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Saturday, August 17, 2019

Pathfinder 2 in Freeport - a stress test


Pathfinder 2 in Freeport!


Our group played its first Pathfinder 2 (PF2) game last night, scarcely two weeks after the official release. I was drafted for DM duty, being the only one with the rulebooks in hand, and only two players were able to free themselves from work or other obligations. Yet, even though a party of two is decidedly suboptimal and dangerous, we had a great time.
My two friends L and C have been playing with me for some ten years here in central France. First we played D&D 3.5, then finally switched to Pathfinder years after its release. We played the Rise of the Runelords AP, and got a little over halfway through in four years of monthly games (with a few other players who came and went) and last December we started a pirate-themed homebrew campaign with a rotating DM chair, and that was going great. In 9 months we had some ten sessions and had reached 3rd level.

Still, it was with some trepidation that I suggested we switch right away to PF2 and start new characters. I had spent two weeks reading the rules and participating in the Paizo forums to clear up any grey areas, but I was worried that my fellow players might have become attached to their burgeoning pirate characters and would be miffed at me asking them to dump their darlings. Fortunately, they were as eager as I was to test the new game system, so the three of us had at it.

Character Creation

C decided to make an elf druid character named Eraklesias. He’d read a little online and was off to a good start. He chose Woodland Elf ancestry with the Elven Weapon Familiarity feat to give him access to more weapons than the base druid class would. He went on to choose the Animal Whisperer background, to capitalize on the druid vibe, and when he moved on to the Class section he chose the Animal focus as his druid order, so he could have an animal companion. Given our limited time for the session, he put off dealing with the animal companion for a later session, and after a quick run through the equipment section he was ready to go.

L really wasn’t sure what he wanted to make. He’d always found spellcasters too complex, and since I knew he loved being good at skills, I suggested he play a Rogue. He settled on a Human Rogue named Luciano, since I was already hinting at a character origin in Sandpoint, in Varisia, where they’d played the Rise of the Runelords campaign for so many years. He chose Versatile Heritage and Natural Ambition for an extra general feat and class feat, then went further into the Rogue vibe by choosing a Criminal background. Since I’d hinted that whatever background he chose, that would represent the family “business” that his father wanted him to follow until he turned his back on it and became an adventurer, it was now clear that he came from a long line of Czarni crime families, fleshing things out even further. Plunging into the Rogue class, he chose the Thief racket (for the DEX to damage option, the only way I’ve found to get DEX to damage in the game as it stands now) and the Nimble Dodge and Twin Feint feats, to see what cool stuff he could do dual wielding as a rogue. When he got to choosing his trained skills, he found he had nearly every skill in the game, having put most of his Ability boosts in DEX and INT. He grabbed the standard Rogue gear package and was ready to roll.

Our Starting Adventure in Freeport

We’d been playing for some months in a PF1 pirate-themed campaign, and although our characters had ostensibly been sailing towards Freeport, with our rotating DMs each coming up with new and different things, we still hadn’t arrived. So I decided we’d get this first PF2 session off to a good start by positing their arrival in Freeport. On a side note, I’ve always loved city-based campaigns, ever since the Judge’s Guild released the City State of the Invincible Overlord in 1976 at Gencon IX, so when I picked up the new Pathfinder edition of Freeport, the City of Adventure earlier that spring, I knew I had to get my players into that setting.

I wrote up a backstory for each character. Luciano had followed the family business for a few years, but had always been starry-eyed when he saw adventurers in town. One day he got a letter from his cousin Fredegar, asking Luciano to come to Freeport to work for him. Eraklesias was much older, so much older, in fact, that as a young Woodland Elf Druid, he’d befriended Rudolpho, Luciano’s grandfather, and stayed in touch, becoming something like a guardian angel for the young Czarni. So they were off for Freeport.

Act One: Downtime mode

PF2 has three modes of play: Downtime, Exploration and Encounter modes. I wanted to test all three last night. So I asked both players to look at their trained skills and choose one that they would use to Earn Income working in Fredegar’s tavern, The Crooked Hand. 

