5E – Fail Squad Games Tabletop games and adventures Sat, 18 May 2019 15:55:44 +0000 en hourly 1 https://wordpress.org/?v=5.4.2 https://i2.wp.com/www.failsquadgames.com/wp-content/uploads/2016/07/dice.jpg?fit=32%2C32&ssl=1 5E – Fail Squad Games 32 32 105992839 Annihilation Rising Goes live /adventures/annihilation-rising-goes-live/ /adventures/annihilation-rising-goes-live/#comments Sat, 18 May 2019 15:55:27 +0000 http://www.failsquadgames.com/?p=1818 The latest in Fail Squad Games’ Quick Kick projects has gone live and needs your support!! This project is only running 11 days and ends on 5/28/2019!   Monsieur Nerluc clings to the local mountainside. Villagers tell frightened children that the monstrous form of...

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The latest in Fail Squad Games’ Quick Kick projects has gone live and needs your support!! This project is only running 11 days and ends on 5/28/2019!

 

Monsieur Nerluc clings to the local mountainside. Villagers tell frightened children that the monstrous form of earthen stone is just a natural rock formation. It’s a lie they’d like to believe themselves. Monsieur Nerluc is, in fact, the lord of all Tarasques, and strange cultists seek to waken him. If they do, his age-old toothache will begin to throb, and he’s going to be horrendously angry. 

 Can the heroes get to the “root” of the problem? Will they have a Tarasque lord running wild?  This adventure will be approximately 14 pages long when layout is finished and aimed at a party of 4–5 heroes of 5th level.

Back it NOW!

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FSG Kicking up 5E /blog/5e/fsg-kicking-up-5e/ /blog/5e/fsg-kicking-up-5e/#respond Mon, 19 Nov 2018 03:23:55 +0000 http://www.failsquadgames.com/?p=1697 A few weeks ago Raven and I decided we wanted and needed to learn 5E better so that we could better understand the newest edition of the game for better or worse. We both love and play the 0E through 2E versions and enjoy...

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A few weeks ago Raven and I decided we wanted and needed to learn 5E better so that we could better understand the newest edition of the game for better or worse. We both love and play the 0E through 2E versions and enjoy them. It was just time to set things aside and dig in to try 5e in earnest without insisting it be an older edition. Here’s my take on how things are going…

The Journey

Up to now I’ve written and played modules in older editions and paid for help in the 5e conversions. No more. We found a local friend (Herman) and we talked about how to proceed. We would take it slow; stop, complain, look things up, and make a real effort to understand this edition. It turns out there was less complaining in play than anticipated but we do still need to look various things up. This slows play a bit, but we are progressing through the game better than expected.

Previously I had read the books and tried it a few times but always with a bit of expectation that the game was still what it once was. Of course, this is a foolish approach because those editions have already been printed. WOTC wouldn’t reprint the same game twice.

My Personal Issues in 5e

I have discovered by playing 5E weekly, rotating playing and GMing, that my issues were less with the game than with the way the information is presented in the books. The game plays differently than it reads when the dice start rolling. Running also seems to have smoothed out a bit with the progression of time as we become more familiar with the rules.

The Latest Adventures

Tonight players finished The Witch’s Trial in the Lands of Lunacy. During my time behind the character sheet, Herman is running us through the Phandelver adventure. The more hours we all spend on both sides of the screen, the more we are learning to like 5E. The power ratchet is real, however, doing 2 HP of damage to a monster with 6 HP is the same as doing 20 HP of damage to one with 60. We are also learning to better write to this edition from the ground up.

The Fun Side

As players, we are discarding the idea and verbiage of “Character Builds”. The Squad didn’t want to try to find the most powerful character stack. We are purposefully choosing the race class combinations we want to play and fitting the numbers and choices into that story. We had fears of overly complex play and abilities, overpowered classes (which is still on the horizon as we rise through levels), and spending hours looking up various abilities and skills.

I feel that we are all pleasantly surprised at how smoothly the game plays once the dice roll and the books are closed. Yes, we still need to look things up, but no more than we did in the 1E and 2E versions. The various character abilities are laid on slowly in lairs so GMs and player grow accustom to the options and abilities. It still feels like a night of D&D at the end of the evening and nothing more complicated than the “Complete Book of” era we went through.

