Tag Archives: Pathfinder

Tabletop RP: My Top 10 Spells (Part 2)

Last time, I talked about my favorite spells, specifically arcane, and promised to do my favorite divine spells later. Well, it’s later. (Finally, I know.) I occasionally play oracles, which isn’t quite the same thing as your normal cleric, so I definitely just wanted to focus on the spell list rather than on the other tricks of the cleric class since… I wouldn’t know what I was talking about.

(What can I say, I hate having ALL THE SPELLS KNOWN but like five slots.)

So same as last time, I’ll be listing my favorite spells, at least one for each level (sorta), and why I enjoy them so much, therefore why you might like them for your character. You’ll need to double check domains and such to see if they will work for you. Now, when I play an oracle, I am usually filling a specific role. Healer, yes, but also seeing what other stop gabs. Sometimes I’m an overly practical and uptight kitsune which gives me mending-type spells, sometimes I am blasting as much as I am healing since we need magical back-up. So keep in mind, your build may vary, especially depending on the deity involved. Also, no healing spells listed because you basically can cast them without taking up slots for spells known in most campaigns we’ve run.

Zero Level Spells/Cantrips
….No one likes these, why would I pick one here…? These are little spells that really, I pick based on the campaign.

1st Level Spells
There’s a plethora of useful spells in here that you need to really cater to your party needs and wants. But something I always take is Shield of Faith. Some oracles/clerics can’t wear armor and cast spells. Shield of Faith gets you around that, big time, and grows stronger as your character levels. While your fellows may not need the bolster from a mass spell, you definitely need the protection of the self-aimed.

2nd Level Spells
Much like with arcana spells, about the time you start getting second level spells, you are trying to cover your bases with your party, especially in terms of needing mass protection if you’ve made an enemy. That being said, I have a personal attachment to Enthrall. I have used it once to great success and screwed over my DM in an epic but hysterical thing, and I think once or twice else wise in a way that was maybe not quite as epic but also useful.
My second favorite spell is Make Whole. I had a DM throw out a bridge, and while the rest of my party was figuring out how to down a tree and pull it over in a make-shift bridge, possibly several trees because of my blind Oracle self… So-said blind kitsune oracle toddles over in her kimono and starts casting Make Whole spells to repair the bridge. It was brilliant.

3rd Level Spells
OMG, Daylight. Remove Curse is also good, but definitely add Daylight to your needed list because of various undead, it is the only way to defeat them, much like golems require sonic damage. One of my DMs is big on undead and another uses them when appropriate, and I like having the weapons the second I can get my hand on them when appropriate, or else I pay the tax later and have to roll up a new character.

4th Level Spells
This is where you really have to cater to your campaign and your character, and it’s harder for me to give a more general “best spell” of the level, because if you are dealing with a lot of undead, there’s spells specifically to help with that, or if you are dealing with other enemies, again, spells specific to that. But there are two good options for almost any campaign: Air Walk or Water Walking (Mass). Obviously if you are in the desert, the latter doesn’t help you much, but otherwise both can be used to benefits otherwise in almost any campaign or character. I like Air Walk more just because of it being more universal.

5th Level Spells
Finally, powerful spells that aren’t related to healing or undead as much, lol. Depending on character aesthetic, you can go different routes. Me being me, I am almost always going to go down the realm of ice, so that means I take Holy Ice, which as a bonus, does two different functions–either a wall or javelins, so it’s both defensive and offensive. If I’ve taken a Bless Water as a first level spell at some point, and I should have, it’s even almost a freebie spell.

6th Level Spells
I actually really like Word of Recall. If your party doesn’t have a fast means of transport yet, this is a great way to cut travel in half as you level. It also serves as a good way to avoid a complete TPK, which is always a threat since dice can mess up any plans.

7th Level Spells
Restoration Greater, omg. Like, it seems really obvious, but I know people who forget and then one of their party members gets permanent ability score damage and it’s screams around the table. You would be surprised how often it comes up, at least in the games that we’re in, where one of the Restorations is needed. I mean yes, resurrection spells can be useful, but being able to prevent someone from dying by restoring them first is better.

8th Level Spells
For 8th Level, your spell options really start to narrow down. But in turn, you get to start doing some really awesome stuff. I like Discern Location, just because it cuts out a lot of trucking all over the place to find an object, only to find out it moved like three months ago and our intell was out of date. Nope, now I get to double check the DM, lol.