Eraklesias decided to use his skill at Nature to work in the stables, tending to animals, while Luciano decided to use Underworld Lore to provide illegal goods to tavern patrons, waiting tables as a cover. Both of them failed their first Earn Income check, earning only two copper pieces per day for the first week of work. I told them that they could pay 10 silver pieces each to have a comfortable living for the week, taking meals and drinking beer each night in Fredegar’s tavern, but they both opted to use the Subsist task to get by for free. Eraklesias critically succeeded at using the Survival skill to Subsist (rolling more than ten over the DC I’d set), earning a comfortable living for himself, fishing and hunting along Freeport’s docks. 

Luciano had an ordinary success in Society, earning him a subsistence living, like a homeless bum. The second week, they both succeeded at their earn income checks, gaining 2sp per day, and they again declined to pay for their cost of living. Luciano spent a second week living like a vagrant, while Eraklesias had another critical success for a comfortable living. The end result for the two weeks was that they both had 15.4 extra silver pieces in their pockets, and Luciano showed that he was completely lacking in personal dignity, an appropriate and interesting personality trait for a Rogue Thief Criminal.

Act Two, Encounter mode: What happened one night

Our budding heroes were lounging in the tavern when they noticed a red-haired woman in sailor’s garb walk in with three men following her and make straight for the corner table where she drew her rapier and threatened an old man who’d been a regular for the last two weeks. A successful perception check allowed them to overhear her say, “So, yellow belly! Here’s the dive where you’ve been hiding yourself. You didn’t really think that you could rob me without my coming to look for you, did you?” It was time to check initiative.

I like to start adventures “in media res” or “in the middle of the thing”, asking players to react to the scene unfolding before them. Eraklesias used his earlier perception roll for initiative, but since Luciano was working his grift, selling illegal goods to tavern patrons, he used an Underworld Lore check for initiative. The woman, a 3rd-level rogue pirate, won initiative and used her actions to critically wound the old man, sending him straight to Dying 2, scarcely a round or two from certain death, then rifled his pockets for two actions. Eraklesias and Luciano faced off against two zero-level pirates (new hires on the woman’s ship) while the third man, a 2nd-level fighter, pushed some tavern patrons around to make a quick path for escape. 

Eraklesias used a combination of strikes and trip and shove actions to overcome his lesser opponents, while Luciano, sure of himself, circled round to attack the woman. He missed his strikes, then she landed a blow before trying to trip him, only to score a critical failure and fall, slipping on the old man’s blood. 

Luciano was sure to conquer, but only managed to slightly wound the woman before she got to her feet and took the Long Jump action (at a cost of two actions), running ten feat and  successfully leaping over an intervening table on her way to a stairway that went upstairs. Her right-hand man covered her escape before withdrawing after her. I asked for Recall Knowledge (Society) checks from both PCs, and they remembered that there were two exits from the upstairs, via exterior staircases. 

They elected to let their adversaries escape while they remained behind to lick their wounds. Eraklesias used his healer’s kit and the Medicine skill to good effect, healing both of them almost completely, but they were left with the mystery of the old man’s death, and the woman’s words about a mysterious stolen map.

Act Three, Exploration mode: an investigation

Both heroes had survived their first fight, not too much worse for wear. Using Medicine to stabilize and then heal one of the zero-level pirates from Dying 3, just in the nick of time, they interrogated him, but didn’t find out much beyond the woman’s name and the dock where her ship was berthed. They were more interested in finding out about the old man, but failed their Diplomacy (Gather Information) checks to work the crowd, looking for anyone who might have witnessed his comings and goings, and then also failed their Survival (Tracking) checks to backtrack the old man after commandeering his boots. Things were not going well, and as they navigated through the twisted back alleys of the Docks district of Freeport, I decided to spring an encounter on them: a pack of giant rats carrying the dread Filth Fever disease.