The more we game, the more we all look forward to gaming again. The more we put the rules to practical application, the more we seem to accept the changes. It has taken us some time to adapt to 5E from our 0E to 2E roots, but we are indeed adapting.

We tested a live stream tonight and have discussed plans for future, better, and upgraded stream arrangements for FSG games to come online. Follow us on Facebook to keep up to date with our adventure into 5E and our games.

This acceptance of 5E came just as we were considering dropping production to the system and focusing on BECMI / LL. I’m glad we gave it one more try.

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My Gripe About D&D 5E /blog/5e/gripe-dd-5e/ /blog/5e/gripe-dd-5e/#comments Sat, 06 Jan 2018 18:39:59 +0000 http://www.failsquadgames.com/?p=1423 I Love Dungeons & Dragons, it’s my livelihood and source of great joy. I follow a number of groups in numerous editions and a pattern seems to be emerging in 5E that troubles me. Although it may be kicking a hornet’s nest, I’m going...

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I Love Dungeons & Dragons, it’s my livelihood and source of great joy. I follow a number of groups in numerous editions and a pattern seems to be emerging in 5E that troubles me. Although it may be kicking a hornet’s nest, I’m going to step up to the plate and voice the thing about Fifth Edition Dungeons and Dragons that I just don’t like. Am I alone in this gripe?

What I Like

Let’s start with a gripe sandwich. I’ll start with what I like the most about 5e before moving to the unpleasant business. I truly LOVE that fifth edition has brought so many new and diverse gamers to the RPG table and conventions. Clearly our friend Mike Mearls with Jeremy Crawford and the WOTC team brought a quality product that lines up with the target market. The whole team put their ears to the community to give them something they wanted. They added in NUMEROUS house-rulings, and built something completely different from the previous edition that, let’s face it, wasn’t received as well by the community. People defend the system like a religious text, so clearly they love it. So much, that I am hesitant to release a blog post with a criticism of it.

I will also preface my gripe with the fact that I have released almost all my titles with 5E rules and compatibility. The ire that critique of the system raises is almost, in itself, a small gripe about it. So let’s move on to the issue at hand.

What I Don’t Like

There is a small list that this single dislike incorporates. So I will itemize my sub-gripes under this heading. In brief, my biggest gripe about the system is that: 5E has players pushing numbers ahead of characters. *please hold your ire until the end so I can explain*

I will also preface the following and above that I already KNOW that your group doesn’t do this. That you feel I am utterly wrong. That the system can be bent to fit all styles of play…. I know… you hate me for a critique of 5E. All editions can be bent for various styles of play, and we all have examples. I am stepping back from that muck pit to look at this topic.

Character Builds

This isn’t an ‘official’ WOTC term I don’t think, but I hate that it exists. A build is the term used to ‘work the system’ for advantages and plug-in a number of module elements to arrive at a character. The idea itself reveals that character’s aren’t unique. This is a videogame thinking in character creation. Plug in race, class, feats, background, skills, tighten the bolts and here’s your character. When going through it I can almost see a SKyrim type menu with things I tick off and then just choose hair and eye color at the end. It has your story, look, feel, indeed your entire advancement career outlined for you already. One of the more common posts in the 5E groups that I watch is: “What is the best build for a ____[insert character archetype]____?”
My answer will unwaveringly and unapologetically be, “The one that seems like the most fun for you to roleplay at the moment.”

Mechanics in Backstory

My first reaction to the preset background stories was, “Yeah ok whatever. it gives some inspiration for those who don’t want to think of a background.” Then when I realized these preset backstories weren’t just “dungeon dressing” but actually things to choose with mechanics attached, I recoiled in horror. To me this feels counter to the spirit of the game. Yes, I know you can write your own and make them up, but then your DM needs to layout rules, bonuses, and a path through the various feats and abilities.

Is This a Good Character to Play?

A question that gets asked in 5E groups more than any other. Variants of this question come up and it is related to character builds. What the inquisitor means is, “Will this character survive? Is it Min/Maxed properly to try to get an edge on the mechanics? Can I “win?” My answer is unapologetically, “If it seems like a fun character to you to play, ONLY then is it “good”.” I don’t know what it is about the system that seems to entice the idea of maximizing numbers to get an advantage. I admit It would happen on occasion in 2E as well I.E. strong fighters with high dex taking darts, then specializing. But for some reason, it seems to be the standard mindset for players in the 5E groups I frequent, not the exception.

