Showing posts with label attributes. Show all posts
Showing posts with label attributes. Show all posts

Monday, July 16, 2012

Character Generation: Our First Optimal Character

So the gang was rolling up new characters the other day--quite probably several months ago by the time I finally get around to posting this--when something alarming happened.  Odyssey the Assassin--the name only becomes mildly humorous when you consider that there is also a paladin named Prelude in the party--rolled off this set of ability scores using 3d6 in order:

Fit to play the part
Str 14
Int 12
Wis 12
Dex 15
Con 10
Cha 9

What's amazing here is not the scores themselves--though slightly above average they are nothing spectacular--but that, considering we choose character class before rolling abilities, Odyssey is the first ever character that actually looks like what one might expect his chosen class to look like if we were arranging our ability scores.

Not only do Odyssey's ability scores exceed the minimum requirements for assassins per the PHB (Str 12, Int 11, Dex 12)--a first for a member of a subclass in our game--but, what with his highest ability being on Dex, next on Str, next on Int, lowest on Cha--aficionados of AD&D will recall that characters with Cha of 5 or lower can only be assassins thus making low charisma a de facto trait of assassinry--he actually seems optimized for the role.

In ~2.5 years of the Choose-First method, we've had loads of big dumb MUs, clumsy thieves,  charming dwarves and the like, but this is our first truly adequate character.
 
It should be noted that we've been completely ignoring established AD&D ability score thresholds for character classes ever since we moved our game from S&W rules to AD&D (via C&C) a year ago, but it brought a feeling of triumph over our gang to see that a straight up,  3d6 in order could finally score us a qualified member of an AD&D subclass.

It need not be noted but I'll tell you anyway that assassins in our game are more of a fighter/thief hybrid: they can choose up to 5 thief abilities--the more they choose, the more they suck at each of them--and they use fighters' combat table but at the +2 / 2 levels as opposed to +1/level progression if that makes any sense. 

Those who recall the Gold swap rule mentioned in a previous post might be interested to know that Odyssey opted not to swap his Gold score, which was 12.

Monday, January 30, 2012

3d6 Wheel of Fortune

Here's a variation on the ol' 3d6 in Order character generation method: 

Roll 'em up and keep 'em in order just like the old testament tells us, but you don't necessarily have to start the order at Strength.  The first number can be placed on the ability of the player's choice (or randomly determined using a 6-sider), but the rest have to follow in the Uniform Ability Order used in your game.  Think of the numbers as the fixed prizes around the Wheel fortune and the pointer indicating the starting point.  For example, you're rolling up your 6 abilities and you get... [hold on, I'm reaching for my dice]:
11, 14, 8, 10, 13, 9
Unaltered AD&D-era ability order (S I W D C Ch--the preferred order here at the ol' Dice-Chucker Cave) dictates that your character would have a high-ish Int and Con, low wisdom, with the rest being middling.   But say you really wanted a strongboy fighter type, you could shift the entire number set 1 to the left, giving him a 14 Str.  But since this aint no pagan orgy free-for-all, the rest of the number set has to shift as well.  The leading 11 now moves to the back of the line at Charisma and the rest take 1 step to the left.  Your character now looks like this:
Dialin' up a character
S 14, I 8, W 10, D 13, C 9, Ch 11

Alternately, to choose starting point at random you could roll a 6 sider to determine where the first number goes, 1 = Str, 2 = Int, etc. (or whatever order you prefer). Using the previous example number set, the player rolls a d6 to determine the starting point... a 3: you would start your number set at the 3rd ability, in this case, wisdom.  Using the same dice results in the same order, your character would look like this:
S 13, I 9, W 11, D 14, C 8, Ch 10

Indeed, if you're the kind of DM who pummels parity into your players with a giant hamhock, you could give all the players the same set of numbers and assign each of them--at your whim of course--a different starting point.

