Showing posts with label Character Concept. Show all posts
Showing posts with label Character Concept. Show all posts

Friday, September 14, 2012

Skills, Classes and Background, a rational approach, part one

My working group is already adapting a skills system for DnDNext, in part because we're finding the class, specialty, background schemae of DnDNext more limiting than anything else. The problem is two-fold, in that these backgrounds don't really provide the DM much assistance on what a player can do. They provide more information that (for example) can help the DM make a ruling on something, which is great, but they are vague enough that a DM is forced to make many judgement calls that might not work from DM to DM, or worse, from the same DM in session to session.

Before I go much further, I am often considered old-school to the point of being a Luddite. I want to make it clear that a rigorous skills system proposal includes the fact that computer-assisted-gaming is here to stay. That is, the creation of a character with the assistance of a computer, data management with a computer, etc. Even those gamers who are in abject poverty usually have at least some access to a computer (or even a phone) with the ability to run aps that are this simple. It can be done hard copy with books, or easier to work with digital copy with hypertext.

The adapted skills system works with bonus skills, chosen skills and grouped skills. You can call this grouped skills set by a lot of names. Pods, kits, backgrounds, etc. Instead of giving the DM a generalized 'you know some stuff' view, these kits, backgrounds, etc., come down to specific numbers and concepts.  If writing/reading huge numbers of books with profiles and kits is something you're into, you can provide this material constantly. What it does best, however, is allow a player to use their own background and understanding of their character if having someone pick their skills for them is boring or limiting.

The first, and most basic, set of skills, are free skills given as a result of your race and background, in UAD&D we do this with the social status roll. Acknowledging the randomness of this, a player can take the default of serf (or the equivalent) or roll, understanding that choosing to go random means that you can get a benefit (more skills, more money) or you can get a penalty (less skills, less money.)

A serf, in our system, basically gets a skill that they may or may not ever use in such a thing as turnip farming, goat herding, raising chickens, etc. A clever party member may be able to use these in game play. These are essentially flavor. If a player wants to use this stuff, he can. If he plays the guy who got off the turnip truck and never looked back, he can do that, too. This skill is essentially the skill your character can fall back on if the adventuring thing doesn't work out for him. To give an idea of what it might look like in a character background, here are three racial equivalents of it. I've left off numbers to make it easier to understand. Note that in the perfect world, the background information would probably be in a different file than the character sheet, it's only important if you wanted it:

Human. Social Class: Serf. Information: You were raised on a farm growing carrots for a powerful landholder, and allowed to farm a twelfth of that land for your family. It was a hard living, but most of the people you know have the same background. You or your parents saved up for years for your starting funds, in the hopes that you could escape the carrot growing lifestyle. This background makes you an authority on growing carrots. [Bonus skills: Agriculture, general (proficient). Agriculture: Carrots(expert)]

Elf. Social Class: Serf. Information: You were raised in a lush hardwood forest which your family maintained for a powerful elf-lord. You were allowed to use a fraction of that forest for your own needs. It was a hard living, but most of the elves you know came from the same background. You got your starting funds by winning an hunting contest in the past fall. This background makes you an authority on forestry, especially the temperate forest you grew up in. [Bonus skills: Forestry (proficient), Wilderness Survival:Temperate Forest (expert)] 

Halfling. Social Class: Serf Information: You were raised in a large and fairly well off halfling village, where your family has served the well-off Underhill family since the village was founded. Your dad was a gardener, your grandad was a gardener, and by Yondalla, you are a gardener, too, and you are the best darn gardener in the town. You got your starting funds when your boss's house won the Best Posies in the Shrire contest this spring and he gave the whole reward to you because you deserve it. This background makes you an authority on landscaping, and no one knows more about posies than you. [Bonus skills: Gardening (proficient); Knowledge:Flowers (expert)]

There is a distinct chance that you don't use any of these skills for the rest of your character's life, but in a paragraph, you've been given a template that gets you started. Instead of getting "you are a serf, you have serf skills" you know what your character knows and why. If you want to create your own serf background, you can choose any two related skills that makes sense for your background. The general choice should always be Random or Choice, and computer assisted gaming makes that easier. Here are two other scenarios for your human, above:

Your Race is Human: Background: Your DM has chosen "Serf" as the default social class for this campaign. You can accept serf or roll for a random social class. You may make this choice for this character once.  [Roll? Accept Serf?]
[roll]
Background: You have rolled Yeoman.
[Information]