Concept vs. Numbers

I would like to encourage 5E players to NOT think about builds, numbers, or system weaknesses at character creation. DISCARD everything you read about backgrounds, archetypes, feats, skills, and how they combine. DISCARD everything you know about stats, rules, advantage, disadvantage, AC, DC, HP, and close your eyes to think about what kind of hero you imagine in a fantasy RPG setting. From the stories of old, new, books, movies, and stories, imagine what type of character excites you. Imagine what YOUR hero in a fantasy realm looks like, talks like, acts like. What’s their story? WAIT…not those 5E backstories…. this is your own imagining.
Is it a lithe elf of the forest, surviving in the wilds in search of their friends? Is it the popular wise-guy from the city who is everyone’s friend and shmoozes them out of money?

Imagine your hero the way you want to play it. Whatever way and whatever style seems FUN to you and your friends at the table. Take that image and THEN apply the tool box of modules and numbers in the players handbook to make that image happen. The numbers aren’t your character, they only describe your character.

The numbers aren’t your character, they only describe your character.

That is my biggest gripe about 5E summed up in one sentence (above). Perhaps it’s a player gripe, I’m not sure. I strongly feel that the numbers, feats, abilities, and all that should be used to describe our characters, not the other way around.

Complete the Sandwich

5e can accommodate all sorts of styles of play and approaches. If you are finding yourself opening the book to find the best numerical advantage in damage and abilities, I really challenge you to stop, close the book, and imagine the FUN character first. The game can handle your presence without min maxing the numbers. There is no “winning” in D&D. If you are only carving numbers, you are thinking of winning and not telling the story of your band of heroes.

The system is ready for this style of play. You can even trim everything back to the core, maybe replay Phandelver one more time with the intro set rules. Your DM may even be willing to go beyond level 3 with the intro box rules. That intro box set really put the story mode in front, it’s what excited a whole new group of gamers to play – reconnect to that excitement of adventure and hold onto it. Humans get competitive, it’s ok. We also get cooperative, you don’t need to be great at everything, it’s why we adventure in groups.

It’s why so many previous edition gamers play Holmes, BECMI, 1E, 2E, we are reconnecting to what excited us about playing in the first place. Even previous edition gamers sometimes do this min/maxing business. People who only play the number often lose the magic and eventually fade out of the hobby. People whose eyes glaze over at the table and can “see” their hero creating the story as it unfolds, tend to immerse deeper into the game and find more joy in it.

What is Best in Life?

There is no best system or style of play. The best system for you is the one that generates the most fun. Role playing games aren’t games of numbers. They are ROLE PLAYING games that use numbers to tell a story.

I hope this helps enrich your gaming experience, and thank you for tolerating my 5E gripes. Now feel free to voice your ire in the comments.

~Lloyd M

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Building an Adventure: Getting Started /blog/building-adventure-getting-started/ /blog/building-adventure-getting-started/#respond Sun, 18 Jun 2017 00:58:39 +0000 http://www.failsquadgames.com/?p=1118 It Seems like the most common phrase I hear in regard to adventure design is “I don’t know where to start.” While this problem is not unusual, many people talk themselves out of trying to build an adventure before they even start. If you...

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Druid CampIt Seems like the most common phrase I hear in regard to adventure design is “I don’t know where to start.” While this problem is not unusual, many people talk themselves out of trying to build an adventure before they even start. If you have ever struggled with coming up with an idea for an adventure, try the following suggestions.

1: Look for Inspiration

Inspiration is everywhere if you look for it. Look at the picture that is part of this post and ask yourself the following questions.

  • What does it make you think about?
  • Does it invoke a particular feeling?
  • Does it remind you of something?
  • Who or What lives there?
  • How was this place created?
  • Why would adventurers need to go here?

As you ask yourself these questions, jot down the answers in a notebook or on a piece of paper. Don’t worry about the “right” answer, just get the thoughts down. As you write the answers down think about how it all fits together. As you go through this process you are likely to find the idea growing and becoming something more substantial. Stick with it and see where it goes.