Monday, June 13, 2011

Int, Wis, Cha: Turn your head and cough

Jeff over at Jeff's Gameblog ran a post a while back about using different descriptors of the 6 basic attribute titles in order to take a fresh look at what these terms mean.  I thought this was a pretty cool idea, and have sporadically wasted a lot of time thinking about the topic ever since.

While the 3 "physical" attributes--Str, Dex, Con--don't stand to gain very much from this experiment, the far more ambiguous "mental" abilities--Intelligence, Wisdom, Charisma*--could definitely stand a new coat of paint.  Or better yet, strip off the paint, then take off the siding, the vapor barrier, and insulation as well so that we can see what the hell kind of frame is holding these things up.

Anyway, after months of frittering, here are my descriptors for the 3 "mental" attributes:

Intelligence = Aptitude
Wisdom = Sense
Charisma = Cool

Aptitude: this is your characters ability to learn effectively, not necessarily his or her smarts.  A low aptitude could mean you have a learning disability, but you might very well be the only person on earth smart enough to understand Quantum physics.  A high Aptitude means that you are able to quickly glean the essentials of a field of study, but you might not be capable of taking the matter too deeply. You might, for instance, quickly learn new languages, but fail to understand the significance of the differing grammatical structurezzzzz...

Sense: this descriptor is copped directly from a comment from Talysman over at Nine And Thirty Kingdoms.**  This has a lot to do with the way I'm redefining clerics in my current campaign: they're more like unaffiliated mystics than deity-bound priests.  As such, wisdom measures ones ability to sense the presence of other things including but not limited to that ambush around the bend or the unusual book amidst all the pulp paperbacks on the shelf, but also the presence of water deep underground, the aura of the spy in the Duke's castle, and the spirits that inhabit the trees in your druid's favorite grove.    

Cool: Not so much your ability to mimic the Fonz but, rather, Cool measures your capacity to maintain poise and bearing whether you're chatting up a hottie at the tavern, bluffing the Constable into releasing your comrades from custody, or trying to defuse a bomb with time running out. 


* Yeah, I know, a lot of old schoolers use Charisma as a measure of physical appeal; fine, I got no beef with that. 

** Though I don't believe that my conception of sense here falls in line with what he was describing.  Oddly, his recent re-conception of the cleric archetype sounds sort of like what I was failing to get at in my re-conception of the Wisdom attribute as a measure of devotion and mental focus.

Wednesday, September 8, 2010

Unified Field Theory of Wizdom

Yesterday I discussed a slight cosmetic change to the wisdom attribute by altering the name to Wizdom; a step which strips it of off-target real world associations--sagacity, sound judgment, etc.--as well as shameful definitions from the gaming milieu--can anyone out there say "connection to a deity" or "strength of spirit" without developing a nervous twitch in their eyelid?  Today I intend to take things a step further; I will refine the very structure of what has long been the sorriest attribute in order to shore it up and make it logically sound and significant to game play.  Yes, I'm feeling full of myself; what of it?  So, here are the parameters:
  • Wizdom must apply to the character, not the player;
  • Wizdom has to reasonably provide game mechanics that are useful to all character classes;
  • Wizdom must, using the same logic that makes the attribute useful to all classes, also  provide a reasonable explanation for why it should be the prime requisite for cleric's; and
  • Wizdom, if possible, should encompass the various game mechanics commonly associated with the Wisdom attribute throughout the Olde Schoole gaming community.
You still with me?  Good.  Without further ado, I present to you...

Wizdom, n: a measure of a character's capacity to focus or devote fully his or her mental energies toward a task, vocation, cause, code of conduct, belief system, or divine/malign force or being.