9th Level Spells
Much like with arcane spells, I only got here once before with a gestalt arcane/divine castor pairing, so I’m not as all-knowing about what is the most helpful or useful. Usually, I go straight for Miracle since it’s kind of a great catch-all. Unless my deities are known asses. Then it’s just an invitation for trouble, and I’m better off getting something like Overwhelming Presence or True Restoration. Of course, if you are playing a supreme loaner, being able to carve out your own demiplane can’t be spat at.

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Tabletop RP: Let us play dragons, you cowards!

This is a personal complaint, but I can’t be the only one who gets frustrated about this mechanic in Dungeons and Dragons and Pathfinder, which if I am understanding correctly, stopped even including after 3.5. That’s the level adjustment to actually let players play dragons. You would think a game called Dungeons and Dragons would encourage encountering and playing with dragons, but really outside of encounters as enemies or people you have to persuade to help you, you don’t actually deal with dragons much unless your DM is kind.

And this drives me nuts.

I want to play a damn dragon! It is not my fault that they’ve overpowered their dragons to the degrees that they have. There has to be a way to create a scaled-back, but still reasonably powered, race of dragons that the player can play in combination with a class, even if it’s as simple as only allowing certain classes (like sorcerer and a few others) that have bloodline variants to dragons anyway.

There are two points that everyone who thinks I might be needlessly whining are going to bring up: Dragonborn/Half Dragons (let’s be honest, there’s not a huge amount of difference outside of lore and a few stats/attributes), and the level adjustments of older versions of the tabletop games. For some people, this may serve as a fix. For me, eh. I have issues with both.

First, the Dragonborn/Half-Dragon idea. It’s not a bad one. As they grow more powerful, depending on classes, they can become more and more draconic in appearance. It’s a peace offering, a way to try and let people play dragons without the power dynamic problems. Except it isn’t an actual dragon. I get stuck on this, because there’s a ton of world building that goes into most of the races and creatures. The Dragonborn/Half-Dragon cultures aren’t the same as the clans of dragons themselves, and each color of metallic has their own culture within themselves, and we don’t get to see it hardly at all as players. I want to tap into that, not just into looking aesthetically like a dragon.

3.5 did allow players to play dragons… to a point. If you were playing in a campaign that started at later levels (or had a pay off system that your DM arranged), you could play as a dragon. But the problem was that a) it wasn’t consistent between the colors of dragon as far as what you could play as age-wise, b) it was a high level adjustment because most campaigns didn’t start you past level 5, and those were pretty rare, and c) they were only for the stupid-young dragons. I mean, stupid-young. I’m talking freshly hatched to before puberty is even a dot on the horizon ages. Under ten in a human, ages.

Speaking as someone who has played that young of a character before in a joke campaign, it is so hard to get into the right mindset. Not to mention having a child-like character in the party can be super frustrating for the rest of the party. And at that age, per the own descriptions in the books, the baby dragons would want to stay close with their siblings, and there are at least two eggs. So what the heck is the party going to do with two of them? And that’s if you can convince one of your friends to play as your sibling, which is…very dependent on personalities.

By bending the rules a little bit (and starting our campaign stupid high in terms of level so the DM could be sure he wasn’t going to kill us), I’ve gotten to play Jadzia, a silver dragon sorceress. She is still, maturity speaking, about the same as a twelve year old human. I can play off her maturity versus her actual age a lot…but you know, my inner sap would really like to have to be dealing with being old enough to arrange her contract to a male, and how all her adventuring is affecting it, like how one of my fellow players is experiencing with their princess-rank character. I can’t expect it to happen like at all though, because of the age mechanics have pushed me down to, and I’ve made peace with it for this campaign…but it sucks that there isn’t even an option or mechanic if we wanted to.

I’m not sure what the answer is. Both of the current “solutions” have their pros and their cons, from a pure, “I want to play a dragon of some sort,” stand point. From my wants and desires, neither meets what I want. One solution is to use homebrew and playtesting with 5e or something to figure out how to make it work for an older dragon, or how running a campaign for all dragon characters would work. (Which is a possible solution, but I’m supposed to DM the first 5e campaign for our group, so still wouldn’t get to do what I wanted since I wouldn’t be the player.)

On the other hand, it would be a hell of a lot easier for the folks behind Dungeons and Dragons to come up with an expansion or something similar to let people like me have our fun with the dragons without it being a battle/counter diplomacy mess.