However, when I’d first planned this part of the night’s adventure, I didn’t know what character classes my friends were going to choose. Giant Rats may be nasty adversaries for two 1st-level adventurers, but they have the “animal” type, so quite naturally Eraklesias used his druidic power of Wild Empathy (via a Diplomacy: Make an Impression check) to improve the pack leader’s attitude. He then used Wild Empathy again to make a Diplomacy (Make a Request) check, and also succeeded in asking the pack leader to call off the attacks.

I’d earlier planted the rumor that more and more packs of giant rats had been seen around the Docks district at night, and Ereklesias had the bright idea of asking the rat (which has “scent” listed amongst its additional senses) to sniff the old man’s boots to find out if it knew where he lived. These are the moments I live for as a DM – a clever idea leads to a solution when all the avenues I’d planned out have failed.

Act Four: the adventure continues

It was late, but we elected to keep playing. We’d already tested all three gameplay modes of the PF2 system, and were starting to get the hang of it. They searched the raggedy old house the old man had been living in, found some clues and discovered a secret trap door leading to a basement and a section of Freeport’s sewers. They faced off against a giant centipede (amongst other critters) and discovered just how dangerous PF2’s new poison system can be, especially for a character with a ten Constitution and a low Fortitude save. Luciano very nearly died, only surviving thanks to Eraklesias’ quick thinking and good Medicine skill rolls. We wrapped up the night’s session and my friends headed home. We’d given all three of PF2’s gameplay modes a good run through, not to mention the character creation process (easy as ABC!), the skill system and the combat system, all the way to deleterious conditions and Dying levels.

I’m tempted to write this homebrew adventure up and make it available as a quick-start one-shot adventure or campaign seed. I’ve got all the stat blocks and gameplay mode guidelines written out, all it would take is a bit of spit and polish. If you’re interested, let me know, either in the comments section or via PM on the Paizo PF2 forums. Look for Wheldrake. Thanks for reading.


Saturday, August 3, 2019

Pathfinder 2 - quelques remarques

Hier j'ai reçu le Core Rulebook et le Bestiary de Pathfinder 2 (PF2), le même jour que le lancement officiel de Pathfinder 2 par Paizo. Pour les lecteurs français (qui devront attendre de longs mois avant la parution possible d'une version française chez Black Book Editions) je propose quelques remarques personnelles sur ce nouveau jeu.

Car c'est bel et bien un nouveau jeu, malgré les nombreuses similitudes avec la 1e version de Pathfinder et avec les diverses éditions de Dungeons and Dragons auparavant.

Ce qui reste pareil

Le concept de base n'a pas changé: un maître du jeu entraîne un groupe de joueurs dans des aventures diverses et variées, et chaque joueur incarne un héro qui possède des caractéristiques, sa race, sa classe et un tas de capacités spéciales qui lui sont propres.

Les caractéristiques de base sont les mêmes qu'en 1974 et les bonus que confèrent ces caractéristiques sont les mêmes qu'en DD3.5 et PF1, les ancêtres directs de PF2. Les races proposés (sont l'étiquette "Ancestries") sont quasiment les mêmes, avec l'adjonction des gobelins comme race de base proposé aux joueurs, et le fait que les demi-orques et les demi-elfes sont désormais des sous-variétés des humains. A première vue, les classes semblent être les mêmes qu'auparavant aussi, bien que des changements profonds aient été entrepris dans les détails de leurs pouvoirs. La majorité de ces pouvoirs sont réunis sous l'étiquette de "dons" ("feats"), ce qui ne semblera pas bien nouveau pour les joueurs de DD3.5 et de PF1.

Ce qui a changé

Le système de jeu a été simplifié et codifié d'une façon beaucoup plus lisible et gérable, surtout par de nouveaux joueurs, et pour moi ces simplifications constituent un des plus grands atouts de PF2.

