Tag Archives: d20 Future

Character Study: Birdie

God, I love this character. I built her as a Fast Hero, which for those who aren’t aware of d20 Future’s interesting class choices, means that she was primarily Dex(terity) based in terms of skills, saves, etc. She was supposed to be fast and speedy. Except I decided to have fun with it, and made her best skill Int(elligence) instead (Dex was a very close second so I didn’t exactly suffer for this decision). Picking my allegiances, aaaand…

What I ended up with was a child prodigy in mech design and computer programming who had good reflexes and an instinct for piloting…who was also a pacifist. Due to circumstances, she had to hide who she was for quite some time, that being the child of two other highly intelligent people who are now both deceased. Except I left some deliberate holes with her family, and the DM had a whole lot of fun with them. I got to be the hero in a Gundam story, and it was a blast.

I think what was fun was how she was this snarky pacifist in a war situation, and how the upper ranks just tolerated it? I mean, she ends up being this ridiculously powerful psychic who could do all sorts of stupid things, and after two or three times of being right…they pretty much believed her no matter what she said. And despite the fact that she was no hero in her own mind, everyone was looking to her, relying on her. The pressure was so heavy on her. And then it was fun to have her rely on other characters…and then the DM kills them because war is like that and it’s heartbreaking.

Birdie’s biggest characteristic, aside from being the strongest psychic of her generation, was her do-no-harm mindset. If she could avoid conflict, she’d do it. If she could resolve an issue with words, she’d do it. And if things had to go to the physical, she would do everything she could to make sure all parties made it out alive. Every death was personal to her, not only because she felt them die if she was close enough for her psychic ness to pick it up, but because she hates violence and war that much. This is  what really drew others to her, making her a bit of a rallying figure for the resistance she got dragged to. Of course, this is also what made her enemies really hate her, whether its the ones who enjoy the fighting or the ones who suffered when she had no choice but to kill someone for her own survival.

Okay, her other big character trait ended up being her hair, because the doll I made for her gave her knee-length pink hair… And I basically got to play with it. She started as my pink psychic princess, and she ended as my pink psychic princess. But in between it turned navy blue and super short, except the crew is struggling to remember this as I play the second half of the campaign as a different character. I’m just endlessly amused by this.

But shortly after we started, I had a thought and realized it would have been sooo awesome if I had thought to make her a clone of her “mother.” Imagining her reaction to finding out her father is actually her uncle, and the confusion that results from it. Questioning how she’d be treated, if she would even be acknowledged as a person or if as a clone she wouldn’t. And then we meet this space royal family, and the fact my character has NO idea who her grandparents are also started twigging in my brain. So through a large portion of the campaign, I’ve been musing about a storyline where those two lines are true. It’d be radically different than the RP, but at the same time, it promises so much amusement.

You all know me. Scifi is not my jam. But I love Gundam Seed (not so much the sequels, but I like the original), and really Birdie was my attempt to honor it. I’d love to keep playing with her character concept, and making it work for a book. I have a loose idea for it, but I’m not sure how much of the war I’d want to take from the RP and how much I’d want to change for the sake of making it original and my own versus my DM’s. There’s the added issue that I am ignorant as heck about space since it has been years since my one college course in the subject, and I am the first to admit I know nothing about machinery.

I might write this in snipets and just kinda see what comes out of it. We’ll see.

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Tabletop RP: d20 Future

…I have no idea how I skipped a week. Really, I don’t. But I’m sorry! Hopefully I can get things straightened out around here…

This post is talking about another system, created by the same people who brought us Dungeons and Dragons, meant for people who intend to try and RP something in either a modern or future setting. My friends and I just call it d20 Future to reference both. While some of the schematics are the same, there are some differences that make the entire process more enjoyable…and more of a headache.

First, the fun side. I know it might sound crazy, but I really like that it breaks from the traditional alignment system and instead focuses on what a character is loyal to. Sometimes, the three by three system is  rather limiting if you have a particular concept that you are trying to base your character’s motivations around. Using this loyalty based system, it allows you to play with that rather than limiting your actions to just what is considered good or evil or lawful or chaotic. Sometimes your decisions you make for your character are based on something like what their family would think of him/her or if its all about choices (taken from a friend’s idea). It opens up a lot of what you can do with your character.

