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		<title>Unstupid Characters</title>
		<link>http://feedproxy.google.com/~r/WelshPiper/~3/ZeaLkmZyvJc/</link>
		<comments>http://www.welshpiper.com/unstupid-characters/#comments</comments>
		<pubDate>Wed, 01 Sep 2010 14:36:17 +0000</pubDate>
		<dc:creator>Erin D. Smale</dc:creator>
				<category><![CDATA[Game Mechanics]]></category>
		<category><![CDATA[ability scores]]></category>
		<category><![CDATA[attributes]]></category>
		<category><![CDATA[intelligence]]></category>
		<category><![CDATA[rules-lite]]></category>

		<guid isPermaLink="false">http://www.welshpiper.com/?p=1251</guid>
		<description><![CDATA[There&#8217;s a fine line between genius and buffoonery
In my  relentless quest to simplify play, the perennial Knowledge skill has  come under harsh scrutiny. Readers of recent posts are already familiar  with my machinations in the realm of determining how characters do what  they can do: first was the ditching of attributes, [...]]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s a fine line between genius and buffoonery</p>
<p><span id="more-1251"></span>In my  relentless quest to simplify play, the perennial Knowledge skill has  come under harsh scrutiny. Readers of recent posts are already familiar  with my machinations in the realm of determining how characters do what  they can do: first was the <a id="m9s." title="ditching of attributes" href="http://www.welshpiper.com/ditching-attributes/">ditching of attributes</a>, then the establishment of a finite <a id="v-00" title="roster of Abilities" href="http://www.welshpiper.com/in-defence-of-abilities/">roster of Abilities</a>.</p>
<p>Three weeks out, I&#8217;m still in a deconstructive mood. So let&#8217;s postulate the wisdom of an all-encompassing Knowledge skill.</p>
<h2>The Current Way of Things</h2>
<p>Every  game I&#8217;ve seen with a Knowledge skill requires the character to choose a  focus, meaning a particular field of study: biology, metallurgy,  rope-making, storage jars, etc. I completely understand the intent,  which is to give the PC a mechanical way to represent familiarity with a  body of knowledge. On paper, it&#8217;s a good idea. In practice, it&#8217;s of  questionable value.</p>
<p>First issue is the scope and detail of a  knowledge skill slot. Most games suggest that the skill&#8217;s focus be  somewhere in between a general field and a specific topic. For example,  &#8220;biology&#8221; is probably too general, while &#8220;saprophyte reproduction&#8221; is  likely too specific. The need for scope moderation is the struggle for  usefulness and game balance: an overly broad focus increases its  potential application, which opens it up to abuse by players who seek to  apply it whenever they can (if you&#8217;ve ever had a player with &#8220;Knowledge  (tactics)&#8221; argue for a combat bonus, you know what I&#8217;m talking about).  On the other hand, a pinpoint focus can make the Knowledge skill  useless. Like a 1st-level magic-user with a single spell, the character  with &#8220;Knowledge (Pre-Imperial Era Hafling Pottery)&#8221; waits for his moment  of glory before his contribution to the adventure fades.</p>
<p>The  second issue is the all-too-familiar slippery slope: where do Knowledge  skills end? Let&#8217;s assume you figure out a workable scope&#8211;you devised a  balance between the broad &#8220;science&#8221; and the highly specific &#8220;string  theory&#8221; called &#8220;Knowledge (physics)&#8221;. By extension, you now have to  allow the possibility of a Knowledge skill in every other scientific  discipline, at a level of detail on par with &#8220;physics.&#8221; The problem is  that these other areas are bound to be sub- or supersets of that level  of scientific hierarchy. &#8220;Biology&#8221; might work, though it&#8217;s pretty vague.  Is &#8220;botany&#8221; at the same level as, or a subset of, &#8220;biology&#8221;? Same  argument for astrophysics, geology, genetics, cardiology, etc.</p>
<p>Third  is the question of usefulness. In most cases, fields of study have  little to do with adventuring, unless there&#8217;s an encounter wherein  specific information gives the characters an edge. In my thinking, there  are only two instances where this occurs: (1) when the knowledge grants  a mechanical advantage (e.g., a die roll bonus), or (2) when the  knowledge allows the party to proceed to the next stage of the adventure  (e.g., the old &#8220;Speak friend and enter&#8221; bit). If none of the PCs has  the appropriate Knowledge focus (or if he does but fails his skill  roll), the party is out of luck and has to cast about for another  solution&#8211;which was probably available anyway, because a good GM doesn&#8217;t  craft scenarios whose resolution relies on a single roll against a  single skill.</p>
<h2>My Inevitable Tweak</h2>
<p>I submit that we avoid  these pitfalls by making a single, catch-all Knowledge skill. This skill  (called &#8220;Book Smarts&#8221; in Chimera 3.0) represents what a character has  learned, typically through formal study, but also via the experience  gained through adventure. Consider: &#8220;formal study&#8221; indicates how well  the character was schooled; &#8220;experience gained&#8221; indicates both the  sought-after and incidental knowledge that the character picks up as he  progresses in his career.</p>
<p>One could argue that the character&#8217;s  Intelligence score (or equivalent) would do the same thing. I agree, but  that makes me wonder why we need to complement it with a Knowledge  skill at all, especially when an INT 18 character could, for luck of the  die, fail the same Intelligence check that an INT 12 PC might make.  Plus, Intelligence (as an ability score) doesn&#8217;t generally improve as  the character advances in level. Anyway, the question is moot: I&#8217;ve <a id="jq92" title="ditched Attributes" href="http://www.welshpiper.com/ditching-attributes/">ditched Attributes</a>. So here&#8217;s my rationale:</p>
<p>You  know smart people&#8211;in terms of general education, bookworm-ishness,  life experience, etc. There is someone you consider a &#8220;go-to&#8221; person  when you have a question. The smarter this person is, the more general  that question can be. He or she <em>may </em>be an expert in a particular field, but also knows a little bit about everything. This is the person you want on your <em>Trivial Pursuit </em>team. He&#8217;s Daniel Jackson in <em>Stargate SG1, </em>who can figure anything out. He&#8217;s even that kid in <em>Jerry Maguire: </em>&#8220;Dogs and bees smell fear!&#8221; or &#8220;The human head weighs seven pounds!&#8221;</p>
<p>That&#8217;s Book Smarts. Or Knowledge. Whatever you want to call it. It&#8217;s what you <em>know, </em>not  your expertise in a specific field. It&#8217;s stuff you remember from your  school days, things you pick up from your leisure reading, knowledge  you get from a hobby or from watching the History Channel, and workaday  know-how you learn simply as a functioning individual. When someone asks  you a question, the answer is something you remember learning in  school, something from a speech you once memorised, something you saw on  TV last week, or something from a book you&#8217;re reading now. Either way,  it&#8217;s part of your knowledge vault, which you can access via your Book  Smarts Ability.</p>
<p>If you want to be really good in a particular area, you can <a id="hbd4" title="specialise your Book Smarts" href="http://www.welshpiper.com/in-defence-of-abilities/#comment-961">specialise your Book Smarts</a> Ability, but it doesn&#8217;t change your overall knowledge base. If you&#8217;re a  smart person, specialising won&#8217;t change the fact that you&#8217;re a &#8220;go-to&#8221;  person who knows a lot of stuff about a lot of things. You can still be  Daniel Jackson, but with an edge in ancient languages, for example.</p>
<h2>Mechanical Impact</h2>
<p>By  now, you may suspect that my Book Smarts Ability has simply replaced  the Intelligence ability score in Chimera. Good supporting evidence is  the lack of attributes in Chimera&#8211;something has to represent a  character&#8217;s Intelligence, right?</p>
<p>There&#8217;s some truth in that,  though while Book Smarts is meant to represent all sorts of accumulated  information, it isn&#8217;t the same as the Intelligence attribute. First,  Book Smarts can be improved&#8211;as in real life, you can read more books,  pick up more information, learn more things. Second, Book Smarts can be  specialised if desired&#8211;you can simulate a concentration in a specific  field if it makes sense in the campaign.</p>
<p>Third, Book Smarts  includes languages, which on the face of it doesn&#8217;t make much sense, but  in the context of a rules-lite game, can be made to work. By tying  language to Book Smarts, I&#8217;m saying that the smarter your character is,  the better his chances of translating those old runes or interpreting  the chieftain or figuring out the plot without having to read subtitles.  This isn&#8217;t about fluency or speaking without an accent&#8211;if you need  those things, then you can use Book Smarts to specialise in a  language&#8211;this is about dealing with campaign languages in a way that  acknowledges language barriers without bogging down play to surmount  them.</p>
<p>And fast play is really what I&#8217;m after. I don&#8217;t want to  spend too much time picking out Knowledge foci or Languages during  character generation. And I don&#8217;t want to tell a player that he can&#8217;t  figure something out because he doesn&#8217;t have the right Knowledge skill  (because when he asks to make an INT check instead, I&#8217;ll have to say  yes, which is tantamount to his having Book Smarts Ability in the first  place).</p>
<p>Plus, you can always simulate difficulty with a Target  Number modifier. Based on the type of knowledge or language, consider  these adjustments:</p>
<table id="wx4q" border="0" cellspacing="2" cellpadding="2" bordercolor="#000000">
<tbody>
<tr>
<td><strong>Field is:</strong></td>
<td><strong>Difficulty Modifier</strong></td>
<td><strong>Knowledge Example</strong></td>
<td><strong>Language Example</strong></td>
</tr>
<tr>
<td>Common</td>
<td>TN -2</td>
<td>Is that a plant or a mushroom?</td>
<td>Is that a dialect or a foreign language?</td>