As such, Wizdom defines a character's capacity for sustained, intense focus of his inner forces.  In modern parlance, it would encompass one's internal motivation, passion, and drive; guts, mojo, and heart (in the wholehearted sense, not the magnanimous sense) would fall under the Wizdom umbrella.  It's that stuff that gets you out of bed in the morning and compels you to [CLICHE ALERT] be the best that you can be, give it 110%, keep your eyes on the prize, yada yada.  This is not to say that a highly wizdomed (wize) character will be an aggro-"Eye of the Tiger"-chanting d-bag; one could just as easily be a serene Buddhist monk on the road to enlightenment, a stoic warrior, or a sly burglar.   And while this focus makes Wizdom useful to the success of any character class, which class would most obviously benefit from exceptional capacity for devotion?  That's right, baby; a wize cleric will be much better equipped to impress his Deity that he is highly devoted to the cause and is willing and able to bring acclaim to Her name.

OK, how does this manifest itself in game terms, you ask?  Let us count the ways:

  1. Resist mind affecting magics: Intense devotion of the psyche gives wize characters a profound sense of self, making it harder for outside forces to corrupt said self.  Thus, they are awarded a bonus to saving throws against enchantment/charm spells and any effort to possess the character in mind or body or otherwise cause aberrations to this sense of self. 
  2. Endure physical/mental suffering:  Related to #1 above, the wize have advanced willpower and thus are better equipped to endure unpleasant physical forces such as torture, exhaustion, fear, etc.  One's constitution or strength will determine the actual threshold of suffering; wiz determines how well they keep their spirit intact in the face of extreme suffering.
  3. Perform under stress: Capacity of concentration and focus on achieving goals would also give Wize characters a bonus to perform tasks under duress.  For example, Bart the Thief is trying to open a locked door to escape from a voracious gelatinous cube that is hurdling toward him at top speed.  His Cool J determines that Bart will suffer a  penalty for performing under such extreme circumstances.  Were Bart gifted with a high wizdom score, the Cool J might allow him to apply his wizdom bonus to his dice roll.  The wize would therefore be much more likely to be clutch performers while unwize characters would tend to be choke-artists. 
  4. Efficient learning:  Those characters able to better focus on their work are driven to achieve success and will thus be more efficient and effective in their studies/practice of said skills than the dude with loads of natural talent but little personal drive.  Think of the athletes who lack the speed or size to compete in their sport but manage, through sheer force of will, to excel while more naturally gifted athletes sometimes fall prey to off-court/field/ice distractions (drugs, crime, acting/singing/modelling careers) that ultimately detract from their on-court performance.  This absolutely makes more sense than giving exceptionally strong fighters an experience advantage and you know it!   
  5. Extra spells for clerics: The Divine forces, in acknowledgment of your devotion, kick a few extra spells your way every morning. 
  6. Increased focus of the senses: I didn't really have this in mind when I started this essay, but for you late-edition types, it wouldn't take too much extrapolation to include perception in wizdom's horn o' plenty.
Implementing all six of these might, ultimately, be too much for one attribute to handle; Wizdom's stock value would skyrocket from dump-stat for non-clerics to everyone's 2nd favorite ability, possibly disrupting the established Attribute Hierarchy and causing a character generation crisis on par with the 6-sider shortage of 1981.   DM discretion will, of course, dictate the full effects of Wizdom, but I hope that I've shown adequately that with one reasonably concrete definition Wizdom, or mental focus, could measure success in the numerous spheres of Wisdom without stooping to vagaries and non sequiturs, and that is all that I hoped to do. 

Tuesday, September 7, 2010

Wisdom Revised Part 1: The Nose Job

As almost none of you might recall, some time ago I went on a tirade about the poorly conceived wisdom attribute in D&D et. al.  The definitions of wisdom in every version of D&D of which I am knowledgeable--which includes many of the recent "retro clones" but none of the post-Gygax era TSR/WoTC/Hasbro editions--do not, in my opinion, do an adequate job of defining an attribute that stands on solid ground compared with the other five abilities.  So in this two part post, I propose a significant remodel of the ol' "Prime requisite of clerics" that I hope will turn the dilapidated shanty of wisdom into a structurally and functionally sound work of art; one that is useful to non-clerics and actually relevant to the relationship between the religiously inclined and the divine powers that bolster their existence.