Yeomen have it nice. Small-time landlords, these people own the land that the serfs farm and are ruled in turn by the chivalric class. The character stands to inherit little or nothing, as most Yeoman are in debt to their lords, either due to low crop production, unruly serfs or tyranny. The character's starting funds are normal. The character gains the following skills: Accountancy, Read/Write regional language, Maths, Riding, Land based: Horse, and selects one of the following: Agriculture, Animal handling: Shepherd, Animal handling: Swineherd, Animal handling: Goatherd, Animal handling: Poultrer, or Animal handling: Fowler. 
Do you want to roll these bonus skills randomly or select?
[roll]
Human. Social Class: Yeoman Your family owned the land that was farmed by a large group of serfs, and your land was protected by a local lord. While you don't stand to inherit anything, you can always go to work for the lord of your family's land if adventuring doesn't work out. You had a couple of servants growing up, and a small amount of formal education.  Part of your duties, growing up, was making sure the serfs treated the sheep properly and riding between farms to collect taxes and goods. [Bonus skills: Accountancy (proficient), Read/Write language: Common (proficient), Maths (proficient), Riding Land based: Horse (proficient), Animal handling: Shepherd (expert.)]

OR....

[Roll? Accept Serf?]

[roll]
Background: You have rolled Poverty.
[Information]

The character grew up with nothing. If the character has a large family (s)he may want to send money to them. Half starting funds. The character does gain the bonus skills of brawling and begging, however. 
[continue]
Human. Social Class: Poverty You grew up on the back streets of a large city. I won't ask you how you came up with your starting funds, but I do wonder where my belt pouch has gone. [Bonus skills: Brawling (proficient); Begging (Expert)]



It's probably fairly unlikely you'll use many of these skills in combat. What this provides is a background that gives the DM something to roll when you say your background is as a farmer, or a beggar. The other option is that I have to choose what you know. As a DM, I don't have a problem choosing what you know, but players often can feel a disconnect with a character, not understanding why so-and-so can get this, and so-and so can't.

In the next installment of this I'll demonstrate how you use it to determine the abilities of your classes. The general understanding should be that rather than have a "pick a group of this, pick a group of that" the player has the option of going for a default option or specific option. This allows the player to have the customization that they deserve or prefer. It also generates a background for the character if the character does not want to do so themselves. I'm using skills here to get people used to the idea of picking from a group of skills, because they are easy, but when I go over to class, it will be a little harder to understand if you're not familiar with this idea.

I like the idea of doing this with a simple program that uses "DM Space" and "Player Space" so that players can roll characters, have them approved (or not) by the DM, and print them out outside of game time. There are many things that the DM really should not have to be there for in a perfect gaming world, and character creation should be part of it. I really like the idea of having a character sheet and a background/information sheet, so that a player can have as big or as small a pile of papers as s/he is comfortable with.

Wednesday, November 16, 2011

UAD&D Character creation: Part one: The Character Concept

It's not uncommon in variations of Dungeons and Dragons to roll the character's statistics FIRST, then try to figure out what the character can be, based on those statistics.

In UAD&D, we start instead with a character concept: A name (often,) a race, a general set of visual information (tall, short, fat, thin, hair color, eye color, distinguishing marks,) a class, a disposition, a brief description, an alignment and physical handedness. These should be decided before any decision on class is made.

If you're trying to cram this all onto a one- or two-page character sheet, this can be intense. This is one reason I use a 4 page sheet: The information you need all the time on the 1st and 4th sheet (the front and back if you staple it together) and the information you use much more rarely (but is important, especially to the DM) on the 2nd and third sheet (or the inside.) The other good way to do this is to have both a character sheet (one page) and a character file (as many as you need) with all of the information your character needs.

On our character sheet, the character concept box looks like this: At the start of the campaign or when rolling characters, the DM should be open with the players as to what will and will not work. For example, in my campaign world, there are four monstrous races and two fey races, each with very particular problems. If, for example, I foresee the party as spending a lot of time in a city that is 80% human, with the rest of the people mostly elves and half-elves, I might limit the available races of the campaign to elves, half-elves, humans and whatever else is in the city. While it might seem cool to play something no one has seen before, as the DM, I have to balance the character concept with the playability of the game. When the character can't buy armor or weapons, it affects playability. If the player really insists, I may allow the problematic concept nonetheless, but the player will know he's walking into a minefield. Examples of recent things I have not allowed were an assassin in a party which already included a paladin, a paladin in a party which was going to be doing a lot of bad things and an ogre in a setting where humans were going to have a hard time squeezing into the tunnels.