Writing: On Historical Horsemanship…

Odd little mini-rant time. (It came up somewhere else, and honestly I don’t see this compiled anywhere? Writers need resources!) So you have things set in a pre-autonomous vehicle time period, or at least the only one that exists is the train and it don’t go everywhere. Your hero has two options: his own two feet, or buy a horse. What does this mean for your timeline and what sort of details do you need to know?

First things first: please do not go by Dungeons and Dragons or Pathfinder. They don’t know how horses actually work, I swear, and it’s not worth the fight to try and make their mechanics apply to your story. (Seriously had to have a convo with a DM about why a harness isn’t helpful in a riding situation. It wasn’t his fault, the entry was just written very poorly and I was like, “My inner equestrian is offended.”) They also tend to box horses into neat categories, which allow me to laugh uproariously over that. If only it were that simple.

So what do you need to know? Okay, so let’s go into some pretty broad categories and we’ll go from there. You have a general, all purpose horse. A riding horse, something bred specifically for good paces and pretty looks. Your war horses, these are trained for combat situations and usually are some ugly buggers, so be prepared. And then your cart horses, which again come in two sorts depending on how heavy your load is. Yes, there are ponies, no, unless your character is under the age of 13 or so (or has never ridden before, period), they won’t be riding them. Being mounted on an actual horse was a really big thing for the nobility, the younger the better.

(There are multiple official terms I could be floating around here, but I’ll be honest. Most are French thanks to the Norman invasion of England. If you are writing before that invasion or in almost any other country, those terms would just sound weird.)

Your general all-purpose horse is just that. It can be trained to pull a cart or buggy, it can be trained to carry a person on saddle or serve as a pack horse.  Usually a combination of all three. This is what most merchants and lower owned, if they owned one at all. This horse would come up to about the chin of a grown-man, so around 15 hands or 5 feet tall. Unlike our current breed books, medieval horse breeders literally did not give a fig about colors, so they came in everything.

Now for your stupid expensive horses. A rich merchant might have nice riding horses, the nobility definitely would, but the war horses are going to be limited to those who serve in your military, whether that’s nobility or a combination of classes. Riding horses are leggy with good proportions, high spirits, and can turn on a dime. They can be the same height as a general horse, but they can also be taller, up to 18 hands, because of their legs. Warhorses, on the other hand, were stout, with lots of muscle and tended to look short in the waist and kinda awkward to watch outside of specific maneuvers. They were also remarkably calm animals, unless you threatened their rider and then all hell broke loose. Please note, these horses usually topped out at 16 hands. They weren’t tall, just strong.

So what should your horse be wearing? Believe it or not, you’re going to want to check out Western gear, it’s the closest analog we’ve got. A simple bit with headstall (no chin strap) is in line with what they wore as basics (unless you want to get fancy), and a Western saddle without a horn or quite as wide stirrup leg is more in line with what a medieval saddle tree would look like. Note, a jousting saddle would actually have an even higher front and back. They had breast collars, which I think is a very important tool because horses have slick backs. You wouldn’t see much of the fancy barding or cloth coverings outside of a joust, they just did nothing but make the horse hot.

So who is riding these horses and how fast? Having a horse at all was an expensive enterprise, but most families owned at least one because you had to get the produce to market somehow, and horses were faster than oxen (and oxen or mules weren’t always available). Please note, women would ride astride just like men. That’s why you’ll see skirts with riding slits–gaps in the fabric in the front and the back. This would let the fabric part enough to let the women sit comfortably in the saddle. The only type of side saddle that existed was basically a chair on a horse who would be led, as seen here in the Russell Crow version of Robin Hood, being used by an elderly Eleanor of Aquitaine.

Side Saddle

As for speed, well, you have options. The fastest two are the ones you’ll use in a chase scene, because they are literally only good for short bursts. A canter or lope will run you 12-15 miles per hour, and a full-out run will get you anywhere from 20 to 30 miles an hour, it just depends on the horse. But remember, short bursts. I’m talking half a minute at a run, you’d get about two minutes max at a lope, and that’s being probably overly generous. Your best bet is to alternate the slower of the two gates, trotting and walking. A trot runs about 8-12 miles per hour, and a walk is around 4 miles per hour. Some horses have what are called ambling gaits, but they slot in with canter and trot pretty seamlessly in terms of speed, they are mostly about comfort of the rider. Assume you are going to travel about 30 to 40 miles a day.