In the same regard, the classes are really versatile. They focus on a particular strength, such as dexterity/speed or charm, but leave so many of the particulars up to you and what you pick for the profession and feats. It makes the classes super customizable, perfect for a modern or future RP since for a DM, you can run almost anything, and as a player…you can run almost anything. Really, it can cause some seriously awesome campaigns. I have a character who is not what she looks like at all, just because of the different things I picked for her. And she’s in a Gundam inspired campaign. Yeah, this is going to get amusing. I’ve also made a space pirate of all things. There are almost no limits.

…notice I said almost. Some of the things are kinda wonky, and I’m not afraid of calling them on it. To begin with, the way different progress levels work together is often confusing or completely nonsensical, and it makes me wonder if anyone capable of logic looked over the book before they published it. I also think it relies rather heavily on the player being interested in the mechanics about scifi. As my earlier post on hard sci fi versus soft sci fi shows, I am not that big on hard sci fi, and like having wiggle room for interpretation. Having had one DM who thrived on being rule-bound and loves hard sci fi, I wish that there was almost two versions of this. One for the soft sci fi people, one for the rule mongers.

The characters are also very, very squishy at first. And experience is hard to get. It makes the first few levels hard from a DM’s perspective, because you don’t want to just curb-stomp your players. Or at least, most people don’t want to. From a player’s perspective, it’s hard to meet almost any check, and then to further complicate things is battle. Most of the weapons are guaranteed to kill you in one hit, if not two, and there is almost nothing you can do to bolster AC at first level. So you have the problem of how do you get experience points to be less squishy…without getting riddled with bullets in the process. Both times I’ve been involved in any kind of campaign, the DM’s solution has been to give us mechs, which can sometimes actually over power the opposition until everything blows up.

Speaking of stuff, oh my lord. The purchasing system. I seriously think they’ve lost their minds. You basically end up with these point systems to reflect how much something is worth in comparison to each other, and you start out with that point and basically can afford…EVERYTHING that costs that point or less. And then if you want something higher, you roll (oh, but you can take 20) and just… MESS, it’s a  MESS. With more issues from the progress levels changing how many points something is worth or if its available or if a better version is available… I hate doing inventory with this system. Absolutely hate it. And I normally love that part, so that says something.

Overall, I think this is a good first attempt at trying to take their success in the traditional high fantasy settings and RPG, and shift it to modern and future scifi. But they were a little too broad with it over all, and if they had broken it down into very clear, separate systems rather than sort of meshing and merging everything to work together, I think it would have been stronger. Except the inventory system That needs taken out back and shot.


Tabletop RP: The Importance of Player Consent

Obviously, no Dresden yet. BUT I literally have a copy in my purse now. I just can’t read it in one night and then turn around and review it in that same night (sorry, not that fast). So I’m skipping to this and you’ll get several posts of Dresden in a row, how about that?

To begin, let me say that I am in one of THOSE moods involving this topic, so I might get a little touchy throughout this post. Normally I try to curb this, post about stuff LONG after it has happened, but this was planned months ago and now current events are interfering. I’m editing myself, but something might slip through.

As DMs, we are effectively playing God with our worlds. Our word is the last word, the story goes in the direction we say it goes, and if you piss us off, we can end the world and be done with it. That means all the power is in our court, right? Ehhhh, not really. Don’t get me wrong, you have the reins for a lot of stuff, including the lives of the players’ characters. But with that power, as the cliched Spiderman quote goes, comes responsibility to your players. Remember, D&D is all about having fun as a group. Going all Wrath-of-God isn’t fun for any of them, and really if you get to that point, it isn’t fun for you either.