Since none of us are pretending that the Wisdom attribute should be a measurement of a character's philosophic or scientific learning--that, Mr. Player, is your job--my first act in the wisdom re-design is to give us a little room to maneuver.  Which is to say, I'd like to alter the terminology--just a bit, mind you; we old schoolers like some change, but it has to be bear enough semblance of the original to fit into our established structure.  Since "wisdom" has distracting real world significance that does not jibe with game mechanics, I propose to you the fresh, 21st century term: Wizdom.  Whaddaya' think?

To get to this newfangled yet familiar term, I took a cue from the food additives industry; just as "creme" and "chick'n" evoke an image of what we are eating but are removed in substance from the source material, wizdom provides pleasing familiarity with our gaming roots and acknowledgment of some sort of mental trait, but by merely swapping the "s" for a "z" we are freed from the baggage associated with the standard English word.  Yet unlike cream manque or poultry's soy-based doppelganger, wizdom, I believe, shall improve upon the original; providing a more satisfying, grounded gaming attribute--concrete in scope yet delightful to the palate.  Enjoy!

Thursday, June 10, 2010

Wisdom for the wise: defining the ambiguous attribute

"Wisdom: the faculty of making the best use of knowledge, experience, understanding, etc.; good judgment; sagacity."--Webster’s New Universal Unabridged Dictionary, 2nd Edition

In preparation for a future post on character generation systems from various vintage RPGs, I’ve been pondering ability/attribute scores a lot lately.  Virtually every game I’ve reviewed (~12 of ‘em, all published before 1985) have some sort of corollary to the abilities as first presented in D&D.  Strength, Dexterity, and Constitution, although often under different names, are pretty much universal, and many others have a rating for a character’s smarts and personality, covering the same ground as Intelligence and Charisma.  But Wisdom is an outlier; a term used by very few—if any—other games of the era, or any era since, I suspect.  Even TSR’s own Gamma World—the game that most closely mimics the D&D ability format—keeps all five of the other abilities intact but wisdom is replaced with a new, more concrete sounding name: Mental Strength.

While other games often do include abilities such as intuition, perception, and willpower—much more specific and tangible terms to describe potential game mechanics—they leave good judgment and sagacity out of the picture; these must, I believe, remain the purview of the player, not the character.  So why Wisdom?  What's its significance not just to clerics, but to game mechanics in general?  Which is to say, even if you can justify its usefulness to clerics, why should it be anything but a dump stat for the non-clerically inclined?  I intend to look into the history of the wisdom ability and what it's become.   

Going back to the earliest source, here’s what Gygax had to say about Wisdom in D&D Volume I: Men & Magic:

Wisdom is the prime requisite for Clerics… Wisdom rating will act much as does that for intelligence.

There you have it; no attempt to define the word or justify its singular importance to clerics other than to state that it is so.  Admittedly, he made little effort to define the other abilities either, presumably relying on his audience to be smart enough to figure out what "strength" means.  But unlike the other abilities, one gets the impression that this is exactly what Wisdom meant to the founding fathers: each class needed its own prime ability and wisdom was chosen, for lack of a better term, as the name of that ability for clerics.

Back in 1980-81, Holmes's blue book was my intro to D&D and it is, I think, telling that Eric Holmes, tasked with making the original D&D rules more palatable—or at least edible—to a younger crowd, expanded somewhat on the definitions of the other five abilities but did not lay a finger on wisdom:

Wisdom is the prime requisite for clerics.

This is exactly what wisdom meant to me throughout my playing days.  I never made any attempt to apply any other significance to the term; certainly not from the real world definition.  Not even after reading Gygax’s expanded definition in the AD&D Player’s Handbook

Wisdom is a composite term for the character’s enlightenment, judgement, wile, will power, and (to a certain extent) intuitiveness.

This definition is, in my opinion, too broad and vague to provide any traction for in-game functionality, although it does add willpower into the mix, which provides some potential relevance.  But he's also thrown in a character’s "wile" which would seemingly make wisdom much more important to con men than to clerics.  

