Monday, September 26, 2022

You Don't Win The Next Encounter By Preparing For The Last One

"The best way to lose the next war is to spend all your time learning how to best fight the last one."

There are a dozen different varieties of this sentiment out there, but even a brief study of history (or a look at today's headlines) proves exactly how true this can be. The introduction of the crossbow in large numbers put power into the hands of people who didn't need decades of training, and it allowed them to pierce even heavy armor. Infantry and cavalry charges had been extremely effective for centuries, but sprinting across no-man's-land during the days of WWI meant that huge numbers of exposed troops would be wiped out by machine gun fire. Tanks, and then fighter jets, were each considered huge threats on the battlefield in their day, but these days they're often no more than big, expensive targets for drones.

What does all of this have to do with RPGs? Well, because many players will kneecap themselves by looking backwards when it comes to their PCs' mechanics and abilities, instead of looking at what might be coming next.

All right... let's see those goblins handle this!

Before we get into the nitty gritty this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!

Lastly, to be sure you're following all of my followables, check out my LinkTree!

Look Forward, Not Backward


Let me paint a scenario for you. It's a Pathfinder game, and you're playing a ranger. You started off with undead as a favored enemy, but the whole first arc of the campaign is your party fighting goblins. You're at something of a disadvantage, but you manage to get through it with good teamwork, liberal use of alchemist fire, and a few lucky critical hits. When the smoke clears, and the hobgoblin leader lies dead at your feet, you know what to do with your class features. You've spent the past few levels fighting goblins, after all, so you decide you should make your next favored enemy goblins.

And then for the rest of the campaign you never fight goblins again. Not even once.

What the hell do you mean, "We're going dragon hunting?"

Whether it's dropping a huge amount of gold on a bane weapon for a creature type you aren't going to see again, buying up potions of cold resistance when that's not a hazard you're going to face going forward, or adding piecemeal feats because they might have helped in the past, there are few better ways to sabotage yourself than to ensure you're perfectly kitted out to fight an enemy you've already beaten, rather than the one that lies ahead of you.

And since I can hear the keys clicking in the comments, let me be explicit. I am not saying that players should metagame their campaigns. You shouldn't read ahead if you're playing a prewritten module, or beg your GM to confirm that your choices for your character are going to be useful in the future. What I am saying is that you need to look at the decisions you're making regarding your character, and weighing their practicality. Because you only have so many resources to spend throughout the campaign, and if you spend them for taking on the past, then what comes around the corner may just flatten you.

A Couple of Questions You Should Ask Yourself


While the example I gave above is for Pathfinder, this is something that can happen in any RPG with more than a creamy peanut butter ruleset. You're going to make choices when it comes to your resources, and those choices will determine what your character can do, and what they probably can't do. So before you commit to a given course, simply ask yourself the following questions:

- Does this ability mesh with my character's overall skill set?
- Does this choice require a very specific set of circumstances to work?

There are more potential questions, but we'll stick with these for now.

The first question is one we rarely think about, but which we see being ignored all the time in our games. For example, say that the greatsword fighter wants to take a level in wizard. Not because they have a plan for how this multiclass is going to dovetail into a warrior mage, or because there's a particular build that will make this combination work... they just want access to mage hand. While the customer is always right in matters of taste, that's a rather large expenditure of resources just to get an ability that doesn't really jive with swinging around a two-handed sword.

For the second question, consider how rare the circumstances are for this ability to function. Whether it's a feat that only goes off when you score a critical hit, or a magic weapon that only works against a specific type of creature, or an ability that only protects you against a specific kind of element, you need to consider how often you're going to come into contact with that situation. Because abilities you never have the opportunity to use may as well not be on your sheet, even if you paid for them.

Generally speaking, you want abilities that make your character better at the role you've chosen for them, and that they're going to be able to use often.

Because it's easy to look at your previous battles against the giant spider hoard, and to think tricking yourself out for cracking off an enemy's natural armor, getting bonuses against foes with 6 legs or more, and becoming immune to one, specific kind of poison are great investments. But if you have to switch your focus to fighting an uprising of stone giants in the north, then you've just tied one hand behind your back because you're focusing on how to fight your last enemy instead of your next one.