(As a note, that’s about how often you need a small roadside inn or tavern on a road. Despite what most DnD campaigns tell you, people didn’t camp out on the road very much. Even if it’s a farm that opens its barn up to travelers, there is a place to sleep for a bit of coin somewhere without camping.)

…Hopefully my horse nerd-knowledge is helpful, I just like having it all in one blog post instead of digging through seven different Wiki articles and tumblr.


Tabletop RP: Picking My Character Class

Okay, first of all, if you are a mechanic person who slaps a name, physical description (if that) and back story onto your character right before the session, turn your eyes away! The following post will horrify you!

Because I am a writer first, and damn it, I am going to pick my classes that way.

So what does that mean for me when I approach the table as a player? Well, I find what I want to emphasize. Whether that’s an interesting class, a racial variant, or if I have a personality type that I want to build, I have a “core part” that is my beginning. I’m going to use my newest character (who has yet to start her campaign) as an example. While I was browsing the races out of boredom, I stumbled upon the Vishkanya race for Pathfinder. They seemed pretty interesting, and then I saw they had a rogue archetype called a Deadly Courtesan. This class stayed in the back of my mind, and after Ginny went on a plunge into Indian mythology, I had to apply all of her babble that seeped into my brain somewhere, so I picked the Vishkanya Deadly Courtesan as my core beginning.

That being said, sometimes I’ll start with a concept I want to recreate. Hekate was actually me wanting to play a (sane) version of Diva from Blood + …she then spiraled off into her own thing, but that’s what I started with, and then she turned into this darkness specialist and I am now helplessly amused by her. Sometimes I have a personality or appearance first. I sketched out this emo-esque medieval character with some interesting jewelry, and eventually that person morphed into Jadzia as she was developed.

Alright, I have my core. Now I need to do a little fleshing out. If I don’t already have a class, this is where I figure out what class fits my core, what race, what variants do I want to apply? (This is where Hekate’s darkness specialty started.) I’m not building the character so much, because I’m not rolling stats or figuring out feats or buying items, but I’m getting a broad overview of my character. This will help me make the decisions later about skills and feats and everything else, so it’s a really important part of the character building process.

With my new rogue, I started by picking out where she was from, so I’d know what culture to do. Of the options at the time (which since shifted but my background survived), the one that made the most sense for what the heck I was doing so far from where my people would normally be, especially considering the core of a Deadly Courtesan, was for her to be a slave in a large empire. I started pulling every bit of culture I could find on the web for both the country and for her people, trying to get an idea of what her life would be like. And then I went digging for names that fit that culture. Danika. No last name.

With a name and her concept now firmly filled out in my head, I start with the mechanics. I start rolling stats, deciding what the key stats were going to be, and throwing in skill points to the skills that I think make the most sense. For a bit of random, I rolled some dice to establish her height and her weight, which ended up giving me a big clue as to her story. I mentioned to my DM that I wanted her to be literate only in her people’s language, though she can speak Common. I also decided she wasn’t just a slave, but a very recently escaped slave, based off of how underfed she was (her height and her weight were not in proportion at all), and as a result I gave her a bare minimum of supplies. I took a few Traits, just to make things interesting, and a racial variant. Since Deadly Courtesan is a bit odd, sort of a rogue/bard hybrid, I had to pick some performances. Thanks to mine and Ginny’s Lindsey Stirling obsession, those picks seemed obvious.

And then it was time for feats. Ya’ll, I suck with feats. Thankfully, because I was running Hekate around this time, I knew a bit about what I wanted to do to at least start with. I have no intention of making Danika a duplicate of a rogue I’m already running, but there are just some basics that it can’t hurt to take. I hate cross bows, so no point to the archery side of things. So Weapon Finesse and Two-Weapon Fighting it was. Planning the rest is going to have to wait until I see where the story took us, and which parts of her character I need to emphasize. (My fellow player is thinking we should take all the Teamwork Feats we can.)

So that’s the icky mechanic side done. Now I needed to decide how much fleshing out I wanted to do. Sometimes, I give my DMs a small book. Sometimes, I give them a few sentences. Danika ended up being pretty simple. She’s an escaped slave from Cheliax, very recent. I gave her parents information as well as some of her siblings (I rolled a dice for the number and sex of each, then found names). And that, I decided, was enough. In my head, her personality started to develop. She is very bitter and angry over her people being enslaved, and worse about the position she was pushed and trained into when she was a teenager. Now she’s determined to use those skills to earn her freedom, long enough for her to get her vengeance on all of Cheliax. So while she will dance and play for crowds to earn her dinner, any one stupid enough to grab her without her consent will find themselves stabbed with one of her poison kunai.