In my opinion, a big way to avoid it all is for there to be open communication between the DM and the players. It both seems really obvious and yet really infringing at the same time, so let me explain further before you hit the back button. I’m not saying to tell your players what their campaign’s plot is going to be, what monsters they are going to be facing, ask what they want to happen, anything like that. I’m saying that you should find out what they as players want out of a campaign. Do they want to really get to use this underused class feature? Is there something in their backstory they would like to see come up? Things like that. You want to know what would really make your players excited and invested in the game, and while you may not do it exactly as they want (in fact, I encourage you not to for the surprise factor), it will help them feel like they are having fun and they will stay invested in the story that you are telling.

On the player side of it, you have to let your DM know if something bugs you. My DMs know I’m arachnophobic, so they keep spider-like monsters to a minimum and don’t show me the pictures. They know I don’t like character mods being forced on me, so they try and make it to where either it’s a plot thing that I willingly agree to in some way (though one is pushing it, so I’m feeding him enough rope to either save or hang himself) or avoid them at all. Otherwise, I’ve learned to keep my hands out of the situation and let them try and tell me the story they created. I like it when my character’s backstory is involved, I like battles where we manage to kick butt. Those are things the DMs try to provide to our group, balancing it with the others’ desire for chaos and destruction.

Reasons why this is important are nights like tonight. The DM taking over our newest campaign (which is going to be Pathfinder, new system, joy) is the same one who ran Lucine’s (see the post about plot rails). This is his first campaign since, and to be honest, I don’t trust him not to screw me over just to prove some arbitrary point. Again. So when I decided to play the Falconer archetype, I thought it was a chance to try to take a better bird that would be harder for him to kill…only I have gotten turned down at every path I’ve tried to take today. I can’t trust him as a DM with a bird that only has 2 HP (yeah, that’s the situation without a better bird), and it’s part of the class. So now I have to rebuild my character. From scratch. And I’ve gone from pissy to frustrated to nearly in tears. This isn’t fun for me anymore, and sadly, all the campaigns are starting to feel this way.

Well, now that I’ve depressed myself thoroughly… Anyone have any stories about a DM either helping make a session great or sinking it to the darkest pits of Hades?


Tabletop RP: Plot Rails, a DM’s Worst Enemy

So, as a DM you have a brilliant story idea or goal for your team to reach. But certain things have to happen in a specific order, and to insure it happens, you just make it impossible for your players to do anything but what you need them to do for your story to happen like you plan.

Congratulations. You just put your party on the rails and, if my experience with this is any indicator, ended your campaign because none of your players are going to stay with you.

Now, my first attempt at DMing got put on hold because my school work went insane, but there were early indicators that I was accidentally straying into this territory myself, so we’re going to reset it period. But one of our group members who was running a military/mech style campaign with d20 Future actually did this on purpose, and between those two events, I think this needs to be something that DMs learn about the warning signs for and why it bothers players so much.

First, from the player’s side of things. The d20 Future campaign had already been on rocky grounds. For one, the distribution of which characters were useful and which weren’t was way out of balance, even among the party. Some of that is the way that weapons work in d20 Future (more on that in a later post), but some of it was the style of missions we were dealing with. An example with my character: I had set Lucine up to be the soldier. She was an all-around soldier rather than a specialist, so she had some ranks in several of her skills and I went the Smart Hero track, letting her be a variable skill monkey. She was also, fighting wise, suppose to be support/sniper/hand-to-hand, ensuring that the party would always have some other defense. There were two other Smart Heroes in the party, who were specialized, a Fast/Smart mesh Hero, and a Charismatic Hero (if I remember right). I wasn’t the only character that got underutilized with the start of the campaign, but we were slowly figuring things out, so I thought that we would be in a good place after the first few kinks were figured out.

We had left off the previous session invading a base. Now, for those who haven’t looked at my bio, when it comes to video games and such, I tend to stick to medieval fantasy games, or ones that aren’t particularly modern or technical. My DM? He glorifies in that style of game. I was really relying on my fellow game players to make sure we took care of the things we needed to. Problem? Almost all my fellow gamers live to do anything they can get away with. So since we didn’t do one thing, the DM felt we needed to face the consequences. What followed was a complete nightmare. My character was tortured (electro-shock style, and the only one to go through standard torture), the others had their own little interrogation sessions, we lost all our gear, even mods that were done to some of our bodies (not mine, I hate those, but the smart/fast character had a few). And then for those of us who were deemed “strong test subjects”…? You guessed it. We had forced mods/templates put on us. Mutations, to be specific, that were completely irreversible. My biggest hatred in ANY RPG where I create the character. I was done.