If you look at the first line of the box above, you have something that is the player's decision alone...the name. Allow players to use whatever name they want...if they give a dwarf an elven name, that's their decision. If your player cannot come up with a name, let them skip it, and feel free to give them a terrible name if they won't. ONLY the second and seventh line (Race/Class/Level) and (Disposition/Religion/Alignment) should be informed by the DM. Height/Weight and Age can be filled in one of two ways, with the player giving an adjective (tall, thin, young) or with a number based on data about the character races. I use the charts below:

Average Starting Age of Fantasy Races, and other age data (in years)

Race:

Starting Age

+Per level

Age of Majority

Elderly

Max

Base Age

Variable

Changeling

150

6d6

5

175

475

975

Dwarf- default

40

5d6

2.5

60

250

450

Elf-default

100

5d6

5

120

375

550

Elf-Drow, Mist

75

5d6

5

100

250

400

Elf-Grey

120

5d6

5

200

800

2000

Fey/Sidhe

150

8d6

5

300

900

2100

Gnome-default

60

3d12

3

75

250

500

Half-Elf-default

15

1d6

1.5

16/25*

130

200

Half-Elf-Grey

15

1d6

2

16/30*

175

300

Half-Giant

15

1d4

1.5

16

80

110

Half-Orc

15

1d4

1

16

75

120

Halfling-default

20

3d4

2

25

111

200

Halfling-stout

20

3d4

2

25

140

210

Halfling-Tallfellow

25

3d4

3

30

180

300

Human

15

1d4

1

16

75

120

Ogre

40

5d6

2.5

60

250

450

Wolfen

15

1d6

2

18

175

300

Zandar

75

5d6

5

80

250

400

*The first number is in human cultures, the second if raised by elves.


Average Weight of Typical Fantasy Races (in pounds)

Race:

Base Weight by Gender:

Modifiers by Body Type:

Male

Female

Average

Lean

Fat or Muscled

Changeling

90

70

3d10

1d6

6d10

Dwarf-Hill, default

130

105

4d10

2d10

5d20

Dwarf-Derro

110

95

4d10

2d10

5d20

Dwarf-Mountain

140

115

4d10

2d10

5d20

Elf-High, default

90

70

3d10

1d6

6d10

Elf-Grey, Drow

80

60

2d10

1d6

4d10

Elf-Mist

100

80

2d10

1d6

4d10

Fey/Sidhe

120

100

3d10

1d6

6d10

Gnome-default

72

68

5d4

2d4

5d6

Gnome-forest

65

58

3d4

1d4

4d6

Half-Elf-default

110

85

3d12

2d8

3d20

Half-Elf-Grey, Drow

104

79

3d12

2d8

3d20

Half-Giant

200

180

3d8

2d4

6d6

Half-Orc

140

120

6d10

4d10-4

8d10+5

Halfling-default

52

48

5d4

3d4-3

6d4+6

Halfling-stout

55

50

5d4

3d4-3

6d4+6

Halfling-Tallfellow

60

55

5d4

3d4-3

6d4+6

Human

140

100

6d10

4d10-4

7d10+5

Ogre

200

180

3d8

2d4

6d6

Wolfen

140

160

7d10

4d10-4

8d10+5

Zandar

140

100

6d10

4d10-4

7d10+5


Size class, hair, skin and eye color should all be informed by the race choices. I keep phenotype charts for each race in my core rules but players can deviate from them as they wish, although if their background information doesn't support why they are an elf with blue hair, the DM should feel free to give them a terrible consequence. I only recommend rolling on such charts for NPCs.

Disposition, similarly, should be the player's choice. If they absolutely cannot decide if their character is an optimist or a pessimist, a whore or a prude, violent or a pacifist, I allow my players to roll on a random chart to determine disposition. Usually a player has an idea about disposition, and will roll repeatedly, until they get a disposition that matches the character concept they ALREADY have. I use a similar table for distinguishing marks for those who can't come up with anything.

The DM's job with character concept is to start to weave a story. Can these characters work together, can they work in the world you're in? Can they have fun?

In the next installment of Character Creation I'll show how you go from Character Concept to Ability scores...stay tuned.

And, of course, if you're one of my players, remember that our own core rules are available from me on CD, as a .doc or as a .pdf. The current one is only mostly edited, and finding errors may bring extra XP.