The last touch for me is a doll maker that lets me come up with a picture. Danika ended up with three, because I purchased two different head veils and a reversible cloak to help her hide from those who would turn her in as a runaway slave.

Danika Character Sheet

Danika All

Is this the only way to build a character? Not hardly. Is Vishkanya or Deadly Courtesan some favorite races and classes? Oh heck no. But for me, that’s not how I build my characters for a story, so why would I build them that way for the interactive, storytelling experience of DnD? Instead, I pick something that interests me, that I will enjoy playing.


Tabletop RP: My Top 10 Spells

Everyone has favorite spells that they use, and thankfully most of them transition between editions without losing too much of the fun. Some spells are good for causing shenanigans, like Grease, others just do an insane level of damage that is always fun to inflict on enemies. I decided to list my favorite spells, at least one for each level (sorta), and why I enjoy them so much, therefore why you might like them for your character.

Please note that this list is for arcane casters only, such as wizards, sorcerers, warmages, etc. I’ll do another list of my favorite divine spells later, since I do enjoy playing oracles mixed in with my rogues and sorcerer types. I am also a bit of a blaster-type mage when I have magic (thus why I like warmages so much). My lists rarely have things that just entangle somebody or create alarms, and are more likely to cause maximum amount of damage that fits within the character’s particular theme (because sometimes, you gotta pick something besides fireball because it offends the ice mage).

Zero Level Spells/Cantrips
….No one likes these, why would I pick one here…? These are little spells that really, I pick based on the campaign.

1st Level Spells
Magic Missile is a must have. It’s a guaranteed hit whenever any enemy is annoying as hell, and you can shape them to reflect your character. I always approve of customization options.
Snowball is a Pathfinder spell of this level that has been a go-to for one of my characters too, it does some decent damage and has additional affects that can go in hand. Perfect for the ice mage, lol.

2nd Level Spells
In your early levels, you are working to maximize your spell selection so not only are you strong in your specialty, but you aren’t completely screwed if your DM throws something your way. Now, Jadzia didn’t bother learning Shatter because one of my party members already had it, but as Psyche, it was one of the first things I picked because if we met a golem, I wanted to be able to fight it. So definitely my first pick for 2nd Level.

3rd Level Spells
…Sadly, my favorite spell is a homebrew creation because I am playing an ice specialist and the DM thought it hysterical to create “Iceball” which functions exactly like Fireball, just with ice. That being said, Fireball is also a great spell, so if your DM won’t go for the giant snow/ice ball of doom, it is your first chance to really start slinging damage around.

4th Level Spells
There’s a series of spells that I used with Psyche that were by far my favorite spells. Different spells, there was one for each element, including Force and Sound, and they had additional affects depending on the element. I loved those damn things, plus I always knew how much damage I was dealing, I just had to look up the effect, and I could cater it to sensitives if the enemy had any.

5th Level Spells
Oddly enough, my favorite 5th level spell is defensive. At this point, I usually have a solid base of offensive spells, and I’m ready for something that not only defends my squish mage butt, but will also help my fellow players. Fire Shield, Mass, gives the entire party a line of defense, as well as attacking enemies.

6th Level Spells
Dude, Chain Lightning all the way. It does lots of damage, it continues to do more damage as you level, and can attack more targets or the same target multiple times. And if you are facing foes in metal armor, it does even more damage. I love it.

7th Level Spells
Here is where it really starts to depend on what problems my mage has run into when fighting. Do we keep getting hoards that attack us and we are way out numbered? Or is it something really big that we have to hammer through? Usually, this is why I take a mass-area spell, because I have enough one-on-one spells and could use a wide-coverage. So go with Fire Storm or something similar.

8th Level Spells
For 8th Level, your spell options really start to narrow down. You don’t learn as many of them, and you don’t get to cast as many times per day for spontaneous casters. For my favorite, gotta go with the multi-tasker and use Great Shout. It’ll damage golems, traps, and other objects, as well as doing a good chunk of damage to enemies even before you apply meta-magic to it.