2: Draw a Map

Look at the picture again and think about what the inside of the tree looks like. Grab a piece of paper and start scribbling down some ideas. After you have an idea of the what the inside looks like think about what the area around the picture looks like. Again, don’t worry about it looking all professional, just worry about getting the idea down.

3: Don’t Worry about “Doing it Right” 

Role playing games are about having fun and that is what really matters. There are far to many people that want to tell other people what having fun means, don’t listen to them. Do what works for you and tell the stories you want to tell. If you get to caught up in doing it right you are likely to wind up frustrated and unhappy.

4: Don’t be Afraid to Give up on an Idea.

In my opinion, one of the hardest things to learn is giving up on a bad idea. There are some ideas that don’t come together no matter how hard you try. Rather than bang your head against a wall, switch gears and work on a new idea. Doing this not only reduces frustration, but also gives you a chance to revisit your original idea at a time when your mind is clear.

What designing and adventure really comes down to is not being afraid to start. Find a bit of inspiration, draw a map, and have fun doing it. You do this and the rest of it is easy.

Until next time may all of your rule books remain in excellent condition.

Ric :)

 

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Ranger Archetype: Scout /blog/ranger-archetype-scout/ /blog/ranger-archetype-scout/#respond Wed, 24 May 2017 19:35:18 +0000 http://www.failsquadgames.com/?p=1087 Today we present a new archetype for the 5e Ranger. This archetype focuses on the favored terrain concept. Ranger Archetype: Scout The scout archetype takes favored terrain to a whole new level. All ranger’s gain the favored terrain ability, However, the Scout becomes a...

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AD&D ElfToday we present a new archetype for the 5e Ranger. This archetype focuses on the favored terrain concept.

Ranger Archetype: Scout

The scout archetype takes favored terrain to a whole new level. All ranger’s gain the favored terrain ability, However, the Scout becomes a true master of their chosen terrain learning to use it for deadly advantage. Other rangers might focus on fighting or working with animals, the Scout focuses on mobility and stealth.

  • Master of their Environment – At 3rd level your favored terrain abilities improve as follows.
    – When traveling alone you may move stealthily at a fast rate
    – Stealth and Perception checks are with advantage even when traveling at a fast rate.
    – You gain a new favored terrain at 6th, 9th, 12th, 15th, and 18th level
  • Set Ambush – At 7th level, you gain the ability to establish an ambush. When you establish and ambush, you gain one round of free actions before anyone else rolls initiative. Once you use your ambush combat returns to normal. To establish an ambush you must be alone and hidden. Establishing an ambush requires a minimum of two rounds of preparation.
  • Running Fight – At 9th Level when you are fighting in one of your favored terrains you may double move as a single action. You may only do this once per an encounter.
  • Improved Ambush – At 13th level your ability to ambush enemies improve. When you establish an ambush you gain two rounds of free actions before anyone else rolls initiative. To establish and Improved Ambush you must be alone and hidden. This action requires one round to establish the conditions for the ambush.
  • Teamwork – At 17th level your group can establish an ambush with you. The entire group uses your stealth roll to hide. While you still are allowed two free rounds of actions, everyone else is only allowed one.

As mentioned above, feel free to give this a bit of a play test. I think it’s balanced but I might be wrong and would like to know if I am. Until next time Happy Gaming.

Ric :)

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Racial Alternative For Half-Orcs: Erwhona /blog/half-orcs-erwhona/ /blog/half-orcs-erwhona/#respond Wed, 10 May 2017 13:06:36 +0000 http://www.failsquadgames.com/?p=1089 I feel that half-breed races such as the Half-Orc do not get enough variation, therefore I decided to create a race that is a cross between elf and orc called the Erwhona. The Erwhona An Erwhona is the unfortunate result of a coupling between orc...

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I feel that half-breed races such as the Half-Orc do not get enough variation, therefore I decided to create a race that is a cross between elf and orc called the Erwhona.

The Erwhona

An Erwhona is the unfortunate result of a coupling between orc and elf. Erwhona means “one who is damned” in the Elvish tongue. Such couplings are rare  and the chances of Erwhona surviving birth are even more unlikely. These incredibly rare births do happen on occasion. When an Erwhona is born in orc lands they are often left to die in the wilderness. Those not left to die, become slaves or worse. When an Erwhona is born in elf lands they live, but are viewed as vulgar and unclean. Erwhona in elf lands must leave home as soon as they reach adolescence.