So why do players hate this? On my side of it, I felt like I was being punished, and the others felt like we’d had no ways of fighting back, meaning we weren’t playing a game anymore, we were just listening to the DM tell us a story, which isn’t the purpose or fun part of the game. There wasn’t even a chance for an escape attempt, which blew my mind. And through the entire session, we’d literally had no control over what we could do, besides what we could say, and even that was lost to some of us with the use of truth serum (that he forgot to mention was truth serum, that was annoying). As for the mutations/templates, I will always hate the ones I have no say in. Mostly because this is my character and while yes, you as the DM get to write the story, but if you are going to be doing any unchangeable and unavoidable modifying to my part in it, I want to know what and when.* Some of my characters, I’m even okay with it to a certain degree. But it takes time on my part to adjust to the change. (The DM later claimed, btw, he did this to my character specifically because he felt I was too attached to my characters and viewed them as versions of me. I’m still pissed off about this.)

*Note: this does not include plot stuff, like the character’s parents dying or something. In fact, I usually HAND the DM plot crap that they are free to use against me.

So how can a DM recognize that they are about to use the rails? I realized that I had done it with my mercenary campaign because of the difficult I was having running the session. Some of this is the fact my fellow DMs have letting-go-of-control issues, but there is a portion of this that is mine for not having stuff planned out in the right way to leave me prepared and them still have their choices. I also had issues with coming up with challenges that would let each player have their moment to shine, whether it be one’s always creative way out of situations or the other using this class that I am DEEPLY not familiar with, and he didn’t brief me on before we started.

(Here’s a tip, by-the-by. If you are using a class from a supplemental book of any sort, be it war mage, favored soul, or anything else other than what is in Player’s Handbook, bring either a copy of the book or find a link to it and send it to the DM so they can look over the class and know exactly what you are and aren’t capable of. Same if you have a race or trait you want to take on. DMs can’t be familiar with every single aspect in the entire Dungeons and Dragons franchise, especially newer DMs. Even our most experience DM hadn’t known about the prophet-variant of Favored Souls until I told him about it.)

I realized I had thrown them into the main plot waaaaay too early, and had made it way too rigid (sort of baby-rails, which are a good warning sign to look for). I have a better idea now on how to structure it so it is still, at it’s core, a mercenary campaign and they have choices to make, but my grand “save the world” plot can happen at the same time, at their pace. I guess the biggest warning sign is to look at what you are planning on happening that session. Are their chances for the players to fight back or escape or bargain their way out? What are you going to be doing to them, and are they (as players) okay with that, or do you have one or two who really hate it and it would be better to plan something else? If you absolutely must do it, is there a save possible? (No saves and sucky consequences are never a good thing to use, btw. Players hate them. It’s one thing to end up Blessed with Suck because of the Random Number God. It’s another to just be screwed over by Word of God.)


Tabletop RP: Favorite Classes

Anyone who has played any kind of tabletop RP knows that there are a plethora of classes (or types, for those non-versed) of characters to play. You can sometimes mix and match, take on a more specialized class, or completely wreck anything that class is actually intended for, but some are more fun for others. For example, I am AWFUL at any kind of spellcaster that requires me to prepare my spells the night before. I just feel cranky having to pick spells, or needing a spell at a particular moment, but derp, didn’t pick it “last night,” so now we have to wait for me to rest 8 hours. I also haven’t ever played a straight fighter, so I don’t know how well I’ll like playing one. I’ve also been dabbling in the d20 Future stuff (no matter how derpy it is at times), and have an idea on my favorites there too.