9th Level Spells
Really, I have only gotten here once before, so it’s harder for me to pick a favorite or one that I am most likely to use. (Jadzia may yet get there and I’ll change my mind, but eh, we’ll see.) Considering the celestial theme that Psyche had going on… Gotta go with Meteor Swarm as my go-to final spell for this list.


Writing: Teenage Characters and Aesthetics

Sponsored by last night’s DnD session and poor Jadzia, who gained two items. Now, for beginning reference, Jadzia is a juvenile silver dragon whose favorite form when she’s shape changed is a late-adolescent human with silver dragon bloodline traits. An elegant goth late-adolescent human. She actually hoards gem stones of a very specific series of colors (no yellows, oranges, bright or true greens although super dark or milky and pale greens are fine, or reds, unless they are the deepest, darkest shades of red like her lipstick), and rejects anything with gold metal work. Her primary hoard items feature star sapphires (her favorite) and are a belt of magical gem stones that fit these rules. She dresses in a flowy pretty dress with vest and corset work to add structure all in black and charcoal grey.

Her first newly gained item last night I tweeted about, a lesser ironward diamond. It basically is a different type of magical gem stone, and being a smokey grey diamond, it fits just fine. The problem is that second item, which as a player, I wanted. I wanted badly. It was a rod of Piercing Cold. This lets me ignore or at least help combat with benefits Jadzia herself has so if we’re ever in a fight against her brothers or other family who we haven’t met yet, I’m not screwed with her being specialized in cold/ice themed spells to a high extent.

The staff part was fine–it was ice blue. The topper, though… The topper was deliberately made to rub her the wrong way. It’s an angry snowman with a knife.

Jadzia was balking so bad, ya’ll. I wanted it, but she was going, “SNOWMAN! NO!” and ugh. It was a long few minutes and we had to poke at dragon greed to get her to take it. Thankfully, her trying to change it to match her aesthetic is actually planned into the DM’s goal for the thing, so no hurt feelings. But there was some confusion when I mentioned the twelve year old was THAT attached to her aesthetic. Some of it was fellow players forgetting, which considering how she normally looks and her usual maturity, it’s hard to remember that she’s only 48 and that’s barely entering puberty by dragon standards. But I think a little bit of it is that for male writers, even the best ones, they don’t quite understand it.

I’m not saying aesthetic isn’t important to pre-teens and teenagers in general. I know for some boys, it’s just as important as breathing. But then I also know that there are people like my brother, who can and will wear warm colors with cool in such a way that if he was doing it with super nice clothes, I’d cringe. Even I can get pretty lax when I’m in casual mode. But for some people, it is life, and the truth is, many of those people are preteen and teenage girls.

Some of that is cultural. We have most of our societal pressure about our appearance pushed onto us as girls between the ages of 11 and 19…which is cruel and unusual, because that is when your hormones and body are doing weird things and you have very little control over anything, yet have to start planning for the rest of your life. Fretting over how you dress and what colors you can’t stand anymore is an easy way to re-establish that control. Some of it is personality. I am naturally an extremely fussy person about color because I can tell dye lots apart even with the smallest of differences, and that’s about the age that people really start taking an interest in fashion, and apply themselves to a very specific look.

As a juvenile dragon, Jadzia is not only in that mindset, she is stuck in it for the next several decades…if not centuries, I’ve not looked at the higher dragon age categories. So for me, I really have to keep it in mind that she is very concerned with appearances and how she is perceived. Particularly with her high level of responsibility, since she’s the most powerful of her clutch and the only female on top of it. She has decided for whatever reason that the gothic look is how she wants to be seen–possibly because she wants to be seen as serious and grown-up, overcompensating for her real place in development. To her, this is just as important as any moral or ethical question she could be put in, because at her age, it is just as important.

In case people still don’t get it, let me explain it in terms of an appropriate holiday metaphor. Intellectually, I can acknowledge that a green, gold, and red Christmas tree is pretty and festive. I will compliment it and may even investigate for reference for a character who might like it. I still want it no where in my home. My Christmas colors are silver and blue and I decorate more with snowflakes and plain deer than Santa Claus or snowmen. (An occasional penguin might sneak by, but shhhh.) Am I so set in my ways that I won’t accept a pretty gift? No. But will that gift actually get hung up in the house? I’ll wait and see if I change my mind, but it’s a no promises situation. I’m also double the maturity level of a teenager.

