack and
damage rolls for the tusks are based on Strength. For the
Charge- trait, the DC is 8 +the character's proficiency bonus+
Strength modifier.
Wererat. The character gains a Dexterity of 15 if his or
her score isn't already higher. Attack and damage rolls for
the bite are based on whichever is higher of the character's
Strength and Dexterity.
Weretiger. The character gains a Strength of 17 if his or
her score isn't already higher. Attack and damage rolls for
the natural weapons are based on Strength. For the Pounce
trait, the DC is 8 + the character's proficiency bonus +
Strength modifier.
Werewolf. The character gains a Strength of 15 if his or her
score isn't already higher, and a+ 1 bonus to AC while in wolf
or hybrid form (from natural armor). Attack and damage rolls
for the natural weapons are based on Strength.

Curse Suppression and Side Effects
Because of the Druidic magic involved with keeping the curse under control for the Druid, not all of the Lycanthrope’s abilities manifest themselves. You do not receive the Damage Immunities associated with your form, and you are also unable to pass your curse to others, outside of a willing participant in certain Druidic Rituals. Because you are actively working against the curse to find a balance, when you return to humanoid form after having been in Hybrid form, you gain 1 point of exhaustion.

Primal Body
Starting at 6th level, when you transform into Hybrid form, you gain half of your proficiency bonus, rounded down, to your primary attribute in that form. Your attacks in hybrid form count as magical for purpose of overcoming resistance and immunity to non-magical attacks and damage.

Supernatural Resistance
Starting at 10th level, you may tap into your curse’s power to augment your defenses. As a bonus action, you may gain resistance to all piercing, bludgeoning, and slashing damage from non-magical or non-silvered weapons until the end of your next turn. At level 14, you can tap into this resistance even father, gaining immunity from all piercing, bludgeoning, and slashing damage from non-magical or non-silvered weapons until the end your next turn when you take this bonus action.

Mastery of the Form

Starting at 14th level, you have totally mastered your curse. You gain 1 extra attack while in Hybrid form, and no longer gain a level of exhaustion when reverting to your humanoid form. Additionally, you may pass your curse on to a willing Druid participant by performing a ritual infection of the curse over the course of 24 hours.


This is still very much a first draft, with input welcomed. I have run 0 numbers, so this could be either uber powered or very weak, but I figured it would be easier to start with the flavor and work towards balance, rather than the other way around.

20160213

Passive: It's More Than Just Perception

So, this will be my first in a series on not at all regular or planned D and D 5e blogs. I have found over the last few months of heavy community interaction, that I seem to be able to contribute quite a bit, and give (and take) advice where needed. That's pretty cool, if I do say so myself, so I have decided to occasionally write on topics in regards to D and D.

The first subject that came up for me is the concept of Passive skill checks. Pretty much everyone is quite familiar with passive perception (PP). In fact, its one of the most used concepts in all of the printed modules thus far from WotC. This makes sense if you think about it, as perception is basically your character's ability to notice things, which, as you might expect, tends to come up a ton while adventuring.

I couldn't help but notice, though, that other passive skill checks barely come up at all. I'm fairly certain I can count the total number of times they are mentioned in the official printed texts on one hand, and I have all of them (books that is, not hands. Well, I have all of my hands too, but I digress). To me, and very importantly, to my particular style of DM'ing, this does your average group quite a disservice.

Every skill check in D and D has a commensurate passive companion, which is calculated in the same way as PP is. When used correctly, this can greatly speed up the flow of your game. For example, let's reference Critical Role. *SPOILERS* At one point, a barbarian PC named Grog, who, as you might expect, has a Strength score up around 20, goes to smash something on the ground, and item that one would expect to have an extremely low DC. He rolls a natural 1, automatically failing the check per the DM's house rules (and mine).

Does it really make any logical sense that he wouldn't have succeeded there? In my opinion, no. This is an example of where Passive Athletics could have come into to play. The concept is simple, though by no means concrete. For me, I typically add between 5 to 10 (depending on how hard I deem the check to be) to the skill check DC, which will give me my passive check DC. That's a totally arbitrary set of numbers, which you are adding to an already arbitrarily set number, so, as always, your mileage may vary.

So, let's put this concept into context. A wizard, with an Intelligence score of 18, and a + 4 to his Int checks, is attempting an easy history check with a DC of 8, bringing its passive DC, in my games to somewhere between 13 and 18, depending on context. On top of that, let's say he is also proficient in History, and we'll say he's level 5. This gives him a passive History score of 10+3+4, for a total of 17. Let's further say he has advantage on the check, due to the thing he is trying to remember being something his character studied in his backstory. This gives us another +5, leading to a total passive History score of 22.

That's pretty damn high, now, you could, of course, roll a natural 20 (or a 1) for effect, but would it really make sense for him to fail that check? His character was chosen to have certain skills, based on class and background, that would naturally make him suited to this check, Moreover, was it worth stopping the game, busting out the dice, and tallying results, rather than just rewarding him for being a character with skills in certain areas.

In my opinion, it is not. One of the large ironies in tabletop gaming is the passage of real time vs game time, where travelling hundreds of miles can take seconds, and fighting a handful of people could take hours, even if those times, in game time, were drastically reversed. Game flow can have a big, if intangible, impact on your game and player involvement, and, when possible, its usually preferable to have things move forward smoothly and consistently.

Now, there are some pretty big caveats with this, of course. The first, and most obvious, is that, while it's true the character is well suited for the check, would that guarantee that he would succeed in a similar, real life situation? Of course not. On top of that, critical failures, or even just failures of easy checks, can bring a lot of drama and/or humor to a game, which is typically a good thing. Additionally, one must be aware of their players' style and desires in play. One of the PC's in one of my groups absolutely loves to role dice. In situations like this, I typically forgo the passive checks and have him roll all the time. It is also a lot of extra data to keep track of.

In a more general sense, however, I have found that benefits outweigh the cons. I have a spreadsheet with everyone's passive skills, in which I then use green and gold to highlight proficiency and expertise, respectively (and sometimes just very high values based on Ability score bonuses), which helps me prevent data bloat. What I have found is, for the most part, by simply lettings someone succeed automatically at a check they had an extremely high chance of passing anyway, I can just let them role-play the result, and putting agency into the hands of players is always a good thing.

As mentioned before, and with all things DnD, your mileage may vary.