Recommended Reading


If you enjoyed this week's update, consider checking out some of the following articles:

- How Long Does It Take For Your Character To Go From 0-60? We often ignore how long it takes us to get up to speed, and that can be a critical factor in our games.

- Everything in an RPG is Situational... Everything Every ability, every spell, and every power has its place... the key is making sure that you're using them when they're going to be most effective.

- 5 Challenges You Have To Deal With in Every Pathfinder Adventure Path Because I've played my share of these things at this point, and all of them present you a few basic challenges sooner or later.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, September 19, 2022

GMs, Fight The Urge To Take Things Away From Players

I tend to spend a lot of time in forums and social media groups where players and Game Masters congregate. And every day or so someone runs in with wild eyes and their hair sticking up at all angles, on the verge of panic because it turns out that a player character has an ability that is wrecking house, or they gave their PCs magic items that have seriously upended the balance in their game. Then, without fail, they start asking all of us how to take those items and/or abilities away from their players.

I want to be very clear, here... do not do this. Nothing will frustrate your players faster, or mar their trust in you more, than feeling like they cannot rely on you to hold up your end of the social contract for this game.

That said, if you find yourself in this situation, consider the following steps.

No, give me that back!

Before we get into the nitty gritty this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!

Lastly, to be sure you're following all of my followables, check out my LinkTree!

Step #1: Re-Read The Rules in Question


It says what, again? Really?

This is the first step because it's one nearly everyone skips, and it can solve a majority of problems in a lot of situations. If an ability like sneak attack or smite is giving you fits as a Game Master, make sure that you're reading it carefully, and that your player has been running it correctly. A lot of the time we misread a class ability, item description, or feat, and then it becomes far more potent than it should be due to a misunderstanding.

As an example, I once shared a table with a player who wanted to use the Panther Style combat feats in Pathfinder. The way they work is that when you trigger an attack of opportunity for moving through an enemy's space, you may counterattack them if they take that attack of opportunity against you. It's a useful ability for speed-based characters with a high armor class to get in extra shots on several enemies while rushing through a crowd.

What it does not do, however, is allow you to trigger all of your possible counterattacks at once when an enemy attacks you. It's one counterattack per attack of opportunity against you, and most foes you fight only get one. However, this player insisted that he should get 6 free attacks on an enemy, and that they should all resolve anytime he received an attack of opportunity for any reason, rather than due to movement as the feat states.

If something seems really overpowered to you, look it up. There's a good chance the player isn't reading the rules correctly.

Step #2: Look At The Big Picture


Don't get too close to things.

If it turns out the rules are being run correctly, and the ability, magic item, etc., does do what you think it does, then step back and take a big picture look at your game. Try to gain a sense of perspective, and ask if something is really as potent as it first appears when you look at it from your god's eye view.

For example, your wizard may be able to wipe out a single encounter by using a combination of their highest level spell as well as several metamagic feats... but while that's impressive, is it that game breaking when there are 4-5 encounters that are going to happen in a given session? You can ask the same question about barbarian Rage, paladin smite, magic items that have daily charges, and so on, and so forth... any ability that can only be used a certain number of times per day has a cap built in. And that cap is usually enough to carry the day in one or two encounters, or to solve a handful of problems, but it has limitations beyond that.

Even if an ability can be done as often as the circumstances present, like sneak attack, take a look at what it's actually doing. Sneak attack damage allows a character to deal extra damage to a single foe under specific circumstances... even if such an attack kills a foe, is that such a big deal when there are 4-6 enemies on the board? Even slaying as fast as they can, the sneak attacker can only be in so many places at once... and the circumstances for that ability to work won't always be present whenever they attack.

As someone who's been a Game Master, and written my share of modules, even the most powerful player abilities are rarely as potent as we think when we look at them in regards to the sheer amount of nonsense they're going to have to face down over the course of a campaign.

Step #3: Modify Your Challenge Accordingly


Numbers... got to change the numbers...

Once you've checked the rules, and examined the ability or item in question, and you've determined that it is, indeed, a powerful ability that still doesn't mean you should re-write the rules to take it away from your players. Instead, modify the challenges you're presenting.

To reiterate, this does not mean immediately presenting only enemies and scenarios that render powerful or potent abilities unusable. It simply means that you need to put a few extra bells and whistles in to make sure the game doesn't become a cake walk.