A lot of male writers do a good job of understanding that this is a thing for young girls, including the guys that I play DnD with. Even some girls don’t experience it and can be confused, depending on how they grew up and their personalities, and then have to try and write it correctly. But sometimes I don’t think writers completely understand it, and that’s what I hoped to try and explain better.

Happy holidays, everyone, and I’ll see you on the cusps of the New Year.


Tabletop RP: 3.5 versus Pathfinder

My group had mostly been playing Dungeons and Dragons v 3.5 when we first started out. And like any game, you play it enough times you start finding holes in the nuances of the game. Not necessarily flaws, I hesitate to say that, but rather places that because the writers/creators were so deep in the woods, they couldn’t see the trees. (Hey, it happens to all of us, even me! That’s why I have a dev-partner.)

But when the difference in classes (some of it admittedly on my shoulders, I didn’t do as much in-depth research on classes, I just picked something fun to try) started biting us in the butt and making the power balance between players kinda funky. So after a couple campaigns, we decided to try Pathfinder. There was a bit of a learning curve, because not everything is the same, but we quickly fell into using it.

So what are some of the key differences between the two? Like we moved over for, the big thing is classes. Things progress a little faster–you get more feats in general, there are more traits to classes to try and balance them out. They also introduced archetypes and variations, so you don’t have to bounce around and multi-class, take prestige classes, and God knows what else in order to build the type of characters you want. Fighters, rogues, and some of the other fighter based classes got evened out with the sorcerers, clerics, and other magic classes in later levels.

Bad side: prestige classes are basically useless at this point. I haven’t seen a single one that was worth the buy-out for advancing through a prestige rather than continuing into the upper levels of the class I was already in, at least in my current campaigns. (I made a character to deliberately aggrevate one of Ginny’s werewolves who hosts a DnD session.) And if you do need to do a multi-class character, you are screwed, the new system is so messed up. We honestly homeruled it out and said just to use 3.5, because otherwise it’s almost impossible.

What about races? There was a somewhat complicated way of figuring out if a race was playable in 3.5, I rarely messed with it because it was all the eww. I wanted to keep things simple for my own insanity. Pathfinder makes it much easier, helping identify what creatures are possible player characters as well as introducing a bunch of new races to play. I played several outside of my elven standards, and had fun with them all, for different reasons, in different settings.

That being said, some of it seems…random? I remember certain creatures being playable in 3.5 that aren’t available in Pathfinder, I guess to prevent being over powered. But the big one (my silver dragon) wasn’t that powerful with her base classes helping her out, not when you weighed in how much she paid in levels in her class in order to be that race. And some of it is very…weebo. I mean, I enjoyed playing a kitsune, don’t get me wrong, but in combination with a lot of stuff that was added to Pathfinder, it definitely feels like it is catering more to anime, I want to play a ninja/samurai/whathaveyou like out of such-and-such show, rather than the more traditional fantasy crowd of usual Dungeons and Dragons. I don’t mind the representation, I mind that it seems more like catering to a particular fanbase instead of acknowledging another world culture.

What about the worlds in general? Well, general rule of thumb, we tended to play Homebrew worlds for 3.5. I don’t think I even ever learned the “official” canon of the world for 3.5. And while we sometimes headcanon something or adjust a rule to suit our playing styles better, for the most part, we are playing Pathfinder a lot more straight to the actual information in the books. So I can’t really comment on whether the world-building/religion is better or not.

As for mechanics, not a lot has changed, and even if one thing is easier, something else is more difficult. On one hand, yay, there isn’t this ridiculousness of seeing something but you don’t hear it, everything is tied to Perception. On the other hand, I have no idea what this CMB or whatever it’s called is. (Which is bad, I am currently playing a rogue!) So for every step forward, there was a step back in terms of general mechanics. I prefer elements of both…and still hate non-spontaneous spell castors, so really, there wasn’t a huge enough difference for me to reconsider how things work and slate my preference.

So what is the end result? Well, we haven’t fully converted. My solo campaign with the rogue is being run Pathfinder, as is a future campaign with another rogue-variant type. But my silver dragon is being played in a campaign that mixes elements of both 3.5 and Pathfinder together depending on what is easier/suits the character better, which I think is brilliant, though there are obviously still issues. That one is also being run with Greek mythology for the religion, it’s awesome. And as for me… I’m going to look into Dungeons and Dragons v 5 to see if it’s any good for running a short campaign.