</tr>
<tr>
<td>General</td>
<td>TN +0</td>
<td>What kind of mushroom is it?</td>
<td>What language is it?</td>
</tr>
<tr>
<td>Unusual</td>
<td>TN +2</td>
<td>Is it edible or poisonous?</td>
<td>What is the word for &#8220;hovercraft&#8221;?</td>
</tr>
<tr>
<td>Complex</td>
<td>TN +4</td>
<td>How does the mushroom reproduce?</td>
<td>What does this written passage mean?</td>
</tr>
<tr>
<td>Obscure</td>
<td>TN +8</td>
<td>How do we splice mushroom DNA with a frog&#8217;s?</td>
<td>How do I explain mushroom DNA to this foreign guy?</td>
</tr>
</tbody>
</table>
<h2>Final Words</h2>
<p>These  are the kinds of questions that get asked during (most of my) games.  Book Smarts as an all-encompassing Ability doesn&#8217;t get in the way of  character generation and keeps play moving. And, by removing the need to  limit Knowledge to a specific focus, it&#8217;s also the best way I&#8217;ve seen  for characters to adopt the role of &#8220;smart guy&#8221; in the party.</p>
<p>But  this is another rules-lite convention, so it&#8217;s not going to appeal to  more granular styles of play. What do you think? Have I crossed the line  between genius and buffoonery? If so, where did I end up?</p>
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		<title>In Defence of Abilities</title>
		<link>http://feedproxy.google.com/~r/WelshPiper/~3/uWrZ52vw5hU/</link>
		<comments>http://www.welshpiper.com/in-defence-of-abilities/#comments</comments>
		<pubDate>Wed, 25 Aug 2010 17:08:25 +0000</pubDate>
		<dc:creator>Erin D. Smale</dc:creator>
				<category><![CDATA[Game Mechanics]]></category>
		<category><![CDATA[ability scores]]></category>
		<category><![CDATA[attributes]]></category>
		<category><![CDATA[Chimera RPG]]></category>
		<category><![CDATA[rules-lite]]></category>

		<guid isPermaLink="false">http://www.welshpiper.com/?p=1235</guid>
		<description><![CDATA[Having ditched attributes, here&#8217;s where my head&#8217;s at
Last week, I announced that Chimera 3.0 would be devoid of attributes or ability scores,  and that character actions would be defined by an essentially finite  roster of Abilities. A lot of folks had something to say about this bold  suggestion, ranging from encouragement like, [...]]]></description>
			<content:encoded><![CDATA[<p>Having ditched attributes, here&#8217;s where my head&#8217;s at</p>
<p><span id="more-1235"></span>Last week, I announced that Chimera 3.0 would be <a id="sazg" title="devoid of attributes or ability scores" href="http://www.welshpiper.com/ditching-attributes/">devoid of attributes or ability scores</a>,  and that character actions would be defined by an essentially finite  roster of Abilities. A lot of folks had something to say about this bold  suggestion, ranging from encouragement like, &#8220;sounds great&#8211;attributes  are outdated anyway&#8221; to justifiable skepticism like, &#8220;you&#8217;re  wrong&#8211;there&#8217;s no way you can cover every character action with a list  of 18 Abilities.&#8221;</p>
<p>First off, I want to thank everyone who took  the time to post a comment or respond to other posters. Second, I want  to thank them <em>again </em>for keeping the discussion lively, respectful, and on-point. If this were <em>alt.rec.games.frp.dnd</em>,  and it was 1997, this easily could have devolved into a terrible  flamewar with regretful posts and lots of crying. As it happens,  everyone who commented&#8211;proponents and skeptics alike&#8211;stated their case  with due consideration for others&#8217; opinions and perspective. I&#8217;m fairly  certain there were no tears. Score one for mature gamers.</p>
<p>And  here&#8217;s something important: A couple of &#8220;dissenters&#8221; mentioned that they  really did like the concept, but that they had yet to see the approach  done well. Given my assertions, the burden of proof, as it were, is  clearly on me. So this week, I&#8217;m going to put my general thoughts on  attributes in specific Chimera terms. Your job is to poke holes in my  argument and point out where I&#8217;m pure, dead wrong. Or you can pronounce  my notions brilliant and innovative. Whichever.</p>
<h2>The Chimera Way</h2>
<p>I  admit that ditching attributes is a risky proposition, but I have many  reasons to think it&#8217;ll work. Chief among them is that Chimera is offered  as a <a id="kzjs" title="rules-lite" href="http://www.welshpiper.com/the-rules-lite-push/">rules-lite</a> gaming <em>framework. </em>Chimera  was neither designed nor intended to cover every situation, event,  possibility, or confluence of circumstances that could arise during a  game session. As stated in the Core Rules, Chimera is a set of</p>
<blockquote><p>&#8220;&#8230;guidelines instead of absolutes. During development, we concentrated more on <em>what </em>happens instead of exactly <em>how </em>it happens—necessarily, some details are lost (or even deliberately ignored).&#8221;</p></blockquote>
<p>This  is all in the interest of an easy learning curve and fast play. In the  rules-lite tradition, you start with flexible guidelines and extrapolate  as needed.</p>
<p>Using a finite roster of Abilities to replace  attributes and skills seems to support this concept very well. For  example, let&#8217;s say you have a Survival Ability (and, in fact, Chimera  3.0 does, so already we&#8217;re getting some traction here). Survival covers  the stuff you need to get by in the wilderness without convenient  supplies, like tents or a compass or food. A little thought suggests  what this includes: building shelters, identifying edible plants (and  avoiding poisonous ones), making fire, catching dinner (like noodling a  catfish or snaring a rabbit), determining time and direction based on  the sun&#8217;s position, and maybe even predicting the weather for the next  24 hours. That&#8217;s a lot of stuff, but in a rules-lite framework,  infinitely more workable than making those things into separate skills,  each mapped to an ability score.</p>
<p>Now let&#8217;s say that the party is  adventuring somewhere (doesn&#8217;t matter where) and someone needs to tie a  clever knot (doesn&#8217;t matter which). In this case, assume the knot is  important enough to warrant a die roll of some kind. In a skill-based  system, you would look for a Knot-tying skill. If you didn&#8217;t have a  Knot-tying skill, you might default to an attribute&#8211;Dexterity is  probably the favourite, but my Boy Scouting days tell me Intelligence is  best (because you really need to practice and memorise knots if you&#8217;re  going to get any good at them). Alternatively, you might decide that a  certain class has an edge in knot-tying (e.g., thieves and fighters  probably use rope more than clerics and magi). Failing that, you would  need to stretch all the way back to a PC&#8217;s background&#8211;anyone used to be  a sailor or teamster? Or a Boy Scout?</p>
<p>But in a rules-lite framework, you could just tack knot-tying onto an Ability that makes sense. Like Survival.</p>
<p>And if your character <em>doesn&#8217;t </em>have  Survival, he can still make an attempt. Which is analogous to most  skill-based systems wherein characters can still give it a shot by making an attribute check against the skill&#8217;s underlying  ability score. So: flexible Abilities that can handle defaults. No need  for attributes.</p>
<p>But maybe you&#8217;re thinking that you want a  character who&#8217;s good at snaring rabbits, but can&#8217;t predict the weather.  Perhaps you&#8217;ve decided that these skills are just too disparate to be  lumped together. That&#8217;s fine, because Chimera lets you partition them  into separate Abilities if you want (e.g., Hunting and Meteorology). I  don&#8217;t necessarily recommend it, and neither does the Core Rules:</p>
<blockquote><p>&#8220;&#8230;if  your style demands more detail, you can add it—Chimera’s flexible model  lets you inject as much realism as you want&#8230;However, you should  understand that the game doesn’t necessarily <em>play </em>better as a result. In fact, you may find that such details bog things down and make actions more cumbersome to resolve.&#8221;</p></blockquote>
<p>The reason I don&#8217;t recommend it is because it chips away at Chimera&#8217;s  rules-liteness. So the question of ditching attributes in favour of  broad Abilities is more about flexibility and ease-of-use than  &#8220;how-you-should-play-your-game.&#8221; In other words, if what I&#8217;m saying  doesn&#8217;t appeal to you, it <em>may </em>be because rules-lite doesn&#8217;t do  justice to your gaming vision or your group&#8217;s style of play. If your  preference leans toward crunchier systems, Chimera is probably not  sufficiently granular.</p>
<h2>A Terrible Discovery</h2>
<p>Time for a side  note of troubling disposition. Last weekend, I was working on the 3.0  character sheet, and (not being at all artistic) begged the <a id="l9cf" title="Almighty Google for some inspiration" href="http://www.google.com/images?q=character+sheet" target="_blank">Almighty Google for some inspiration</a>. In my wanderings, I came across this <a id="f9.b" title="4E D&amp;D sheet" href="http://www.dragonavenue.com/dnd/post/4th_edition_character_sheets_and_power_cards/" target="_blank">4E D&amp;D sheet</a>,  which is very nice. Believe it or not, this is the first 4E character  sheet I&#8217;ve seen; outside of the 4E Quick Start that I leafed through  about six months ago, this is the only 4E material I&#8217;ve picked up.</p>
<p>So  you can imagine my surprise (and disdain) when I note the &#8220;Skills&#8221;  section of the character sheet contains several of my Chimera Abilities.  Things like Athlethics, Diplomacy, Stealth, Streetwise, and a couple of  others. Son of a mother! I&#8217;m cracking my skull to innovate only to get  scooped by 4E.</p>
<p>Seemingly. Because then I remember a couple of  comments from last week&#8217;s post, saying that that RPGs across the  industry are evolving in the broad-skill direction anyway. At the time,  my inside voice was saying, &#8220;That is absolute bollocks.&#8221; But maybe not.  That&#8217;s the price I pay for not keeping current. Score one each for  Smartypants Tag-team <a id="g8jh" title="Da'Vane" href="http://www.welshpiper.com/ditching-attributes/#comment-896">Da&#8217;Vane</a> and <a id="g8qy" title="Deimos" href="http://www.welshpiper.com/ditching-attributes/#comment-899">Deimos</a>.</p>
