Showing posts with label Variant Rule. Show all posts
Showing posts with label Variant Rule. Show all posts

Monday, 10 July 2017

D&D - Concerning Alignment, Personality Traits

Preamble

So, I was writing on a different topic, but I realized that it was going to take longer than I had, so I’ve switched topics for today, to another topic I have been wanting to write about, that I can do with less time. I intend to finish and put up my other post in the near future.

That said, today’s topic is Alignment.

Premise

So, I’ve never been a fan of D&D’s alignment system. An alignment system CAN be a very handy tool to give the player ideas and quickly communicate your character's personality to the DM. The D&D alignment system, however, is far too vague to be any good for that. Particularly with the 9 alignments as distinct things. So, in the past, I have done the individual axes separately. I came up with separate definitions for Good, Evil, Lawful, and Chaotic. And that was at least consistent. But today, I’m going with an alternate “Alignment” system entirely. This replaces D&D’s conventional alignment system, act as fleshed out personality traits and flaws, and work with bonds and ideals.

Alignment System

So, I wanted an alignment system that not only helps the player iron out how they intend to play their character, but also, give the DM a good indication of how the character will play.

Choose two to four Core Character Traits that apply to your character. The only restriction, is you cannot choose opposing keywords.

Choose between four and eight Secondary Character Traits that best describe your character. If you have something in mind that is not on the list, talk to your DM, he should keep an open mind.

Core Character Traits

  • A) Selfless - Willing to risk harm to yourself and your interests for the benefit of others.
  • B) Selfish - Willing to see harm come to others for your own interests.
  • A) Deliberate - Prefers to plan out their actions in advance.
  • B) Spontaneous - Prefers to improvise their actions on the fly.
  • A) Honorable - Has a code of ethics they stick to, believes in upholding responsibility.
  • B) Dishonorable - Has no code of ethics and does what they feel like, and has no regard for responsibilities.
  • A) Law-Abiding - Respects the authorities and their mandates.
  • B) Criminal - Lacks respect for authorities and their mandates.

Secondary Character Traits

Absent-Minded, Accepting, Accomodating, Aggressive, Alert, Aloof, Ambitious, Anxious, Assertive, Arrogant, Attention-Whore, Awkward, Bigoted, Blabbermouthed, Bloodthirsty, Blunt, Boastful, Boorish, Brave, Callous, Candid, Cautious, Charitable, Compassionate, Compliment-prone, Condescending, Confident, Conformist, Confrontational, Considerate, Contrary, Contentious, Convoluted, Cowardly, Creative, Crude, Cruel, Curious, Dedicated, Defensive, Delegating, Deliberate, Dependent, Diplomatic, Direct, Disciplined, Distractible, Distrustful, Dogmatic, Doubtful, Down-to-Earth, Dutiful, Egotistical, Emotional, Empathetic, Emulous, Energetic, Excited, Fair, Fame-seeking, Fanatical, Fashionable, Fickle, Fidgety, Flexible, Forgetful, Foul-Mouthed, Generous, Gluttonous, Gossip, Greedy, Gruff, Haughty, Hawkish, Hostile, Hot-headed, Humorless, Hyperbolic, Idealistic, Immature, Impatient, Impulsive, Imperious, Indecisive, Independent, Indifferent, Indirect, Inflexible, Inquisitive, Insecure, Insensitive, Insightful, Jealous, Judgmental, Lazy, Level-Headed, Logical, Loose-Tongued, Merciless, Miserly, Naive, Narcissistic, Nervous, Noncommittal, Nosey, Nurturing, Obsessive, Obstinate, Open-Minded, Opinionated, Optimistic, Outspoken, Overconfident, Overprotective, Pacifistic, Paranoid, Peremptory, Perfectionistic, Pessimistic, Petty, Philosophical, Polite, Possessive, Practical, Pragmatic, Prideful, Protective, Proud, Rational, Reasonable, Reckless, Reliable, Romantic, Sadistic, Sarcastic, Secretive, Self-Centered, Self-Deprecating, Self-Righteous, Sesquipedalian, Sheltered, Sincere, Spineless, Spiteful, Spontaneous, Sticky-Fingered, Striving, Stubborn, Superstitious, Supportive, Suspecting, Suspicious, Tactless, Tactful, Talkative, Temperamental, Tenacious, Theatrical, Tight-Lipped, Timid, Traditional, Trusting, Trustworthy, Uncompromising, Unfeeling, Unforgiving, Unreliable, Unsatisfied, Untrustworthy, Vain, Vengeful, Verbose, Wise, Withdrawn

Conclusion

Well, I've been wanting to iron out this alignment system I've been mulling around for a few months, and I think this ended up as a great first-draft. I expect to make use of this little subsystem in my next campaign, instead of the standard D&D alignment.

