Wednesday, June 4, 2008

 

The Nature of a Hero

“Truth has many faces.” Chinese proverb

Indiana Jones is my hero. I idolized him as a kid and I still wish I could be more like him. The closest I’m likely to get is a dusty brown fedora and a professorship at a university, which somehow lacks the “derring-do” I so admired. But people do heroic things every day, and sometimes the greatest of deeds go completely unnoticed. We toss out the term “hero” more than we should, probably because we love them and flat out enjoy a parade. Still, I’d like to take a closer look and share some of my views on this lofty status.

A hero is a varied concept in the D&D world. A hired mercenary for instance is really no more than a powerful exterminator. He earns a living by destroying pests, taking their treasure, and returning to his employer for the promised reward. Depending upon the pests, his job may entail a considerable risk and equate to a commensurate benefit to the community. He’s a stand-up guy; a real pip-a-roo. He deserves a slap on the back and a pint of cold ale with his comrades at the local inn. He is good. But I believe it takes more than community service to be a hero. It takes more than goodness.

How important is “intent” on the definition of a hero? Say the mercenary above was, in actuality, evil to his horrid little core. His sole motivation in his endeavors is the glory of the kill and money. If you disagreed with me before, what do you think of our mercenary now? To call him an “inadvertent hero” is tempting but unsatisfying. It feels to me a cheapening of a noble state. Perhaps his actions aren’t heroic but rather an “unexpected windfall”; like the death of a beloved but rich uncle.

Say his “intent” is mixed. The poor bastard has to eat, right? The village is in dire need and no one else will answer the call. In this situation there is righteousness and fear and/or risk as well as potential financial gain. Though I feel he is a hero, the waters darken. Superman doesn’t save a woman from a purse-snatcher only to take a few bucks to help pay the skyrocketing rent in Metropolis. She might even wave the money in his face (or some other savory reward) in an attempt to repay his kindness. He would refuse. He is a better man than I, even though he isn’t a man but an alien. What would the Minutemen do with Kal-El, I wonder. Talk about immigration reform.

A true hero not only does what others can’t, he also does what others know they should.

Say our mercenary isn’t a mercenary after all. He’s a big dude with an even bigger sword and the only reward he takes comes from the evil that falls under that sword. What a guy! And he knows it. Hubris has killed more heroes than every sword or arrow ever made. Mr. Big Sword swaggers into town not only deserving accolades but expecting them; maybe even getting angry when his actions aren’t appreciated. That’s understandable. Still, Superman wouldn’t prevent a robbery at a Quickie Mart and then return every week demanding free diet cherry Dr. Pepper. He would merit it without question but is he entitled? In my estimation it lessens his heroic status to expect and particularly to demand heroic status.

A true hero is self-sacrificing not only in body but in mind and spirit, putting the needs of others before his at all times.

Don’t get me wrong, self-sacrifice can be taken too far. A true hero can only turn the other cheek so many times before it becomes pointless and stupid. But where is that line? He must defend those who not only need it but want it. What if they can’t decide for themselves? And should he save himself at the expense of the lives of others knowing that his continued existence will be a greater benefit to the world over time? These are tough questions and situations; far more difficult than cleansing a dungeon of all evil. Tough enough, in fact, that only a true hero can solve them. Someone should make a game where people “role-play” characters who deal with these issues! Oh, wait…

Heroism, like truth, has many faces and degrees and can even be relative. Was Darth Vader a hero? Perhaps he was more of an anti-hero or both at different times of his life. Was Luke justified in destroying the Death Star when thousands of innocents undoubtedly lost their lives (thanks Kevin Smith)? It gets subjective with the speed of an objective bullet.

In a role-playing scenario the needs, wants, and personality of a character (and player) tend to determine the degree of heroism within our characters. You might find it interesting to consider my thoughts, add some of your own, and actually gauge your character’s heroic status. Is he high good/low hero? Or is he moderate good/high hero? Can a character be high good/low hero or high evil/high hero? What about past characters? Is it better to have a party that is all good and with varying degrees of heroicness or vice-versa?

Hmmmmmm…..


 

News

I've got bad news...I'm not going to be able to make as many games over the next year or so. Family, money, and time constraints are taking their toll. For the time being, I'm going to have to bow out of our monthly/bi-monthly games for awhile. I' d like very much like to plan and attend some sort of "annual" game, perhaps next Summer, if others are willing.

This is very difficult for me but it's been a long time coming...