<p>So,  later, after some thought (and not bothering to check any of the 4E  rules), I generate an assumptive list of fundamental differences between  Chimera and what&#8217;s implied on the 4E character sheet:</p>
<ol>
<li>4E still uses attributes, so if the game&#8217;s evolution really <em>is </em>toward broadly defined skills, the evolution is progressing in baby steps</li>
<li>4E  skills seem broad, but actually, they don&#8217;t have to be because you can  still use attributes as a fall-back for things they don&#8217;t cover (like  Knot-tying)</li>
<li>4E is focused on fantasy-type play, whereas  Chimera is designed to handle any genre; Chimera Abilities not only need  to cover all actions, but they need to cover them in all settings</li>
<li>From  a purely pragmatic, IP perspective, Chimera&#8217;s development is  well-documented and its focus is quite different from 4E; I believe  there is a demonstrable defence against any perception that Chimera is a  knock-off of WotC&#8217;s material (and, granted, I&#8217;m probably more sensitive  to this than others&#8211;it&#8217;s just that after Chimera 2.0 severed ties with  the OGL, I decided that it had to be its own game in all respects)</li>
</ol>
<h2>The Abilities</h2>
<p>Let&#8217;s  get down to it. Here is the roster of Chimera Abilities. I&#8217;m presenting  these in cursory fashion, mostly because I want to see how they  resonate on their own, without a lot of supporting description (though  they are fully described in the rulebook, with notes about what you can  do with them, what they cover, and how you might interpret critical  results). But here, for now, is the bare list:</p>
<ol>
<li>Athletics &#8211; physical activity</li>
<li>Book Smarts &#8211; academia and language</li>
<li><del datetime="2010-08-27T02:56:16+00:00">Burgle</del> Chicanery &#8211; pick locks and pockets; pilfering</li>
<li>Diplomacy &#8211; make friends and influence people</li>
<li>Drive / Pilot &#8211; operate a vehicle</li>
<li>Fight &#8211; attack with hand-to-hand weapons</li>
<li>First Aid &#8211; provide temporary relief to wounded patients</li>
<li>Observe &#8211; notice things</li>
<li><del datetime="2010-08-27T02:56:16+00:00">Moxie</del> Mettle &#8211; tenacity and intestinal fortitude</li>
<li>Profession &#8211; a livable trade</li>
<li><del datetime="2010-08-26T13:07:06+00:00">Ride</del> Animal Handling &#8211; train, care for, or ride a beast</li>
<li>Shoot &#8211; attack with missile weapons</li>
<li>Sneak &#8211; hide or move undetected</li>
<li>Spelunking &#8211; underground survival skills</li>
<li>Street Smarts &#8211; urban survival skills</li>
<li>Survival &#8211; wilderness survival skills</li>
<li><del datetime="2010-08-27T02:56:16+00:00">Technical</del> Tinker &#8211; create, manipulate, and repair machines and vehicles</li>
<li>Wield &#8211; use of powers</li>
</ol>
<h2>Final Words</h2>
<p>There you go. The list is out. Let&#8217;s discuss.</p>
<p>Think  of these in broad terms. Ask questions like, &#8220;How do these support a  rules-lite framework?&#8221; instead of, &#8220;Where&#8217;s Canoeing?&#8221; Think of  different actions, then think about where those actions fit. What actions aren&#8217;t covered? What&#8217;s missing from this  list? Or, can the list be pared down even more? Do tell&#8230;</p>
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		<title>Ditching Attributes</title>
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		<pubDate>Wed, 18 Aug 2010 20:50:05 +0000</pubDate>
		<dc:creator>Erin D. Smale</dc:creator>
				<category><![CDATA[Game Mechanics]]></category>
		<category><![CDATA[ability scores]]></category>
		<category><![CDATA[attributes]]></category>
		<category><![CDATA[character generation]]></category>
		<category><![CDATA[skills]]></category>

		<guid isPermaLink="false">http://www.welshpiper.com/?p=1231</guid>
		<description><![CDATA[I confess to suggesting RPG heresy
Blatant sarcasm of this  post&#8217;s title aside, what I&#8217;m about to propose is going to shock some of  you. Perhaps offend. It may be so repellent that you will reconsider  anything you may have agreed with me about before. But here goes:
Character attributes should be removed [from [...]]]></description>
			<content:encoded><![CDATA[<p>I confess to suggesting RPG heresy</p>
<p><span id="more-1231"></span>Blatant sarcasm of this  post&#8217;s title aside, what I&#8217;m about to propose is going to shock some of  you. Perhaps offend. It may be so repellent that you will reconsider  anything you may have agreed with me about before. But here goes:</p>
<p>Character attributes should be removed [from Chimera].</p>
<p>I&#8217;m  referring to ability scores&#8211;the traditional Strength, Intelligence,  Wisdom, etc. I touched on <a id="cim0" title="removing Attributes" href="http://www.welshpiper.com/ability-based-characters/">ditching Attributes</a> a few weeks ago, but I thought the concept merited some explanation. I have my reasons, and I think they might apply to whatever  system you&#8217;re playing. That said, I&#8217;m restricting my solution to  Chimera. Your proverbial mileage may vary.</p>
<h2>A Brief History of Attributes</h2>
<p>My  experience with attributes (or ability scores) goes back to rolling up  my first characters in B/X D&amp;D. As objective quantifiers, ability  scores make a lot of sense, and it&#8217;s easy to see what aspects of your  character are better than others. Clearly, strong guys have higher  Strength scores than weak guys. Ugly dudes have lower Charisma than  handsome dudes. So one function of ability scores, then, is to describe  your character, very economically, at a high level.</p>
<p>Given  a set of ability scores, you assign your character&#8217;s class, ostensibly  to capitalise on your attributes. This means high-strength characters  become fighters, smart characters become magic-users, dexterous  characters become thieves, etc. It make sense on paper, but this is  actually the first chink in the armour of ability score usefulness (more  on that later, but let me ask you this: in your RPG system, does it ever make sense for a  magic-user to be stronger than he is smart, or for a fighter to be more  agile than he is strong?).</p>
<p>As you play, attributes  serve in one of two ways: either to modify other  rolls, or as default &#8220;skills&#8221; to arbitrate the  outcome of unspecified game situations. Thus,  Strength is used to modify &#8220;to-hit&#8221; and damage rolls in combat, and your  character might have to make a &#8220;Strength roll&#8221; to jump a chasm or  wrestle an object out of a foe&#8217;s hands.</p>
<h2>Heretical Thoughts</h2>
<p>The  model above is deeply ingrained into most roleplayers. Certainly those  over the age of 30. Nothing wrong with that, but I&#8217;m asking you to  consider what this model produces: a character with both ability scores  (describing his characteristics) and a profession (describing his  skills).</p>
<p>The question coming to my mind is this: <em>what is the  purpose of attributes in a system where what you can do is defined by  class? </em>The same question applies to skill-based systems: outside of  mapping to a given skill, what value do ability scores provide?</p>
<p>Why  not simply describe a character by what he can do, whether that&#8217;s a  class, a profession, or a collection of skills? I assert that a  character&#8217;s abilities are more memorable than his ability scores anyway.  Here&#8217;s why: attributes describe what your character <em>should </em>be able to do; abilities describe what your character actually <em>can </em>do.</p>
<p>Think  about it. All you need to know is that such-and-such character is good  at fighting&#8211;you don&#8217;t care what his Strength score is. Unless fighting  is a special flavour of Strength roll, a Strength score is largely  irrelevant. What really matters is his level as a fighter, or how many  ranks he has in the Fight skill. Strength may <em>modify </em>his chances  of hitting a foe or how much damage he inflicts, but fighting ability is usually more a function of other things: level, class, feats/perks, weapon  used, et al. It actually has very little to do with one&#8217;s Strength score.</p>
<p>True, too, is that  many character abilities and, um, characteristics, aren&#8217;t even affected  by attributes: spell-casting, thief abilities, turning undead, hit  points (where used), and saving throws come to mind immediately. As important as these game mechanics are, ability scores have no bearing on them. Telling, I think.</p>
<p>Finally, there&#8217;s the problem of adequate coverage: how many ability scores are  enough to describe a character? The traditional Six do a pretty good  job, though there were holes, even within the D&amp;D canon (viz.  Comeliness). Other systems felt the Six were insufficient and expanded  the list with additions like Perception, Empathy, Presence, Memory, and  Reasoning. Still others contracted the list: the most compact I&#8217;ve seen  is Mind, Body, Soul (forget which system, though).</p>
<p>Point is, these  considerations are subjective and meta&#8211;how many attributes do you need? No one knows&#8211;it depends on how you envision characters, your game&#8217;s mechanics, and your  tolerance for semantics and redundancy (e.g., do you need Agility <em>and </em>Quickness? Do you need to parse mental ability into Memory, Intuition, <em>and </em>Reasoning?).</p>
<p>But  if you&#8217;re sold on the possibility that attributes have little value in  during game play anyway, deciding how many ability scores there should  be is a pointless exercise. Another nail in ability scores&#8217; coffin.</p>
<h2>Cleaning House</h2>
<p>So why not simply get rid of attributes completely?</p>
<p>Well,  you need to plug a few holes first. Most important is deciding what  your high-level character descriptor is going to be. Class or profession  is a good option, as it&#8217;s the default for most attribute-based systems  anyway. Usually, a character is described as a &#8220;fighter,&#8221; not a &#8220;PC with  above-average Strength.&#8221;</p>