Appearance

Erwhona have a strange and unsettling beauty to their features. They tend toward thin muscular builds. Males average 5’8″, and females average 5’4″ in height. Male Erwhona weigh an average of 150 pounds and Females average of 120. Erwhona hair color tends toward shades of black, but other colors are not unheard of. The eyes of the Erwhona are various shades of purple to red.

Erwhona Life

Erwhona who manage to survive, find a melancholy outlook on life. They are typically unwelcome by all and find it difficult to form friendships. When they do form friendships with others, the Erwhona is fiercely loyal and will never let a friend down for any reason. Erwhona can feel the rage of orcish ancestry but also feel the love of beauty from elven heritage. The combination of orc and elvish blood often drives Erwhona toward obsessive behavior. While Erwhona may become obsessive, individual obsessions are short-lived and something else always grabs their attention and focus.

Erwhona Traits

Ability Scores: Erwhona gain a +1 to Constitution, a +1 to Dexterity.

Age: Erwhona reach maturity at 18 years and live to a maximum of 250 years.

Alignment: Erwhona do not favor good or evil but have a strong chaotic streak in their nature.

Size: Erwhona are medium size humanoids and range between 5′ to 6′ for males and 4’8″ to 5’10” as females.

Speed: Erwhona move at a base speed of 30

Senses: Erwhona have darkvision as well as keen senses. Erwhona gain proficiency in the perception skill.

Graceful Rage: An Erwhona always struggles between the feelings of their elf heritage and the rage of their orc blood. Erwhona learn to balance this internal battle for short periods of time, becoming a deadly opponent on the battlefield. Once per encounter an Erwhona may add a +1 to their attack and damage rolls, as well as a +1 evasion modifier to their armor class. They gain these bonuses for one full round.

~ Ric Martens

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Rogue Archetype: The Conman /blog/rogue-archetype-the-conman/ /blog/rogue-archetype-the-conman/#respond Mon, 08 May 2017 13:28:39 +0000 http://www.failsquadgames.com/?p=1081 One of the things I personally enjoy about 5e is how much room is left for creativity. Below is  information on a rogue archetype called The Conman. The Conman is for use in places with large populations. The Conman may not gain some of...

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Back Alley RogueOne of the things I personally enjoy about 5e is how much room is left for creativity. Below is  information on a rogue archetype called The Conman. The Conman is for use in places with large populations. The Conman may not gain some of the combat bonuses other rogue archetypes do, but this character is incredibly useful in urban environments.

The Conman

You focus your social skills to a point where you use them for personal gain. You live for the thrill of setting up and executing a well planned operation. Not all who live for the con use their skills to enrich themselves. Some do so to enact a sense of vengeance against a world that they see as unfair. Still others have taken the concept of attracting flies with honey instead of vinegar to heart. While Dexterity and it’s associated skills are important to you, you have found that Charisma is your primary tool. Some people might think you’re a lair and cheat, but you know deep down inside, everyone is.

Fast Talker

When you take this archetype at third level you make all Charisma (Deception) and Charisma (Persuasion) checks at advantage. You can also use the bonus action from cunning action to re-roll a failed check but must take disadvantage when you do.

Time to Run

When a con goes south, running away is the better part of valor. At fifth level you can attempt actions that hinder an enemies attempt to chase you. Anytime an enemy grows close enough to attack they must first succeed in a Strength (Athletics) roll. A failure indicates they lose a round of action while you continue running.

Master of Many Faces

You have learned to disguise yourself very well and can change your appearance quickly. At 9th level you may make a Charisma (Performance) check to disguise yourself. To do this you must be hidden and have proper clothing for the disguise. The action takes 1d6 rounds. If you choose to spend a full six rounds creating the disguise the Charisma (Performance) roll is with advantage.

Secret Life

When you reach 13th level, you have spent time building up a secret life that allows you to be anyone you want to be. To build a secret life you must purchase a home. You also must spend at least one month living as this person. Once a secret life is established, you can use it at any time You can build as many secret lives as you wish.

Protege

At 17th level you gain the loyalty of a fellow conman. This character is 3rd level and may by used in any way you see fit. This character will gain experience and develop skills as you choose.