Leave me some comments if you have any additional keywords that would better flesh out the list of secondary personality keywords!

— Hawkwinter

Tuesday, 16 May 2017

D&D 5e: Random Ability Score Generation

D&D 5e: Random Ability Score Generation

Preamble

Today I'm taking a break from my D&D 5e FFT5 series, and writing something that takes a bit less research and number crunching and whatnot, for a change of pace. I'll be bringing back more Job writeups for this weekend. Also; You'll note I've prettified the existing posts for my 5eFFT Series, as well as added an index.

Anyways; today I'm going to look at some alternate approaches to random ability score generation in D&D 5e, which yields results more in-line with what you could get via point-buy. I'm going to focus on my preferred random ability generation method, which is a modified variant of something I saw someone else post on a website years and years ago (I don't remember where I saw the original idea, but if I manage to find it again I'll add a link at the bottom).

Basic Card-Gen

This method of Random Ability Generation relies on a pack of playing cards, not on dice. Using cards instead of dice yields more consistent arrays between party members than dice does.

Point-Total?

Take an acceptable array, and add all the Ability Scores together. In this case, I'm going to use the Standard 5th Edition Array: 15,14,13,12,10,8. This adds up to 72, so 72 is the total we're going to work with.

Max & Min

Using point Buy, in D&D 5th Edition, a character can't start with a score higher than 15, or lower than 8, This is also important.

Building our Ability Score Deck

So, our constraints are: Nothing higher than 15, nothing lower than 8, and it adds up to 72. Since there are six Ability Scores, the way this is going to work is 12 cards (2 per Ability Score), with nothing below a 4. For a more frequent 15, we're going to allow a second 8, even though that means the player *could* get a 16.

To round out the options, here's the core of our deck:

It adds up to 60, it covers the range of numbers from 8 to 16, and leaves us 12 to work with for our final 2 cards. It also has the same average as the standard array.

The Choices

Now, for the last two cards, there's 2 viable choices. (there are other cards that would fit the total, but D&D is a game of specialization, and they're more likely to result in a "slightly above average Joe" with an array full of 12s, so I'm not going to recommend those.

Wildcards

The wild card doubles whatever's it's drawn with. Because our *Average* card is a 6, the wildcard counts as a 6 when you're adding up your 72, and two wild cards are drawn together, that's worth 12 - like if you had drawn two sixes. It adds in a bit of variance to the total Ability Score, as each wildcard could pair with a 4 (-2) or an 8 (+2), a little like dice, but still far more consistent than using dice.

Eight & Four

The Eight and Four give decent odds of a specialized array, while staying constrained in the 72.

Opinion

I think with 5e (unlike Pathfinder which has a larger variance in valid point buy arrays and thus has much swingier wildcards), I personally prefer using two wildcards over an eight and a four. It's more likely to result in a 16 or an 8, and less likely to result in a 12.

Final Deck Note - More Wild!~

If you find yourself wanting more variance than two wildcards give you, you can swap out the sixes for another two wildcards.

Using the Ability Score Deck

So, for the basic approach, you choose one of the two decks above, and your player shuffles the deck and then draws pairs, giving them a complete array.

Array Pools

If you're feeling generous, instead of each player rolling an array and being stuck with it, you can do one of the following to give the player a bit more choice in their final array. Which one you choose will depend on just how generous you feel.

Global Shared Pool

As each array is drawn, record it. After an array is drawn for each player, players build their character with any of the arrays that were drawn. Their choice. This will yield results a bit closer to point buy, as they'll choose the array that best works for what they're trying to play. Expect to see only a couple of the arrays get used.

Generous Limited Pools

Arrange all the players around a table (or otherwise find a way to put them in some sort of trackable linear order). Each player can build with their own array, or the array of an adjacent player.

Limited Pools

Arrange all the players around a table (or otherwise find a way to put them in some sort of trackable linear order). Each player can build with their own array, or the array of the player to their left.

I really like using cards if I want a campaign with non-point buy Ability Scores, and don't feel like providing the players with a couple of hand-built arrays to choose from.

Until next time,

Hawkwinter