<p>Second, you need to determine how  getting rid of attributes will impact your game&#8217;s mechanics. Some games  won&#8217;t suffer the change&#8211;<em>Savage Worlds, </em>where ability scores are  the basis for every skill roll, can&#8217;t be tweaked this way. Also, most flavours  of D&amp;D will have problems, though I think you could easily ditch  ability scores for versions up to and including Moldvay Basic.</p>
<p>Third,  you need a default mechanism for dealing with situations that aren&#8217;t  specifically handled by something else. How do you bash down a door,  climb a rope, search for secret doors, attract followers, resist  disease, et al.?</p>
<p>Not surprisingly, I have answers prepared.</p>
<h2>These are Not the Attributes You&#8217;re Looking For</h2>
<p>My  solution is to consider the things that every character can do, or, at  least, decide on what things every character should have a chance of  pulling off. The quick-and-dirty overview is like this:</p>
<p>Start  with a list of abilities&#8211;things characters do in the game. The list  should be finite and, consequently, some entries will have some broad  overlap. For example, Fight is an obvious ability; it definitely covers  melee combat, though maybe include missile fire, too (depends on if you want  characters to develop these as separate abilities).</p>
<p>But what  about other physical things? Like climbing, swimming, leaping chasms,  and busting down doors? Add a broad and encompassing ability, call it  Athletics, and make it the default for physical activity.</p>
<p>Each  ability gets a Target Number, a base value required when you roll  whatever you roll to attempt actions in the game. The Target Number  should be the same for all abilities, and improving it should be  accomplished via character advancement (whether that&#8217;s level-based,  point-based, skill-based, whatever). If you&#8217;re using classes, make sure  that some classes perform certain abilities better than others. For  example, warriors have an easier time improving the Fight ability, while  magic-users are better at Book Smarts (or whatever ability you create  to cover being educated).</p>
<h2>Final Words</h2>
<p>Using abilities as a  substitute for attributes and skills seems quite intuitive to me. You  speed up character generation, avoid the perfunctory mapping  of attributes to skills, skip the time-waste of rolling up ability  scores but then defining characters by class, and you keep your game flexible  by decoupling skills from attributes. It&#8217;s a time saver, improves game flow, and it doesn&#8217;t  seem like you&#8217;re losing out on much.</p>
<p>But I know it&#8217;s a hard sell&#8211;the mere suggestion of removing attributes constitutes <a id="rdx1" title="some level of blasphemy" href="http://www.lordkilgore.com/who-needs-wisdom">some level of blasphemy</a>. Assuming the concept doesn&#8217;t leave you completely sour, what do you think? Any gaping holes in my logic here, or is this a workable path?</p>
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		<title>Healing in the Field</title>
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		<comments>http://www.welshpiper.com/healing-in-the-field/#comments</comments>
		<pubDate>Wed, 11 Aug 2010 18:57:53 +0000</pubDate>
		<dc:creator>Erin D. Smale</dc:creator>
				<category><![CDATA[Game Mechanics]]></category>
		<category><![CDATA[skills]]></category>

		<guid isPermaLink="false">http://www.welshpiper.com/?p=1222</guid>
		<description><![CDATA[Earning your character’s First Aid merit badge
Back  in my B/X D&#38;D days, we had a house rule that said when you got to  zero hit points, you were knocked out and dying at the rate of 1hp per  round, but you weren’t dead until you reached negative hit points equal  to [...]]]></description>
			<content:encoded><![CDATA[<p>Earning your character’s First Aid merit badge</p>
<p><span id="more-1222"></span>Back  in my B/X D&amp;D days, we had a house rule that said when you got to  zero hit points, you were knocked out and dying at the rate of 1hp per  round, but you weren’t dead until you reached negative hit points equal  to your Level + CON bonus. If someone could “bind your wounds” before  that point, you’d stop losing hit points (continued &#8220;binding&#8221; could restore 1 negative hit point per round until you returned from the brink of death).</p>
<p>I  wanted to incorporate that concept into Chimera, and kept thinking of  what “binding your wounds,” really meant. From my Boy Scout days, that  pretty much meant first aid: treating for shock, stopping bleeding,  applying bandages, splints, slings, knowing how to handle an EpiPen, and  occasionally sucking snake venom out of your buddy’s leg.</p>
<p>First  aid is all about stablising a patient with immediate care until more  comprehensive medical treatment can be provided. Not unlike what  adventurers have to do: Regardless of your setting, “comprehensive  medical treatment” is rarely available in the field. And this is where  first aid and healing&#8211;as it’s interpreted in most RPGs&#8211;part ways.</p>
<h2>I’m Not A Real Doctor&#8230;</h2>
<p>At  a basic level, first aid is temporary field treatment, while healing is  permanent hospital treatment. Think of it this way: first aid is what  Aragorn gives Frodo at Weathertop. Healing is what Elrond gives to Frodo at Rivendell. In other words, first aid is enough to make an  injury bearable or keep a patient alive until healing can actually fix  the damage.</p>
<p>How  you simulate this in your game depends on how your game represents  wounds. In Chimera, each wound you suffer imposes a cumulative, overall  penalty of -1 (i.e., you take 3 wounds, you operate at -3). When you  heal a wound, the penalty abates; when all your wounds are healed, the  penalty goes away.</p>
<p>This approach lets you simulate first aid’s temporary effect by addressing the <em>penalty, </em>but  it ignores the actual wound. In Chimera, then, a successful First Aid  roll reduces a patient’s wound penalty by -1 for a number of hours equal  to the first-aider’s level. If the wound isn’t actually <em>healed </em>within that time, the penalty returns.</p>
<p>If  your system uses hit points, first aid attempts might restore 1hp per  rank in the first aid skill, though it would last only 1 hour per level.  Or something along those lines. Basically, you want minimal restoration  for a limited duration&#8211;just enough to keep the character going until  he can get proper treatment.</p>
<p>And  proper treatment requires full-scale medical facilities: a field  hospital, a monastery, a clinic, a doctor’s office, an  emergency room, a hospital ship, maybe even or Bethesda Naval Medical  Center. By extension, healing also requires more training than first  aid, so while any character can “bind your wounds,” actual healing requires a professional.</p>
<h2>&#8230;But I Play One on Friday Nights</h2>
<p>This  approach makes the healing profession stand out a bit more. A combat  medic can apply a good amount of ditch medicine in the field, but proper  healing requires the medical droid back on the dropship. Of course,  this approach makes the party cleric (or anyone else with healing magic  or medical tech) truly valuable, because you&#8217;re basically saying that as long as  PCs are in the field, any damage they sustain is more or  less permanent until they return to their home base.</p>
<p>There’s  also a reverse benefit, though, because now you can allow your  campaign’s “non-healers” access to first aid without unbalancing their  role. Fighters, rogues, and other physical types&#8211;regardless of  setting&#8211;naturally possess rudimentary first aid knowledge, just by  virtue of fixing the cuts, bruises, and sprains they receive as they  train. Magic-users and scholars get first aid knowledge because of the  broad scope of their learning&#8211;even though they may insist on using  leeches in their ministrations. Priestly types get first aid skill for  much the same reason, but now you can decouple them from the default  role of “healer” (which makes sense if the cleric’s deity has nothing to  do with healing or if the cleric’s alignment makes him stingy about who  he heals with his spells).</p>
<p>Now  that you’ve opened up first aid ability to all characters, you’re  increasing party survivability (or, at least, you’re fending off the TPK  because characters have more restorative flexibility). At the same  time, you’re also increasing the worth and benefit of actual healing  sources in the field (i.e., during the adventure): magical potions of  healing, restorative gel-caps, remote surgery bots, Med-suits, a working  bacta tank found in the mad scientist’s lair, all have vastly increased  value.</p>
<p>If  these are appealing options, I suggest you replace your system’s Heal  skill with First Aid. You can go a step further by adding a Professional  skill for Physicians. That way, your characters can perform first aid  during an adventure with a First Aid roll, but full-on healing is  accomplished by an actual doctor (with access to actual medical  facilities).</p>
<h2>What Else First Aid Can Do</h2>
<p>While I’m on the subject, here are some things you can do with a successful First Aid skill roll:</p>
<ul>
<li>Temporary  Relief: Reduce patient’s wound penalty by -1 for 1 hour/level (if your  system uses hit points, a successful First Aid roll restores 1hp/skill  rank for 1 hour/level)</li>
<li>Neutralise Poison: Stave off the effects of venom for 1 round per level or skill rank</li>
<li>Revive: Awaken an unconscious character, or snap a stunned character out of his stupor</li>
<li>Refresh: Negate fatigue-related penalty by -1</li>
</ul>
<h2>Final Words</h2>
<p>By  separating first aid from actual healing, you end up providing more  survivability options to PCs without unbalancing the game. The side  benefits include making healing more valuable as a service and healers  more important as practioners. While much of this appeals to my sense of  realism, my own experience confirms that it’s highly playable.</p>
<p>It’s a lot to consider&#8211;is this something that would work in your game?</p>
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		<title>Mono Gods</title>
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		<pubDate>Wed, 04 Aug 2010 17:19:06 +0000</pubDate>
		<dc:creator>Erin D. Smale</dc:creator>
				<category><![CDATA[Campaign Development]]></category>