To begin with, my baby. The girl who started it all. The one who had two wanted posters out for her at the same time, one labeling her human and female, the other half-elf and male. I’m sort of an archer-fanatic, so I guess it isn’t a surprise that my first character was a ranged Ranger (yeah, it’s a thing), who eventually became a modified-from-3.0-into-3.5 Deep Wood Sniper. I really liked my near invisibility status and the ability to almost take down a minotaur single-handedly with two arrows fired at the same time, thanks to their tips being poisoned and him failing most of the Fortitude checks. The animal companion aspect didn’t come into play much, but that’s another story. I also never really had a use for my spells, but then, we had a cleric in the party most of the time, and the rest of the time I couldn’t be hit so I didn’t care. The only real downside was when I was hit, I was nearly killed far too easily. And then don’t get me started on how low the will saves for rangers/deep wood snipers are. It’s sad, and led to much brain washing on my part.

Another sort of mixed feeling class is my Favored Soul. On one hand, I love playing Anna, and when I came into this campaign, I sort of accepted I was going to be like 60%-75% health battery. I discovered I much more liked the way I can just cast any spell I know, and her stats, at least in the early days, weren’t completely sucky. But for those of you who haven’t looked at Favored Souls, about level six (if I’m recalling right), things get ugly. You stop getting almost any bonuses for leveling up. Now, this is done on purpose. Those are really the levels where your DM gets to step in and start doing things to your character involving your deity that’s favoring the character, giving them the power boost that way. Only, my DM wasn’t. And he was doing a “I level you when it’s time for you to level for story reasons, rather than by experience,” way of things, so I was stuck in one of those sucky levels for what felt like forever. So there is my word of warning. I would take Favored Soul over Cleric, and I think it can be a fun class. But make sure you have a DM who knows where your levels of suck are and how to help your character not get vastly over powered by the others in the process.

My favorite class so far has got to be War Mage, but that might be because of how pseudo-overpowered it feels to me. You get all of the offensive spells, you auto-know them when you level, so no worries about picking out huge lists of spells, and then every few levels you get to pick out a new spell to add to your repitoire. You also get to do more damage based off of your Intelligence score, and then, as if that isn’t enough, you can add more with feats. Best part though? No squishy wizard affect! That’s right, war mages get to wear light and then later medium armor, and can go all the way up to heavy with another feat. Or you can do what I’m doing and get a heavy armor made out of mithril so it only counts as medium and just say, “Screw ALL ya’ll!” The saves aren’t great, but they aren’t awful either, and while you don’t get a lot of skills or skill points, what skills you do get are relevant to the character, and it’s still easy to really make your character your own. Yun has been a ball to play so far, and I don’t see that changing.

As I said at the beginning, I’ve been dabbling in the d20 Future. And while the first campaign crashed and burned, the second is setting itself up well enough that I think I’m going to like what I’m doing. The key I’m thinking is that while I have technically picked one particular type of Hero Class, I was able to toggle with both my ability scores and my starting occupation (and take some cross-class skills) to give my character traits from a different one without taking multi-class levels. And really, I think that might be the best way to play this version of tabletop RP. Yes, pick a class and take everything it offers to you, but also take bits and pieces that lets you round out so you aren’t so heavily specialized that all it takes is one situation and you are screwed. I’m so excited to play Birdie, and I know some of that is me getting to surprise my fellow RPers and the fact I get to be more than just my starting class.

Now for the bad side of the coin. One of my least favorites was actually a gestalt character, a combination of Ninja and Wu Jen that was oh-so-fondly dubbed, the Wu Jinja. While the character herself was both a pot of crazy and a lot of fun, I gotta say, I hated the classes. By themselves, the ninja was like playing a low-level wizard after he ran out of spells, and the wu jen WAS a low-level wizard, and we’ve already talked about my feelings on that kind of spell caster. They sort of saved each other enough that I no longer hated them, but I definitely wouldn’t pick them again unless I knew there was going to be a large party to help protect my character’s scrawny butt until she got more powerful spells/abilities.

So, let me throw this out there. What are some of you guys’ favorite classes, or least favorite? What do you like about them?