I am hoping that those of you who desire, will still get together more regularly and toss bones and maybe toss me one, by emailing or using the blog to share your exploits. Hearing about your exploits 2nd hand won't be the same but

I'm going to reassess this after a few months and see if things have changed but for now, that's where I stand.

Friday, May 9, 2008

 

May game

Looking forward to the game, bizatches!

Tuesday, March 11, 2008

 

An Alternate Take on Gary Gygax

http://www.slate.com/id/2186203/

Saturday, March 8, 2008

 

Why WotC is Slash-and-Burning Dungeons & Dragons

That is a really interesting point of view and I think much of it has merit.

The fundamental tenant of his argument, however, is easily debatable; that is, how much of "The Game" is a system of rules and how much comes from the mind of the DM and his players.

None of us would argue that the style of the rules system doesn't have a huge effect on the game-play and the overall "vibe" of the game. There is no way I could effectively run a Ravenloft campaign with the 4.0 rules without significant modification, for instance. It just wouldn't make sense. For traditional fantasy, however, is seems very workable.

I've never been interested in the rules. They are a necessary component to the part of the game that I am interested in; story, role-playing, and companionship. To abandon much of the old system may not be a detriment but rather an advancement of those elements of the game. Though it remains to be seen, I'm hopeful.

I'm in favor of simplification. It will speed game play and enable those of us with less time and/or inclination to wrestle with 3.0 or 3.5 to become better acquainted with the system and thus have a more significant investment in the game. Who knows, with a more intuitive and accessible system Scott might manage to decide his character's action in somewhere under an hour!

The success of the game will depend on its flexibility and ease of play. Fourth edition seems to lean in that direction. I say the King is dead. Long live the King.

Tuesday, March 4, 2008

 

A Sad Day

The Father of Dungeons and Dragons, Gary Gygax, Has Died..

Do-It-Yourself – Ernest Gary Gygax ( July 27, 1938 -- March 4, 2008) was an American writer and game designer, best known for co-creating the pioneering role-playing game Dungeons & Dragons (D&D) with Dave Arneson, and co-founding the company Tactical Studies Rules with Don Kaye in 1974. Gygax is generally acknowledged as the father of the role-playing.


Saturday, February 23, 2008

 

4th Edition Rogue

Rogue

"You look surprised to see me. If you’d been paying attention, you might still be alive."

CLASS TRAITS

Role: Striker. You dart in to attack, do massive damage, and then retreat to safety. You do best when teamed with a defender to flank enemies.
Power Source: Martial. Your talents depend on extensive training and constant practice, innate skill, and natural coordination.
Key Abilities: Dexterity, Strength, Charisma

Armor Training: Leather
Weapon Proficiencies: Dagger, hand crossbow, shuriken, sling, short sword
Bonus to Defense: +2 Reflex

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges: 6 + Constitution modifier

Trained Skills: Stealth and Thievery plus four others. From the class skills list below, choose four more trained skills at 1st level.
Class Skills: Acrobatics (Dexterity), Athletics (Str), Bluff (Cha), Dungeoneering (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dexterity), Streetwise (Cha), Thievery (Dexterity)

Build Options: Brawny rogue, trickster rogue
Class Features: First Strike, Rogue Tactics, Rogue Weapon Talent, Sneak Attack

Rogues are cunning and elusive adversaries. Rogues slip into and out of shadows on a whim, pass anywhere across the field of battle without fear of reprisal, and appear suddenly only to drive home a lethal blade.

As a rogue, you might face others’ preconceptions regarding your motivations, but your nature is your own to mold. You could be an agent fresh from the deposed king’s shattered intelligence network, an accused criminal on the lam seeking to clear your name, a wiry performer whose goals transcend the theatrical stage, a kid trying to turn around your hard-luck story, or a daredevil thrill-seeker who can’t get enough of the adrenaline rush of conflict. Or perhaps you are merely in it for the gold, after all.

With a blade up your sleeve and a concealing cloak across your shoulders, you stride forth, eyes alight with anticipation. What worldly wonders and rewards are yours for the taking?

ROGUE OVERVIEW

Characteristics: Combat advantage provides the full benefit of your powers, and a combination of skills and powers helps you gain and keep that advantage over your foes. You are a master of skills, from Stealth and Thievery to Bluff and Acrobatics.

Religion: Rogues prefer deities of the night, luck, freedom, and adventure, such as Sehanine and Avandra. Evil and chaotic evil rogues often favor Lolth or Zehir.

Races: Those with a love for secrets exchanged in shadows and change for its own sake make ideal rogues, including elves, tieflings, and halflings.