		<category><![CDATA[fantasy]]></category>
		<category><![CDATA[historical]]></category>
		<category><![CDATA[religion]]></category>

		<guid isPermaLink="false">http://www.welshpiper.com/?p=1214</guid>
		<description><![CDATA[What turns out to be a political angle on campaign religion
Last week, over on the Yahoo! Groups ODDGuild, a good online friend Bobjester was asking how others run clerics of polythesistic pantheons. Bob, raised as a monotheistic Christian, always played clerics dedicated to one single deity, even if that deity were part of a larger [...]]]></description>
			<content:encoded><![CDATA[<p>What turns out to be a political angle on campaign religion</p>
<p><span id="more-1214"></span>Last week, over on the <a title="OD&amp;D Guild" href="http://groups.yahoo.com/group/ODDguild/" target="_blank">Yahoo! Groups ODDGuild</a>, a good online friend Bobjester was asking how others run clerics of polythesistic pantheons. Bob, raised as a monotheistic Christian, always played clerics dedicated to one single deity, even if that deity were part of a larger pantheon of other gods. So we started talking about pantheons, and how they&#8217;re represented in the campaign, and how they might be worshiped and where they overlap. I shared a <a title="Trid Pantheon" href="http://breeyark.org/host-immortals" target="_blank">roster of deities from my original Trid campaign</a>, when it was still a B/X construct.</p>
<h2>Bob&#8217;s Question</h2>
<p>Bob reviewed the deities and asked <em>&#8220;Do you base your deities on the Immortal system of BECMI, Gygax&#8217;s Deific system or something different altogether?&#8221;</em></p>
<p>Definitely not BECMI. Don&#8217;t get me wrong&#8211;tracking the rise of a mere mortal to godhood along a set path appeals to my sense of order. But there&#8217;s no romance. No mysticism or anything even approaching what Lewis called the &#8220;feeling of the numinous&#8221; (however scaled down, on the assumption that numinous feelings are personal matters not generally experienced at the gaming table). But that aside, the BECMI approach makes you want to stat out Jesus, and I just don&#8217;t see that going well, on any level, for a number of very good reasons.</p>
<p>Gygax&#8217;s Deific system? Couldn&#8217;t say. I don&#8217;t know what that is, though I&#8217;m sure it was something covered in an old issue of DRAGON. Something different altogether? Yes. By process of elimination, this was, perforce, my approach. So in the interest of promoting discussion to a wider audience, here&#8217;s what I wrote back to Bob:</p>
<h2>My Answer</h2>
<p>In answer to your question, I&#8217;d have to say something different altogether.</p>
<p>Reading  this thread, it seems to me that you&#8217;re struggling with a fundamental  issue of RPG deities&#8211;that is, are gods world-specific or  culture-specific? World-specific deities are accessible to all the  setting&#8217;s inhabitants, and tend to represent spheres of influence  without overlap (i.e., two separate cultures venerate the same deity for  the same thing). An example from Greyhawk might be Ehlonna, which  (IIRC) is about nature and sylvan stuff. It doesn&#8217;t matter if you&#8217;re an  elf, a ranger, a druid, or a tree-hugging magic-user: if you&#8217;re into  nature, you&#8217;re going to worship Ehlonna.</p>
<p>Contrast with culture-specific deities. These guys represent spheres  of influence important to the society who venerates them. For example,  halflings have an immortal for farming and harvest; orcs, who don&#8217;t care  so much about these things, have no analogue in their pantheon. But  humans from Kingdom A might have a harvest god, as do humans from  Kingdom B. Depending on the cultural details, the harvest gods of  halflings, Kingdom A, and Kingdom B could be very different. As a  result, there is a lot of overlap&#8211;you might have 20 cultural  pantheons, each with its own version of a harvest god.</p>
<p>The immortals on the Breeyark site are cultural. The only reason is  because I decided (in early days of my Trid campaign) that it made more  sense for each social unit to worship its own set of gods, coloured (or  interpreted) in accordance to that society&#8217;s view of a particular sphere  of influence. So the harvest god of Kingdom A is patterned after how  Kingdom A approaches the harvest. Kingdom B, which might use advanced  agricultural techniques or grow different things or, because of  location, harvests at a different time of the year, has an entirely  different spin on their harvest god. For all intents and purposes, you  have two distinct deities.</p>
<p>Unfortunately, this approach is a lot of work. That&#8217;s one of the  reasons I think world-specific gods seem so prevalent in RPG settings.  It&#8217;s easier to create a pantheon that represents common interests across  an entire setting, rather than create individual gods suited for  specific cultural groups within that setting.</p>
<p>Historically, it was entirely common for  dominant cultures to &#8220;co-opt&#8221; the religious views of the vanquished as a  means to maintain order. Why is Christmas celebrated on December 25th?  There&#8217;s little evidence to indicate that it was Jesus&#8217; birthday.</p>
<p>Instead, Christmas coincides with the Winter solstice, which was  important to so-called pagans all the way back to the Babylonians. The  pagan sun god Mithras was born on the shortest day of the year. The word  &#8220;Yule&#8221; means &#8220;wheel&#8221; and represented Mithras&#8217; role in the Natural cycle. It has  nothing to do with Christ, but the Christians figured that  reinterpreting the solstice as a marker for Christ&#8217;s birth would make it  easier for pagans to convert without too much fuss. Or rebellion. &#8220;See,  you can still have your Winter Feast, but it&#8217;s about Jesus now, not  Mithras.&#8221; Pagans reply, &#8220;That&#8217;s nice. Thank you,&#8221; and go off burning  logs like they always did. Everyone&#8217;s happy.</p>
<p>Thus, you get multiple deities that represent pretty much the same  thing for a number of non-religious reasons. Christ is the saviour-king  of Christians, whose sacrifice is the salvation of all Man. Mithras is  the sun god of pagans, whose part in the Natural cycle ensures crops  and, subsequently, the ability to eat. More of a &#8220;corporeal&#8221; sort of  salvation, but important, right? Over time, the whys and wherefores are  forgotten, and the lines between cultural roots and subsequent  influences get blurred.</p>
<p>For me, world-specific deities are much easier to deal with&#8211;they&#8217;re aspect-based, so you have one god for this and one god for that,  regardless of culture. On the other hand, culture-specific deities are  far more realistic, even though they tend to &#8220;map&#8221; to common points.  That harvest god? Whether halfling or human, he (or she) is actually the  same immortal dude&#8211;just interpreted differently by different folks.</p>
<p>The key is how those differences manifest. Jesus performed miracles,  and Christians interpret this in a certain way. Did Mithras perform  miracles? Doubt it, but he was responsible for providing growing seasons  and daylight, which would have been miraculous within the pagan culture who  worshiped him. Christians just plussed him up by infusing their own  mythology into a precedent set by the pagans they wanted to convert.</p>
<p>I hope this rambling reply offers some value. In the end, I  think it really comes down to how much work you can do as a GM. I&#8217;d  start with universal aspects of mortal life: crops, healing, birth,  death, war, disease, marriage, etc. If your campaign&#8217;s cultures  interpret these things in wildly different ways, then you want to go  with culture-specific deities. But if these aspects are truly universal  (i.e., the manifest pretty much the same way across cultural  boundaries), then you should go with world-specific deities and have  done with it.</p>
<p>One thing you might want to try (and it just occurs to me now, after  my 3rd <a title="Newcastle Brown Ale" href="http://newcastlebrown.com/" target="_blank">Newcastle Brown Ale</a>) is that you might start with world-specific  deities to represent common mortal aspects across all your campaign&#8217;s  social groups. But you could represent <em>cultural </em>differences in the  powers of specialty priests from each group.</p>
<p>For example, you have a single war god, and he represents all sorts  of battle-oriented stuff across the entire setting. But you can simulate  cultural spin by what war god priests can do in different societies.  For example, Kingdom A is warlike and has advanced metallurgy, so its  war god priests get a +1 to hit when they use specially-blessed swords,  and they eschew healing spells. Kingdom B, having a predominately  non-violent culture, avoids battle, so its war god is relegated to cult  status and subdued worship; priests are leaders of clandestine fighting  units who practice backstabbing (as a thief of half-level), and they  like to create undead out of slain warriors (because that&#8217;s a good way  to honour those who die in battle).</p>
<h2>Final Words</h2>
<p>In the end, I pretty much discard my Trid Pantheon in favour of something easier to wrangle (and, as a busy GM, I do not have the time to detail out 128 separate and distinct immortals). I&#8217;m not generally a fan of world-specific deities because they tend to lack cultural distinction, which is crucial to the setting in so many ways, to the GM and the players. But maybe I&#8217;ve hit upon a decent middle ground: world-specific deities with slight cultural tweaks represented by the abilities of specialty priests.</p>
<p>How do you handle this in your campaign?</p>
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		<title>Ability-based Characters</title>
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		<pubDate>Thu, 29 Jul 2010 13:06:43 +0000</pubDate>
		<dc:creator>Erin D. Smale</dc:creator>
				<category><![CDATA[Game Mechanics]]></category>
		<category><![CDATA[character generation]]></category>
		<category><![CDATA[Chimera RPG]]></category>
		<category><![CDATA[skills]]></category>

		<guid isPermaLink="false">http://www.welshpiper.com/?p=1211</guid>
		<description><![CDATA[Chimera is like school on Saturday—no class.