Le système des actions ("action economy"): Il était facile de se perdre, dans PF1, des détails arcanes des actions, entre les actions simples, les actions de mouvement, les actions libres, les actions rapides, les actions instantanées et les actions qui n'étaient pas des actions. Dans PF2, chaque personnage a droit à trois actions et une réaction par tour, et c'est tout.  Chaque action peut être dépensé comme bon lui semble: trois coups d'épée, trois déplacements, ou un mélange quelconque d'actions dans n'importe quel ordre. Certes, il existe des actions plus longues et complexes,  comme faire une attaque en puissance ou lancer un sort qui "coutent" deux actions, et il existe toujours des actions libres, bien qu'ils soient peu nombreuses et bien définies. Nous avions vu ce système en "pré-version" dans Pathfinder Unchained, mais c'est désormais complètement intégré dans le noyau du système de jeu. C'est élégant, relativement simple et beaucoup plus compréhensible que l'ancien système d'actions de PF1 et de DD3.5.

Un système unifié pour les jets de sauvegarde, les compétences, les jets d'attaque et de magie: Il est surprenant que cela ne soit pas arrivé plus tôt, puisque tous ces jets se font sur d20 en visant un valeur cible comme le DD d'une tâche ou le CA d'un adversaire. Désormais tout est lié au niveau de compétence (non entrainé, entrainé, expert, maître ou légendaire) et du personnage. Plus besoin de fignoler avec des points de compétence, mais il faut prendre des choix cornéliens lors de la création et de l'avancement du personnage pour améliorer ou élargir ses champs de compétence.

La création du personnage: L'étape long, complexe et difficile de la création du personnage dans PF1 rebutait plus d'un nouveau joueur. Même les joueurs plus aguerris se mettaient souvent à agoniser sur certains choix à faire (sélection des bons traits et dons pour parfaire leur "build). Je trouve les étapes proposés dans PF2 beaucoup plus simples et compréhensibles, et ils conservent néanmoins une très grande mesure de profondeur de possibilités et de combinaisons afin de personnaliser au maximum chaque personnage. Cela passe par trois étapes principales.

1) "Ancestry" reprend la notion de race: nain, elfe, gnome, etc. A la différence majeur de PF1 et DD3.5, la plupart des capacités spéciales de ces races sont des options (dons de race, ou "ancestry feats") que l'on peut choisir (ou non) de telle façon à ce que deux elfes ou deux halflines n'auront pas des capacités identiques. Plus tard, au fur et à mesure que le personnage avance en niveau, il pourra prendre d'autres dons de race ("ancestry feats") plus puissants et plus variés. Personnellement, je regrette le choix cornélien imposé lorsque on prend telle option sans pouvoir prendre telle autre, mais c'est cela la personnalisation ou "customisation" qui rend intéressant et unique chaque personnage.

2) "Background", c'est l'histoire de votre personnage avant de devenir aventurier. Votre personnage a vécu comme nomade, mineur, fermier, marchand, scribe, homme d'armes ou chasseur de primes? Cela donnera un petit goût de profondeur aux personnages qui n'était pas forcément présent avec les jeux antérieurs. Chaque "background" donnera quelques capacités spéciales ancrés dans l'histoire personnelle du personnage. Certes, un certain nombre de joueurs se faisait plaisir déjà à détailler tous les péripéties de la vie antérieur de leur personnage, et PF1 avait un sous-système de traits (une sorte de "mini-don") qui était censé représenter l'apport de cette vie avant de devenir aventurier, mais je trouve le système de "background" plus simple et plus rapide, surtout pour les nouveaux joueurs.

3) "Class" représente les classes classiques: guerrier, rôdeur, roublard, mage, ensorceleur, prêtre, alchimiste, moine et j'en passe. Chacune des classes offre de très nombreuses options, à un tel point qu'il est possible de créer des personnages très variés sur le même châssis. Certes, c'était vrai aussi avec DD3.5 et PF1, mais un grand effort d'harmonisation a été accompli, et je trouve les informations plus claires et rapides à assimiler.