Creating a Rogue

The trickster rogue and the brawny rogue are the two rogue builds, one relying on bluffs and feints, the other on brute strength. Dexterity, Charisma, and Strength are the rogue’s most important ability scores.

Brawny Rogue
You like powers that deal plenty of damage, aided by your Strength, and also stun, immobilize, knock down, or push your foes. Your attacks use Dexterity, so keep that your highest ability score. Strength should be a close second—it increases your damage directly, and it can determine other effects of your attacks. Charisma is a good third ability score, particularly if you want to dabble in powers from the other rogue build. Select the brutal scoundrel rogue tactic, and look for powers that pack a lot of damage into every punch.

Suggested Feat: Weapon Focus (Human feat: Toughness)
Suggested Skills: Athletics, Dungeoneering, Intimidate, Stealth, Streetwise, Thievery
Suggested At-Will Powers: Piercing Strike, Riposte Strike
Suggested Encounter Power: Torturous Strike
Suggested Daily Power: Easy Target

Trickster Rogue
You like powers that deceive and misdirect your foes. You dart in and out of the fray in combat, dodging your enemies’ attacks or redirecting them to other foes. Most of your attack powers rely on Dexterity, so that should be your best ability score. Charisma is important for a few attacks, for Charisma-based skills you sometimes use in place of attacks, and for other effects that depend on successful attacks, so make Charisma your second-best score. Strength is useful if you want to choose powers intended for the other rogue build. Select the artful dodger rogue tactic. Look for powers that take advantage of your high Charisma score, as well as those that add to your trickster nature.

Suggested Feat: Backstabber (Human feat: Human Perseverance)
Suggested Skills: Acrobatics, Bluff, Insight, Perception, Stealth, Thievery
Suggested At-Will Powers: Deft Strike, Sly Flourish
Suggested Encounter Power: Positioning Strike
Suggested Daily Power: Trick Strike

Rogue Class Features

All rogues share these class features.

First Strike
At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.

Rogue Tactics
Rogues operate in a variety of ways. Some rogues use their natural charm and cunning trickery to deceive foes. Others rely on brute strength to overcome their enemies.

Choose one of the following options.

Artful Dodger: You gain a bonus to AC equal to your Charisma modifier against opportunity attacks.
Brutal Scoundrel: You gain a bonus to Sneak Attack damage equal to your Strength modifier.

The choice you make also provides bonuses to certain rogue powers. Individual powers detail the effects (if any) your Rogue Tactics selection has on them.

Rogue Weapon Talent
When you wield a shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls.

Sneak Attack
Once per round, when you have combat advantage against an enemy and are using a light blade, a crossbow, or a sling, your attacks against that enemy deal extra damage. As you advance in level, your extra damage increases.

Level Sneak Attack Damage
1st–10th +2d6
11th–20th +3d6
21st–30th +5d6

Rogue Powers

Your powers are daring exploits that draw on your personal cunning, agility, and expertise. Some powers reward a high Charisma and are well suited for the trickster rogue, and others reward a high Strength and appeal to the brawny rogue, but you are free to choose any power you like.

Deft Strike
Rogue Attack 1
A final lunge brings you into an advantageous position.

At-WillMartial, Weapon
Standard Action
Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Special: You can move 2 squares before the attack.
Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.


Piercing Strike
Rogue Attack 1
A needle-sharp point slips past armor and into tender flesh.

At-WillMartial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex

Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.


Positioning Strike
Rogue Attack 1
A false stumble and a shove place the enemy exactly where you want him.

EncounterMartial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Will

Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square.
Artful Dodger: You slide the target a number of squares equal to your Charisma modifier.


Torturous Strike
Rogue Attack 1
If you twist the blade in the wound just so, you can make your enemy howl in pain.

EncounterMartial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage.
Brutal Scoundrel: You gain a bonus to the damage roll equal to your Strength modifier.


Tumble
Rogue Utility 2
You tumble out of harm’s way, dodging the opportunistic attacks of your enemies.

EncounterMartial
Move Action
Personal
Prerequisite: You must be trained in Acrobatics.

Effect: You can shift a number of squares equal to one-half your speed.


Crimson Edge
Rogue Attack 9
You deal your enemy a vicious wound that continues to bleed, and like a shark, you circle in for the kill.

DailyMartial, Weapon
Standard Action
Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Fortitude

Hit: 2[W] + Dexterity modifier damage, and the target takes ongoing damage equal to 5 + your Strength modifier and grants combat advantage to you (save ends both).
Miss: Half damage, and no ongoing damage.

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