Chimera characters are based on kits—little, bite-sized stereotypes that define a particular set of skills and abilities. The idea is that  you start with a vision of your character—what he can do, what he’s good  at, and what abilities he uses to survive adventures. Then you combine [...]]]></description>
			<content:encoded><![CDATA[<p>Chimera is like school on Saturday—no class.</p>
<p><span id="more-1211"></span>Chimera characters are based on kits—little, <a href="http://www.welshpiper.com/character-kits/">bite-sized stereotypes</a> that define a particular set of skills and abilities. The idea is that  you start with a vision of your character—what he can do, what he’s good  at, and what abilities he uses to survive adventures. Then you combine  individual kits to match that vision. For example, a ranger can fight,  shoot, track foes, do wilderness things, and maybe cast a spell or  two—each of these things is represented by a kit.</p>
<p>The  kit concept supports Chimera’s multi-genre framework. While we’re all  familiar with so-called fantasy classes (fighter, priest, rogue,  magic-user, ranger, assassin, barbarian, et al.), they don’t translate  well outside the fantasy genre. Sci-fi campaigns, for instance, might  have space marines, colonists, empaths, pilots, scouts, and spies in  addition to a priest here or there, or a barbarian race of low-tech  folks living on the Outer Rim. There’s a parallel between Fighter and  Space Marine, but only inasmuch as they have common preference to fight  their way out of trouble. Outside of that, they’re quite different.</p>
<p>Character  kits are meant to address this, because each kit is generic by  design—assembled in any combination, they describe ability, not genre.  But the concept seems to be a hard sell, at least for Chimera initiates.  Feedback I’ve received from you (or, at least, others like you) suggest  that classes are the way to go. Classes <em>would </em>make character generation faster and more convenient. But, besides being genre-specific, classes lean toward rigidity—who says <a href="http://www.welshpiper.com/skills-and-finesse/">your fighter can’t try to move silently</a>, or that <a href="http://www.welshpiper.com/weapons-and-damage/">your magic-user can’t use a sword</a>?</p>
<p>Not me. But then we’re getting into the realm of skill-based characters, which poses a different set of problems.</p>
<p>So let’s try to sort things out a bit.</p>
<h2>Class-based</h2>
<p>Class-based  characters have one thing going for them that others do not: they’re  easy to roll up and unleash on the campaign setting. Classes are also  convenient for game masters who need to quickly describe what a  particular character can do. Assuming familiarity with the rules, labels  like “thief,” or “cleric” convey a lot about the character’s role and  capabilities.</p>
<p>But  classes pose a danger of over-generalisation. If you’re going by the  rules, a class can do only what’s specified, meaning not only a limited  skill set, but also that every 4th-level thief, for example, has the  same abilities. If you want a fighter who can also pick pockets or maybe  cast a spell, you’re out of luck. You could create a new class to  satisfy your vision, but that’s a pain to do every time you want to  customise a character.</p>
<p>Yet there is one thing we can take away from classes: they clearly define a  character’s survival tools. Fighters rely on their strength to beat  things down, thieves rely on stealth and trickery, magic-users put stock  in their ability to hurl spells, etc. In a class-based system, these  conclusions are obvious, though they’re unnecessary with skill-based.  But hold onto the concept—we’ll come back round to it later.</p>
<h2>Skill-based</h2>
<p>The  opposite end of the spectrum—specifically designed, perhaps, to address  the limitations of class—is the skill-based character. Instead of  describing a character by his profession, skill-based defines a  character by what he can actually <em>do. </em>On  the surface, it’s a natural solution to customising characters. Now you  can have the sneaky fighter or the mage who’s a crack shot, or even the  space marine with a hint of empathic power.</p>
<p>But  just as skill-based addresses class limitations, it nullifies class  benefits. A GM cannot easily encapsulate a character by his array of  potentially disparate skills. Nor can a player create a new character  without deliberating over assigning competence to each. While you gain  the benefit of customising a character, you now have spend the time to  actually do the customising.</p>
<p>The  lesson I take from skill-based is that its chief benefit is  flexibility. I’m just not always satisfied with the concept’s execution.</p>
<h2>Attributes?</h2>
<p>All this time we’re assuming that characters, whether class- or skill-based, are <em>also </em>partially defined by a set of common attributes: Strength, Dexterity, Intellect, Charisma, etc. But are they really necessary?</p>
<p>I’d  say the answer depends on how they’re used in the system. In most  cases, though, they’re not. Typically, an attribute serves one of two  purposes: (1) to modify one’s effectiveness or chance of success with a  given ability, or (2) to act as a default mechanism for arbitrating  actions that have no corresponding skill or game mechanic.</p>
<p>But  you could take care of these requirements by focusing on the actual  abilities instead of their underlying attributes. Attributes are useful  for describing, in loose terms, a character as an individual—he’s smart,  or he’s strong and dexterous, or he’s sickly and butt-ugly to boot. But  if your system concentrates more on what a character can do, as either a  matter of profession or skill, then attributes take a back seat. Your  character is more likely to be typified (and remembered) as a fighter  who dealt crushing blows in melee than as a “strong” guy. If so, we’re  really talking about his ability to fight—either as a class or as a  skill—than his STR score.</p>
<p>So, in an effort to streamline character generation and actual play, let’s think about nixing attributes for a bit.</p>
<h2>Ability-based Characters</h2>
<p>Let’s  assume that characters are best defined by what they can do. This is  generally true of both class- and skill-based systems, though each has a  different mechanism for doing so. Let’s also assume that what a  character can do—that is, his survival skills—are more significant in  practice than the attributes upon which he bases those abilities.  Finally, let’s assume that, as a player or GM, you want to generate and  describe characters quickly, but customise them as needed without a lot  of effort.</p>
<p>What  if you combined the two models? What if you defined a character by his  class, indicating a default set of abilities, but you allowed  customisation via skills? Not a new concept, but it’s really about the  execution. <em>Dungeons &amp; Dragons, </em>well  before 3E, included the concept of general skills. I welcomed them as a  vehicle for customisation, but I’ll concede that didn’t really  integrate well with the game’s class model or existing mechanics.</p>
<p>How  about we approach from the opposite direction: first, let’s define what  characters can do, absent attribute scores or class or skills. What are  the abilities a character—any character—would use to survive an  adventure? So you come up with a list of these things.</p>
<p>Next,  you think about some character archetypes—call them classes if you  want. You have guys who fight, guys who cast spells, guys who rely on  stealth. Make another list of these archetypes, but not too granular  (i.e., stick with classes, not sub-classes).</p>
<p>Now you start deciding how good each archetype on your second list is at each ability  on your first list. The guys who fight are good at fighting and  shooting, but not so good at casting spells. The guys who cast spells  are good at magic, research, and lore, but they suck at fighting.  Importantly, however, the fighter <em>could </em>learn magic, just as the wizard could learn to fight.</p>
<p>Represent  each class’ aptitude for each ability as a cost for improvement. For  example, come advancement time, the fighter has to spend 1 XP (or  whatever) to improve his fighting ability by +1. A +1 improvement to  spells, though, costs 4 XP. The opposite is true for the spell-casting  guy.</p>
<p>Over  time, as the character advances and earns points to spend on his level  or ranks, or whatever, he’ll naturally get better at core, class  abilities. As a player or a GM, you can easily create and reference the  character by his class. But customisation is possible by having that  character acquire and improve non-class abilities, and as descriptors,  these extra talents become minor exceptions to the class-based  generalisation.</p>
<h2>Final Words</h2>
<p>Ability-based characters aren’t new. ICE’s <em>Character Law </em>is the first reference to the concept I’ve seen, though the execution is far more number-crunchy than I think is necessary.</p>
<p>Still,  an adaptation of this model would solve the sometime-issues of Chimera  character kits. Newcomers could dive right in by selecting a class,  which is ready to play out of the box. As one gains familiarity with  Chimera, one could start customising that class through the acquisition  and improvement of both class- and non-class abilities. Assuming an  appropriate level of abstraction, there’s no reason a single list of  abilities couldn’t cover every conceivable character action, which would  obviate the need for attributes—certainly that would shave off some  complexity, both during character generation and during play.</p>
<p>I’m  still formulating the best way to execute this, assuming the idea is  still attractive to me after playtesting. But I’m curious to hear what  you have to say—any experience (good or bad) with this model?</p>
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		<title>Stat Blocks</title>
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		<comments>http://www.welshpiper.com/stat-blocks/#comments</comments>
		<pubDate>Wed, 21 Jul 2010 17:12:30 +0000</pubDate>
		<dc:creator>Erin D. Smale</dc:creator>
				<category><![CDATA[Game Mechanics]]></category>
		<category><![CDATA[Chimera RPG]]></category>
		<category><![CDATA[old school]]></category>
		<category><![CDATA[stat blocks]]></category>

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		<description><![CDATA[It’s amazing what  holds my attention these days
Several weeks ago, I wrote about what I’m  calling the Rules-Lite Push, basically a  re-appreciation for RPGs whose rule vagaries are more of a feature than a  bug. Games of this sort are more about guidelines than actual rules,  and players often need [...]]]></description>
			<content:encoded><![CDATA[<p>It’s amazing what  holds my attention these days</p>
<p><span id="more-1205"></span>Several weeks ago, I wrote about what I’m  calling the <a href="http://www.welshpiper.com/the-rules-lite-push/">Rules-Lite Push</a>, basically a  re-appreciation for RPGs whose rule vagaries are more of a feature than a  bug. Games of this sort are more about guidelines than actual rules,  and players often need to interpret aspects of game play based on the  spirit, rather than the letter, of the written text.</p>
<h2>I Like Stat  Blocks&#8230;Yaaaay!</h2>