 

-Ric

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The Paladin Code Part 2: Violating the Code /blog/paladin-code-part-2-violating-code/ /blog/paladin-code-part-2-violating-code/#respond Wed, 03 May 2017 15:01:45 +0000 http://www.failsquadgames.com/?p=1077 What constitutes a violation of the Paladin code? This question has confounded players and Game Masters since the inception of the class and continues to do so today. On one side of the argument is the player who feels they have their agency taken...

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PaladinWhat constitutes a violation of the Paladin code? This question has confounded players and Game Masters since the inception of the class and continues to do so today. On one side of the argument is the player who feels they have their agency taken away any time a Game Master “punishes” their Paladin. On the other side of the screen the Game Master feels responsible for upholding their concept of the game world and acting as judge over the rules of the game. There are a few hard and fast rules about the Paladin code throughout the editions, but they don’t do much addressing grey areas.

  • What happens when a Lawful Good Paladin works with a rogue known for theft?
  • What if a Lawful Evil Paladin shows mercy to someone weaker than themselves?
  • Do both count as violations, or do neither?

Why, or why not?

It would be impossible to cover every potential violation of the Paladin’s code,  but a Game Master can and should work from some general guidelines. The following is how I break down code violations at my table.

Minuscule Violations

Minuscule violations are actions that barely count as a violation of the code. An example of this would be the Paladin forgetting to say a prayer before entering battle. Sure, this goes against the Paladin concept, but it’s hardly a big enough offense to call for a god’s attention. Not only is the deity in question likely to be concerned with such an action, but a player shouldn’t have to live in fear of forgetting a minor detail like this. If you’re a Game Master who punishes players for such minor things, maybe  you need to review how you handle Paladins in your game.

Minor Violations

Minor Violations are actions that break the letter of the code, but don’t break the spirit of the code. For instance, in the 5e Player’s Handbook the Oath of Devotion requires the Paladin to be courageous. What happens if the Paladin is in a situation where they know that their death is an unavoidable outcome of a fight? By the technical definition of courage, this violates the code, but what good is a dead Paladin to their deity?

When it comes to minor violations, I feel that they should be treated as an opportunity for role-playing. The Paladin could have a bad dream, or a servitor of their deity visits the Paladin and issues a warning. If the Paladin continues to commit minor violations then something more unpleasant should happen such as a servitor coming down and beating the Paladin down. Unless the player isn’t learning the Game Master shouldn’t strip the Paladin of their power over minor violations.

Major Violations

Major violations are actions that are in direct contradiction to the Paladin’s code. An example is letting an enemy live when the Paladin follows the Oath of Vengeance (5e Player’s Handbook pg. 88).  There is no debate that this breaks the oath and the Paladin needs to be brought to task. I would suggest that the Paladin be tasked with repentance, but it is not unreasonable to strip the Paladin of powers.

Grotesque Violations

Grotesque Violations are actions that not only violate the Paladin’s code, but go against everything the Paladin stands for. Slaughtering innocents is an example of grotesque violations and should result in the Paladin losing their status at the very least.

There is no way to plan for every single violation of the Paladin’s code, but the above should help a Game Master and player work out details. As always feel free to fire off in the comments below and let me know what you think. Until next time happy gaming!

Ric

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The Paladin Code (Part I: Why is There a Code) /blog/paladin-code-part-code/ /blog/paladin-code-part-code/#comments Fri, 28 Apr 2017 19:20:53 +0000 http://www.failsquadgames.com/?p=1069 From the very beginning of the game the paladin has been a class surrounded with contention. In my experience it is the paladin code and what that code means causing most arguments. Many players feel that the code a paladin is required to follow...

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cavalierFrom the very beginning of the game the paladin has been a class surrounded with contention. In my experience it is the paladin code and what that code means causing most arguments. Many players feel that the code a paladin is required to follow is used by the Game Master as a stick to force their character into certain behaviors.

Game Masters, on the other hand, feel that players want the perks of the class without having to play the class correctly. I doubt anything I say affects the argument one way or the other, but it is a part of the game I have thought about quite often and figured I would share some of those thoughts today and follow up on in later posts.

Why is There a Code?