Il est difficile de faire un bilan comparatif de PF1 et de PF2. Les dons et les sorts, même ceux qui portent le même nom qu'auparavant, donnent l'impression de fonctionner différemment. Sans doute faut-il y jouer à plusieurs reprises pour en déceler la spécificité. Mais à première vue, PF2 a l'air tout à fait jouable et tentant. Les options de création et d'avancement pour certaines classes comme l'ensorceleur et le mage me paraissent particulièrement riche, mais c'est sans doute vrai pour d'autres classes aussi, je n'ai pas encore tout lu.

Je livrerai d'autres remarques au fur et à mesure que mes lectures (et peut-être bientôt mes parties de jeux) progressent.






Friday, July 12, 2019

A Scratchbuilt Pirate Ship. Aaaargh!

After a lengthy break for real life, I am back at scratchbuilding, this time with a pirate ship. I'm building props for our ongoing fantasy-medieval roleplaying game sessions, so there's a fair bit of anachronistic history-smashing going on, but my base concept was to build a medieval cog, even if the end result has tipped into more of a caravel design. Be that as it may, here's my work in progress.

My project began with a smaller boat, something like a small knarr or large ship's boat. The basic concept was to use a foam core to give the hull its proper shape, then use 1mm-thick balsa sheets for the hull planking. Here is a glance at that first proof-of-concept boat, but you can also see the full write-up here.


Building the cog began much the same way: I took a 2D ship plan I'd been using in early games to trace out the basic hull shape onto a cardboard template, then onto a 20mm-thick foam insulation sheet (the dense kind) and eyeballed the angle I wanted to give the hull once it was glued to the foam core.


The hull planking also involved using a cardboard template, temporarily pinned in place to get the right shape for the fore- and aft-castles.

Once this cardboard template was cut, I transferred the shape to 1mm-thick balsa sheet.


Then began the tricky part. I soaked the two balsa sheets prepared for the hull planking (pre-scribed to represent individual planks) for some 6 hours, to make them pliable. Then, using my new glue (much better than standard white glue) I pinned them in place, one by one. While the first side was drying, I pinned the second side onto the scrap left from preparing the foam core, just to give it about the right shape.



And here is the second side, glued in place. You can see my glue in the background.


Next, I prepared the fore and aft keel pieces, and put in the exposed parts of the ship's ribs, alternating between extra thick ribs and thinned ones, since that seemed to be the method used in the pics I consulted on the net.



Then it was time to get started on the deck planking. I considered using a single sheet of 1mm-thick balsa, but getting the pieces to fit between all those ribs gave me the willies, so I decided to do individual planks, with thicked transverse pieces corresponding to the thicker ribs, and thinner longitudinal planks in between, the idea being that those planks would be partially removed to load the ship's hold. Of course, since there's just foam beneath the deck, all those planks will be firmly glued in place.


The little square in the middle was intended to receive the single mast which must cogs seemed to use. More on that later.




Since the next step would involve putting in walls (bulkheads?) for the fore- and aft-castles, I decided it was time to slap some paint on those planks. I used a very dilute mixture of brown and black craft paint, with a little black ink thrown in, counting on the balsa to soak up the liquid, which it did quite nicely. This time I included a figure for scale.



I then proceeded to make the walls closing off the fore and aft-castles, as well as the decking for both, which would have to be removable, so as to give some interior space for gaming needs. That's why I chose to use balsa sheets, scribed to represent planking, rather than individual planks, since these pieces would have to be sturdy and durable enough to remove.



One design decision, which I now regret, was in making the forecastle rectilinear rather than curved in shape. Many of the cog images I consulted had rectilinear breastworks to protect the crew and archers, and many even had castle-like crenelations. I decided against the crenelations because I thought they looked silly, and I wish I had also decided to use a curved bow rather than straight pieces. But what's done is done, and I'm sticking with it. I also toyed with the idea of adding another deck to the aft castle, but eventually decided that would look too muck like a caravel or even a galleon. So this is the basic shape of my half-finished cog. A few hours of work, a lot of breaks for soaking wood and waiting for glue to dry, but I got this far in four days of off-and-on building.