<p>Short  stat blocks are hallmarks of rules-lite games, and (for me) part of the  attraction. I like the the efficiency of a brief blend of acronyms,  numbers, and modifiers that describes a character or monster in full.  It’s sort of a “just the facts, ma’am” approach: enough data to run the  character without having to consult the rulebook, but not so much that  you can’t add your own spin or make subtle adjustments.</p>
<p>Generally speaking, I  find that if I like the stat block, I like the game. The reverse is also  true: if the stat block’s length prevents a quick scan for what I need,  or if I’m distracted by too many acronyms, numbers, and modifiers, I’m  out. I lean this way because a good stat block is actually useful—it’s  more than just a quantification of a character—it’s a tool to help you  run your game smoothly. If you spend more than a half-second scouring a  stat block for a character’s armour class or movement rate or how good  they are at leaping chasms, then your stat block isn’t helping you at  the gaming table.</p>
<h2>Stat  Block Ergonomics</h2>
<p>Assuming  you do most things backwards (like me) and have OCD (also like me),  maybe you’ve thought about your game rules in terms of its stat block.  This would be different from thinking of a stat block as a  representation of the game rules. I’m looking at this in a meta sort of  way: given a useful stat block, what would the game rules need to look  like?</p>
<p>An unconventional  approach, but not entirely outlandish. Ever diagram a sentence in  English? It’s a terrible waste of personal resources, partly because  English is such a complex language, but <em>mostly </em>because there are better tools for  learning syntax. What if the Angles and the Normans started with  easy-to-read pictures of syntax and <em>then </em>said, “Let’s create a language based on these  incredibly useful diagrams.”</p>
<p>Consider it Stat Block Ergonomics: start with  a stat block format that’s (1) easy to read, (2) easy to create, and  (3) useful during play. Figure out what it has to look like and what it  needs to include. Then build your game mechanics around it.</p>
<h2>Like These Stat Blocks</h2>
<p>Consider the following  examples. The first is a Chimera RPG stat block for a highwayman-type  NPC:</p>
<blockquote><p><strong>Drake</strong><br />
<em> Medium male human (Per  4)</em><br />
<strong> (P)</strong> DEX <strong>(S)</strong> INT, CHA <strong>(T)</strong> STR, WIL, CON; <strong>MR</strong> 7” (8/–1); <strong>Pr</strong> +2; <strong>PV</strong> +3; <strong>WL</strong> 6; <strong>AL</strong> N<br />
<strong> Attacks</strong></p>
<ul>
<li>Broad sword/16 (IM +1,  Dmg 1d6, Rng 1)</li>
</ul>
<p><strong>Skills: </strong>Burgle/8, Fight/16, Observe/12, Sneak/12<br />
<strong> Traits</strong></p>
<ul>
<li>Bad Feeling: Use  Observe to detect danger (4”)</li>
<li>Buttress: Improve PV  of worn armour by +1</li>
<li>Disarm: Use Burgle to  disarm traps/alarms (1d4 rds)</li>
<li>Quick Draw: Improve IM  by +4</li>
</ul>
<p><strong>Gear: </strong>Light mail, medium shield; broad sword; 2d10p, garnet ring  (2£)</p></blockquote>
<p>Here’s the same guy in  the style of my old B/X campaign:</p>
<blockquote><p><strong>Drake </strong>(AC 14 (light mail + shield); HD T3  (M); hp 7; AT short sword (TH +1, IM +0, Dmg 1d6); MV 90’ (30’), Save  T3, AL N) light mail, broad sword, 2d10p, garnet ring (2£)</p></blockquote>
<p>Admittedly, an  apples-to-oranges comparison, because the RPG systems are different and  don’t use the same stats. But mechanics aside, consider the relative  merits of each. Try to ignore the <em>games </em>these stat blocks represent and think about  them only as GM tools. Given the format and information provided, which  is more useful during play?</p>
<h2>Block vs. Block</h2>
<p>The Chimera stat block has a lot of  information, which is good—it keeps you from having to consult the  rulebook during the game—but unless you’re familiar with the format,  it’ll take time to find what you need during an encounter. As a result,  it’s possible to miss a useful skill or ability (e.g., the Bad Feeling  trait, which would help the NPC avoid being surprised by the party).</p>
<p>The other criticism I  have about this block is that it’s 12 lines big, and therefore hard to  place inline with descriptive text. Longer size implies more time to  create, which is impacted by one’s familiarity with the game. But I  think it’s a fair to point out that a bigger block provides more  opportunity for error than a smaller one.</p>
<p>The B/X-like block is  short and sweet (I say “B/X-like” because there are several house rules  creeping through—this is a good example of how a desirable stat block  format can influence game mechanics). Like the Chimera block, it  contains enough material to make it useful during play, yet it’s small  enough to place inline without causing much disruption to surrounding  text..</p>
<p>Unfortunately, unless  you’re highly familiar with the rules, the short-and-sweetness of this  format mitigates its use at the gaming table. For example, “HD T3” is an  abbreviation for “everything a 3rd-level thief can do,” which is a lot.  Similarly, “Save T3” assumes some familiarity with the saving throw  matrix, which you’re likely to consult during an encounter.</p>
<h2>Final Words</h2>
<p>A stat block is not  simply a capsule description of a monster or NPC. It’s a tool to make  the game run faster and smoother by reducing the players’ reliance on  the rulebooks during play. The stat blocks above each have their pros  and cons, essentially around the issues of quality vs. quantity (where  the former is succinct but requires intimate knowledge of the game’s  nuances, while the latter’s verbosity makes for a longer block but  obviates the need for close familiarity).</p>
<p>But familiarity with  the game system itself is crucial, and it occurs to me that the more  versed one is with the rules, the less of an issue stat block format  becomes. If so, this discussion is entirely subjective and I may  have just wasted your valuable time.</p>
<p>So, specific game systems aside, what’s  your experience, and what do you look for in a stat block?</p>
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		<title>Adventuring Companies in Trid</title>
		<link>http://feedproxy.google.com/~r/WelshPiper/~3/v3oY66kHPCs/</link>
		<comments>http://www.welshpiper.com/adventuring-companies-in-trid/#comments</comments>
		<pubDate>Wed, 14 Jul 2010 17:12:53 +0000</pubDate>
		<dc:creator>Erin D. Smale</dc:creator>
				<category><![CDATA[Campaign Development]]></category>
		<category><![CDATA[fantasy]]></category>
		<category><![CDATA[Trid]]></category>

		<guid isPermaLink="false">http://www.welshpiper.com/?p=1202</guid>
		<description><![CDATA[Even explorers need a permit.
Those who stake their lives on the fortunes of exploration are not rare in Trid. Indeed, they are sought after by Archons, Optimates, and Ecclesiasts alike, to discover and destroy danger before it strikes.
Still, the Autarch suffers no disorder, and to distinguish adventurer from outlaw, it is his edict that all [...]]]></description>
			<content:encoded><![CDATA[<p>Even explorers need a permit.</p>
<p><span id="more-1202"></span>Those who stake their lives on the fortunes of exploration are not rare in Trid. Indeed, they are sought after by Archons, Optimates, and Ecclesiasts alike, to discover and destroy danger before it strikes.</p>
<p>Still, the Autarch suffers no disorder, and to distinguish adventurer from outlaw, it is his edict that all explorers obtain an official charter.</p>
<p>Not unlike Letters of Marque, charters grant adventurers the right to bear arms and permission to travel outside a tithing. A charter may be issued only by a noble, whose authority extends only as far as his borders (i.e., a charter granted by an Optimate is sufficient within his Praedium; a charter granted by an Archon is honoured throughout his Regio). Charter fees usually start at one mina per member, and the issuing noble has rights to 100% of any spoils obtained. But fees are negotiable, and the more a party is willing to pay, the greater their percentage of swag they may keep.</p>
<p>Characters may petition the local Archon or Optimate for a charter, which is likely to be granted if the noble has a quick need for hard cash. Alternatively, an noble might offer a commission by proclamation, typically for a specific task. It is rare that a party can obtain a permanent charter; most contracts stipulate the dissolution of the party upon completion of the mission, a measure designed to prevent abuse from errant adventurers with nothing to do.</p>
<p>All charters identify the bearer(s) and stipulates the task for which the charter was issued, as well as the payment owed (if any) when it’s complete. Those named in the charter have the (temporary) right to bear arms and have nominal decision-making authority on behalf of the grantor. As adventurers roam the countryside, charters must be presented to any agent of the Autarch who asks for it (meaning anyone above the station of Furca). Despite the wide latitude afforded to chartered parties, characters may find that not all nobles give such credentials equal or even due attention, depending on their relationship with the noble who issued it, local pressures, and (naturally) their own schemes.</p>
<p>Chartered adventurers occupy a peculiar station in the social order. They’re not Optimates, but they enjoy some privileges of nobility. They’re not freeholders, but they are skilled workers allowed to earn an income. They’re not outlaws, though they go about armed, as they please. Though they’re bound to the same laws as everyone else, they enjoy fewer legal rights because they don’t belong to a tithing. Unlike most, they can rise above their birth, and outside of noble bloodlines, they are the most likely to become landowning vassals of a patron liege. A savvy party who holds a charter realises that it’s useful only for as long as the party is useful to the grantor. Caveat emptor&#8230;</p>
<p>In the Nepes Regio, Archon Emon supports two permanent companies under charter: The Eastriders, a company of 17 light horsemen based in Suslen, currently charged with exploration of the forest surrounding the proposed Praedium of Menevi; and the Wood Blades, a party of 11 scouts who watch for Illundii activity between Moorwatch and Florin’s Manse. Emon’s vassals occasionally grant similar charters, but any party greater than 12 requires Emon’s approval, and such companies are almost always temporary.</p>
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		<item>
		<title>Intro to the Lands of Trid</title>
		<link>http://feedproxy.google.com/~r/WelshPiper/~3/b4yrpMnLWmU/</link>
		<comments>http://www.welshpiper.com/intro-to-the-lands-of-trid/#comments</comments>
		<pubDate>Wed, 07 Jul 2010 21:52:32 +0000</pubDate>
		<dc:creator>Erin D. Smale</dc:creator>
				<category><![CDATA[Campaign Development]]></category>
		<category><![CDATA[fantasy]]></category>
		<category><![CDATA[Fractal Terrains]]></category>
		<category><![CDATA[Trid]]></category>

		<guid isPermaLink="false">http://www.welshpiper.com/?p=1196</guid>
		<description><![CDATA[Being a short summary of the author&#8217;s campaign world
Trid lies across the western regions of Lyolm, a continent spanning the eastern hemisphere of Ammonkis, itself a small, but lush, world of varied life.