The concept of the paladin, a holy warrior who was granted amazing power in order to fight evil, existed from the beginning of the game. This power had to come from somewhere, and that somewhere was from the gods themselves. If a god was going to grant a human that much power, that god wanted to be assured the paladin would use it as intended. Thus the paladin code was created. This makes sense when you think about it. After all, why would a being as powerful as a god give that power without requiring something in return?

Not only would the god want something in return for granting the paladin power, but it would want to make sure that power didn’t get used for evil. This meant that not only did the god require the paladin to follow a code, but if the paladin did not uphold the code there needed to be someway to take the power away. While most everyone agrees that the concept of the paladin code makes sense, it is the god taking away a paladin’s power that causes problems. This is understandable, no one likes their character to lose powers simply because they did something against their code. The problem is that the paladin code is central to the concept of the class and without that code the paladin simply becomes a somewhat over-powered fighter.

While over time, the game has softened up on the paladin class (which anyone can attest who has played through all five editions* of the game),  even in today’s version the code is there. Most people agree there should be a code,  but what constitutes violating that code? What happens when that code is violated? All these can be hotly debated topics. I am going to explore this debate in future posts, but for now I need to let you all go.

In the mean time, I would love to hear from other people. If you have thoughts about the Paladin and the Paladin code, feel free to drop a line in the comments section below. Until next time, happy gaming!

Ric :)

*The game actually has more than five editions and there are grognards that will point this out so I figured I would point it out first :P

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Hirelings – Making your world real! /blog/hirelings-making-world-real/ /blog/hirelings-making-world-real/#comments Sun, 19 Mar 2017 19:48:59 +0000 http://www.failsquadgames.com/?p=1060 In the AD&D Players Handbook there is a brief few paragraphs on Page 39 that precedes the section on Henchmen. Hirelings The humble hireling is a frequently over-looked opportunity for the DM to add a fair amount of “dressing” to the world in which...

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Hirelings In the AD&D Players Handbook there is a brief few paragraphs on Page 39 that precedes the section on Henchmen.

Hirelings

The humble hireling is a frequently over-looked opportunity for the DM to add a fair amount of “dressing” to the world in which the characters live.

 At any time a character may attempt to hire various different sorts of workers, servants, or guards.

These hirelings are not henchmen that join you on your adventures, but the people who keep the home fires burning. they keep armor polished, spell books organized, houses free of vermin in the days, weeks, or months while the heroes are on the road. There are a few general hireling examples listed in the book:

  • Alchemist
  • Linkboy
  • Teamster
  • Blacksmith
  • Valet
  • Steward

This list also includes housekeeper, cook, farm hands and many other various jobs that heroes require. Even those who do not own property may still need a messenger, seamstress, or groomsman.

How do these serve the DM?

These bit actors on stage are often forgotten as daily living fodder. As DM it becomes a far more interesting game to take a brief note of each service required. Attach a name to these actors and a brief note on character traits or quirks. Keep these notes in your on-going setting, and soon you will find your heroes requesting these bit players by name.

The services can drain the coffers, but the tips for beloved service NPCs can drain them faster. I’ve seen players decide to spend small fortunes retaining the loyalty of simple hirelings. A humble tailor might find himself in a fine house, with the finest of tools, surrounded by family serving the master of the house. Another Lawful Good illusionist that comes to mind, hired a sweet girl from the brothel to make him tea for a week. Nothing more. In his elder years he wed his beloved to live in a cabin on a magical hill.

A hireling doesn’t need to be a throw-away service, it is an opportunity to create a living, breathing entity that can affect you game world and character experience.

Hirelings and adventures

Hirelings that are familiar to the players can give the heroes a sense of home. A place and people to defend. You don’t need to flesh each out to a full NPC, but keep the names, faces, and personalities consistent.

They quickly become active citizens with lives of their own. With those lives come struggles, and they happen to know a brave hero should things get dangerous.

Just a short list of hirelings with personalities can provide a never-ending series of story hooks, rumors, and trusted sources. Capturing them all to be rescued will grow old fast, instead allow these bit-players to become the heroes “eyes on the street”.

The folks working for the rich heroes, want their masters to stay rich – wealthy – and generous with the tips. If a goblin lair is rumored to be full of treasure, the best boss they have ever had, will likely find out.

Have you had any hirelings that took center stage in an adventure?

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