It's a work in progress, and I'll post more when I get there. I'm a bit leery about the next steps: railings around the gunwhales, a bit more bracing for the forecastle, stairs and doors. Not too bad so far, though, eh?


Tuesday, February 26, 2019

Les Héros des Grippli



Dans le village des Grippli
Photo by Hein Mück, from Wikimedia Commons

Lors du festin pour célébrer le retour de leur idole, les Grippli vous ont fait de nombreux cadeaux :
-   La Cuirasse d’Erastil (relique d’un ancien sauveur)
-   4 potions de soin (1d8+1)
-   4 potions de Force du Taureau (+4 FOR, 3 minutes)
-   Une arme Grippli chacun, soit une épée courte, un gourdin, un épieu, un filet, ou 5 dards (flechettes).
-   Un collier de plumes chacun (valeur 20po)

Vous pouvez également acheter des potions créées par leur chamane, dans la liste suivante. Les Grippli n’apprécient pas les pièces d’or à leur juste valeur, mais utilisent souvent le troc. En conséquence, les prix payés en pièces d’or sont majorés de 50%, tandis que les prix payés en troc (armes, gemmes, etc) sont réduits de 33%.


Objets et potions
Prix en PO
Troc
Nourriture Grippli (1 jour, 0,5 kg)
0,75
0,34
Eau bénite
38
17
Antitoxine
75
34
Torche éternelle
165
74
Sacoche immobilisante (2kg)
75
34
Coagulant (+5 premiers soins, DD15/20)
38
17
Potion de soins légers (1d8+1)
75
34
Potion de protection contre le mal (1 minute)
75
34
Potion d’armure de mage (1 minute)
75
34
Potion de bénédiction (+1 att et JdS contre la peur, 1 minute)
75
34
Potion d’agrandissement (1 minute)
75
34
Potion de soins modérés (2d8+3)
450
200
Potion d’aide (bénédiction + 1d8+3 PV temporaires, 3 minutes)
450
200
Potion de délivrance de la paralysie
450
200
Potion de force de taureau (+4 FOR, 3 minutes)
450
200
Potion de grâce féline (+4 DEX, 3 minutes)
450
200
Potion de peau d’écorce (+2 CA, 30 minutes)
450
200
Potion de pattes d’araignée (+8 escalade, vitesse 9m, 30 minutes)
450
200
Potion de lévitation (6m, 3 minutes)
450
200

Note : les épées à deux mains de maître valent 175po

Par ailleurs, en parlant avec les quelques Grippli qui parlent le commun, vous apprenez les informations suivantes :
-          Une fois par mois, à la pleine lune, certains d’entre eux commercent avec un village humain situé dans les contreforts nord-est de l’île. Il s’agit d’un village pirate, et leur contact est un marchant grassouillet au nom de Cabe. Il faut rester sur ses gardes, car ce Cabe essaie souvent de les arnaquer.
-          Les ennemis jurés des Grippli sont les araignées géants qui habitent tous les hauteurs de l’île. Il y a de nombreuses générations de Grippli, un sorcier araignée a fait disparaitre leur idole et les Grippli se réjouissent d’avoir pu la récupérer.
-          Les nombreux ruines qui jalonnent l’île sont les restes d’une ancienne civilisation humaine dont la chute s’explique par un pacte passé avec un dieu maléfique. Les Grippli refusent de prononcer son nom, mais à l’écart des villageois, leur chamane dessine un symbole dans le sable que vous reconnaissez : Zon-Kuthon.
-          Les morts-vivants constituent un danger constant sur l’île, surtout la nuit tombée. Il y aurait quelques villages de goules situés dans d’anciens nécropoles en ruine dans le nord de l’île.