The year is 1026 AH, the Age of History, and the Exalted Autarch has ruled the Empire of the Ruby Dias in the [...]]]></description>
			<content:encoded><![CDATA[<p>Being a short summary of the author&#8217;s campaign world</p>
<p><span id="more-1196"></span>Trid lies across the western regions of Lyolm, a continent spanning the eastern hemisphere of Ammonkis, itself a small, but lush, world of varied life.</p>
<div id="attachment_1195" class="wp-caption alignright" style="width: 160px"><a href="http://www.welshpiper.com/wp-content/uploads/2010/07/trid_Stereographic_flat.png"><img class="size-thumbnail wp-image-1195" title="Stereographic projection of Trid" src="http://www.welshpiper.com/wp-content/uploads/2010/07/trid_Stereographic_flat-150x150.png" alt="Stereographic projection of Trid" width="150" height="150" /></a><p class="wp-caption-text">The Lands of Trid</p></div>
<p>The year is 1026 AH, the Age of History, and the Exalted Autarch has ruled the Empire of the Ruby Dias in the name of Elu the Lawgiver for just over three centuries.</p>
<p>The Autarch protects his subject nations, which prosper as a result, though the price is total obedience. For all the Autarch’s benevolent works—building roads, opening trade routes, supplying troops, establishing order—there are those who whisper that people should be free to worship gods they choose, or that an individual can rise above his station—there are even those audacious enough to suggest that people might govern themselves. Where these whispers are heard, they are silenced: Order is the Autarch’s greatest gift, and those who pose questions are like unto the seeds of chaos.</p>
<p>Order is wanting in Central Trid, the northern extent of the Autarch’s Empire. Ownership of the Nepes Frontier is contested by native Illundii barbarians and settlers from the imperialist Theocracy of Ard. Both sides have reached a stalemate, for while the Ard have superior numbers and better weapons, they lack the flexibility to defend against the Illundii’s brutal guerrilla tactics. From the Ardic perspective, victory is best achieved by attrition, for reinforcements and arms from the Theocracy are plentiful. Meanwhile, the Illundii believe that uncompromising resistance is the key to driving the settlers out, and their campaign of terrorist attacks is beginning to wear on Ardic morale.</p>
<h2>Author&#8217;s Notes</h2>
<p>Trid includes all of the Autarch&#8217;s Empire and then some. Central Trid is Grid L7 of the map shown above, and is where the action in the upcoming <em>Swords of Telm </em>supplement take place.</p>
<p>The World of Trid has matured significantly since it&#8217;s inception (which goes back to the early &#8217;90s, when Trid was hand-drawn on butcher paper). It hosted my B/X campaign for some time, but the <a title="Original Trid map" href="http://breeyark.org/cartography-trid" target="_blank">original setting</a> didn&#8217;t scale well (i.e., I didn&#8217;t plan ahead). When I started playtesting Chimera, it seemed like a good time to revise Trid and create the world around it. Hence the map above, which started in ProFantasy&#8217;s <em>Fractal Terrains </em>and made its way into my <a title="World Hex Template" href="http://www.welshpiper.com/world-hex-template/" target="_self">world hex template</a>.</p>
<p>For those interested in knowing, Trid is where I found a home for all those campaign ideas inspired by Michael Moorcock and Gene Wolfe. The worlds of Elric and Sevarian seem to be extremes of high and low fantasy, and I&#8217;m hoping Trid strikes a balance.</p>
<p>As always, feedback is welcome.</p>
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		<title>Religion in the Lands of Trid (Part 2)</title>
		<link>http://feedproxy.google.com/~r/WelshPiper/~3/kXEw08Sy9Fs/</link>
		<comments>http://www.welshpiper.com/religion-in-the-lands-of-trid-part-2/#comments</comments>
		<pubDate>Wed, 30 Jun 2010 16:55:58 +0000</pubDate>
		<dc:creator>Erin D. Smale</dc:creator>
				<category><![CDATA[Campaign Development]]></category>
		<category><![CDATA[barbarians]]></category>
		<category><![CDATA[fantasy]]></category>
		<category><![CDATA[religion]]></category>
		<category><![CDATA[Trid]]></category>

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		<description><![CDATA[Barbarians in Central Trid
In Part 1 of Religion of Trid, I discussed the Theocracy of Ard, which is about as far down the Lawful path on the alignment scale as you can get.
Today&#8217;s entry covers the beliefs of a pair of barbarian tribes within Central Trid, the same region occupied by the Theocracy. Neither practices [...]]]></description>
			<content:encoded><![CDATA[<p>Barbarians in Central Trid</p>
<p><span id="more-1186"></span>In <a title="Religion of Trid (Part 1)" href="http://www.welshpiper.com/religion-in-the-lands-of-trid-part-1/">Part 1 of Religion of Trid</a>, I discussed the Theocracy of Ard, which is about as far down the Lawful path on the alignment scale as you can get.</p>
<p>Today&#8217;s entry covers the beliefs of a pair of barbarian tribes within Central Trid, the same region occupied by the Theocracy. Neither practices religion in the strict sense that the Ard do, but their respective belief systems are highly spiritual in nature.</p>
<h2>The Illundii</h2>
<p>The Illundii are a warrior culture, obligated to defend Nature. Men and women are equal in all matters. Children are taught to fight and hunt as soon as they can walk; all are passable warriors by puberty. During the Rite of Paths, adolescent boys and girls may elect to become Guardians or Animists, respectively. Not all Illundii chose, but those who do must endure a trial to attain the revered status associated with their choice.</p>
<p>Guardians are sworn to sacrifice their lives in defence of Nature, consisting of the earth, the wood, the waters, and the sky, and all the beings that they support. In the process, they guide the clan by example: hunting only what is needed; using every part of a kill for meat, tools, and clothes; containing settlements to avoid overcrowding; and resisting the encroachment of outsiders ignorant of Nature&#8217;s ways.</p>
<p>Animists are taught to commune with the Natural spirits—the inherent essence of all things: trees, birds, wind, plants and animals, rocks, and insects. Service to an Animist might be dismissed as magic, and while the Animist&#8217;s <em>communication </em>with the spirit is supernatural, the <em>manifestation </em>of their assistance is always mundane. Thus protection might be offered by a strong gust that blows enemy arrows off-target, healing might be delivered through a poultice of rare herbs, or enemies might be subject to a few well-placed lightning bolts.</p>
<p>This arrangement results from ancient pacts between the spirits and the Illundii, wherein the Animists call upon the spirits, and the spirits serve because of the protection given by Guardians. It&#8217;s a spiritual love triangle: the only Illundii who can communicate with the spirits are Animists, and the spirits ignore any request from a non-Animist, though it is the Guardian whose protective vigil maintains the agreement.</p>
<h2>The Narbon</h2>
<p>The Narbon make their home along the shores of the Rebisus Sea. Society is comprised of hunters, fishers, warriors, and mystics. Chieftains are selected by the mystics, who consult an alien pantheon of aquatic spirits and picean deities for guidance in all things. Indeed, water is a revered element whose ebb and flow tells the cyclic story of life, with the power to heal and to destroy, to rise from the earth as a spring or to fall from the sky as rain.</p>
<p>Narbon homage is shown by assigning persons or places of great significance a Water Name (a palindrome, to the scholars), which illustrates how a thing&#8217;s beginning invariably flows to its end in a simple and natural pattern.</p>
<p>The Isle of Piscicsip, in the Rebisus Sea, is a holy place for mystics, who must make a pilgrimage there as aspirants to take part in the Deep Trials. Success in the trials grants mystic status and earns the scaled hood of their office. The hood creates a link between the mystic and the aquatic entities who dwell in the Rebisus; only the mystic can interpret the visions it imparts (non-mystics risk losing their faculties or hurling themselves in the sea to discover the visions&#8217; origin).</p>
<p>Each year, a mystic may choose to return to Piscicsip to petition the aquatic patrons for a Sea Gift, which grants the mystic a power to be used either in the Narbon&#8217;s general welfare or in advance of the patrons&#8217; needs on Trid. In game terms, a successful WIL (or WIS) check indicates a successful petition. Failure strips the mystic of some physical power (permanent wound, Fatigue penalty, or reduction in Constitution). A successful petition, however, grants (1d6):</p>
<ol>
<li> Ability to breathe underwater</li>
<li> Ability to shapechange into aquatic animal (fish, crab, eel)</li>
<li> Ability to use seawater as a scrying device</li>
<li> Ability to gain sustenance from seawater alone</li>
<li> Ability to summon sea creatures for aid</li>
<li> Ability to act freely while submerged (i.e., unaffected by water pressure or resistance)</li>
</ol>
<p>Advanced mystics (i.e., those with three or more Sea Gifts) carry a Sacred Shell, which allows them to commune with He Who Lies Submerged, the king of all aquatic entities, who dwells deep within the Rebisus and said to originate from a plane of pure water.</p>
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