The definition of wisdom, no doubt, has been amended further in the post-Gygaxian editions of D&D, but I am not aware of those definitions, so please pardon me for not discussing them here.   But within the old school community, new game re-designers keep pumping out their own versions of TSR’s old properties—God bless them, everyone.  Below is a sampling of wisdom definitions from the OSR movement:

From OSRIC:

A character’s wisdom score (“Wis”) indicates how “in tune” the character is with his or her surroundings. This translates not only to general awareness, but also to mystical attunement and the ability to understand peoples’ motives. It is, in many ways, a measure of the “sixth sense.” Wisdom is the most important attribute for clerics and druids.


Labyrinth Lords has this to say:

Wisdom (WIS) describes a character’s willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. Wisdom is the most important ability for clerics.


And Swords & Wizardry:

Wisdom determines a character’s insight, perception, and good judgment. Wisdom is the Prime Attribute for Clerics.

Perception, be it mystical or mundane, seems to be the common thread here, and I definitely think there's room for a perception ability in Old School style game rules.  I don't think wisdom is the right name for that ability nor do I understand why it would be particularly pertinent to succeeding at clerical actions.  OSRIC's 6th sense definition, I think, comes closest to an answer to the cleric problem, but only if some sort of 6th sense rules are included for non-clerics.

There is another option I’ve just become aware of: James Raggi’s forthcoming Lamentations of the Flame Princess provides the following definition:

Wisdom is the measure of a character’s connection to the greater universe, and the strength of the character’s spirit. Wisdom does not affect the character’s ability to make good decisions or judge situations or characters; it is the player’s own judgment which must be used in these situations. 

He takes a similar tone regarding Intelligence and Charisma, laying down a strong separation of church and state between character supplied abilities and player supplied abilities.  I heartily endorse such an approach.  Still, I'd like to see how this definition applies to game action in a way that would make wisdom anything but a dump stat for non-clerics.


And from the not quite OSR movement, Castles and Crusades has this to say:

Wisdom reflects depth of personal experience, the ability to make well-considered decisions or judgments, [fair enough] and represents a spiritual connection to a deity. [huh?]

This non-sequitur brings to mind The Simpsons episode where the U.S. Senate is debating a bill to save Springfield from an impending meteor strike and someone at the last second adds a rider that will allow taxpayer funding of pornographic art.  Needless to say, Springfield gets no federal aid to avert the cataclysm and the folks at Troll Lord Games, with this total cop-out of a definition, get no credit for clarifying the murky matter that is Wisdom.   On top of that, the way the ability is used in C&C makes sense only if characters start out with fairly low wisdom, making gains as they acquire experience.  
 
So, what do I propose as a solution?  Well, the definition I've been mulling over in my head lately has wisdom leaning back toward willpower, or, As I think of it, Strength of will.  While I don’t think Oxford or Webster will support me on this distinction, to me willpower is that which makes you refuse the easy, more tempting option—finishing a marathon, say, requires a lot of willpower.  Strength of Will is more like committing yourself to a cause based not on mere stubbornness, ignorance of other options, or a “refuse to lose” mentality, but because you’ve considered the cause and the tenets upon which it is based very carefully and believe it to be worth the trouble to align yourself with it.  A cause, in game terms could be a religion or the beliefs of a specific deity, but also a code of honor, one’s alignment, or even belief in the actions/words of a particular individual.  Which isn’t to say that a high wisdomed character will blindly follow such a leader to the Kool Aid pitcher; should this leader-type betray the tenets upon which the faith was based, the highly wisdomed will most likely choose this time to opt out.

All told, this, too, is a pretty froofy definition and I’ve belabored it long enough.  So what is one to do?  Most likely, one would go on not giving a crap about such a silly semantic distinction and continue with the tried and true "Wisdom = the prime attribute of clerics," and I certainly have no beef with that approach.  But it has struck me as peculiar that, in a community prone to debating things like this, I have seen no debate on the matter of defining Wisdom.  Or maybe I'm just missing something.