For example, say your barbarian fighter has a devastating ability to deal a lot of damage to any foe they charge. Cool, let them do that! But instead of just putting one enemy on the board, give them a couple of mobs to deal with. That way everyone gets to participate, and while the blood is still going to flow it isn't just letting Rogar run in and one-shot the enemy tank. If you have a sorcerer whose area of effect spells are really potent, let them blow up a crowd of foes from time to time... but ensure there's cover strewn around, and that enemies are widely dispersed enough that it isn't enough to immediately end the entire battle. If the fighter got hold of a flametongue far earlier than you expected, don't make all their enemies immune to fire... but once word has gotten out that Kristoff the Red bears a blade of fire, maybe have enemies drink potions to offer them some limited protection if they were planning on taking on the party.

Bonus Step: Alter, But Do Not Remove Items


Most of the examples up to this point were about class abilities, feats, etc. However, sometimes you get a little overly generous with magic items because you want everyone to have fun, and you realize too late that you might have screwed yourself over in terms of presenting a challenge.

Ideally, you should alter the threats your players face, making these items a necessity, or providing some challenges they simply cannot defeat. Perhaps the barbarian who acquired frostbrand has been tearing through many of the bandits with it, but when it's time to fight the leader we find that they're a demon in disguise, and the greatsword's icy aura is nowhere near as potent against them. A normal blade, however, would have been utterly insufficient to pierce their hide! Mayhap your rogue acquired a ring of invisibility, and while it's enough for them to sneak around guards and undead minions, it does not hide them from the dragon's keen senses. And so on, and so forth.

However, if you feel like you really messed up and gave your players something far too powerful, and it's going to break your game, make modifications to the item instead of coming up with some reason that it gets stolen, broken, or commandeered by an NPC.

For instance, consider putting a minor curse on an item that explains why it was found so early in the game. Perhaps the Iron Bands of Binding that were found only work on evil outsiders, making them potent when facing demons and devils, but less so the rest of the time. The deadly dagger the rogue found has been a life saver, but it turns out that it only functions in areas of dim light or darkness. The enchanted suit of armor the fighter has used may seem great, but the armor is actually woven with a thread of cowardice, and it offers less protection the more injured its wearer is.

You get the idea.

Lastly, if an item is particularly rare, powerful, or unique, consider making it intelligent (though perhaps it was asleep until just now). This doesn't lessen its powers, but it does turn the item into something of an NPC that players will have to contend with in order to continue using its abilities. This can add an extra hurdle to unlocking the item's full powers, and make it a more engaging aspect overall.

All of these choices are infinitely better than just having an item stolen off someone's hip while they're at the bar, or finding it missing from camp in the morning. Because your players are going to want it back, and to punish the thief, often to the point that this will utterly derail whatever campaign you were trying to run in the first place to rectify this situation.

Recommended Reading


If you'd like to check out some more stories with lessons for Game Masters in them (or just some GM advice in general), I'd recommend some of the following:

- Game Masters Shouldn't Leave Players Twisting in The Wind: While this particular incident happened at a Werewolf: The Apocalypse LARP, it's a lesson that I think can be applied across all RPGs; don't let your players chase their tails for no reason.

- 100 Tips and Tricks For Being a Better Game Master: 10 years of tested advice from this blog, boiled down into a simple, easy-to-digest list for GMs new and old alike!

- How To Ruin a Promising LARP in 3 Easy Steps: A game that had great promise, but which was ultimately laid low by the way the folks running it handled (or didn't handle) things.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Tuesday, September 13, 2022

Stop Combat From Getting Samey: The Taco Bell Strategy

Most of us have been to Taco Bell at some point in our lives. Some of us have probably tried most of their menu by now. However much or little of the chain's food you've eaten, though, you've likely had the same thought while staring up at the menu, or browsing the app on your phone.

"What's the difference between all this stuff?"

As Jim Gaffigan pointed out years ago, you can boil most of the components of our favorite dishes down to tortilla with cheese, meat, and/or a vegetable of some kind... but if you've gotten different meals from different parts of the menu, it all tastes different when prepared in slightly different ways.

The same thing is true of combat in RPGs.

It's always the same... but you can easily make it different!

Before we get into the nitty gritty this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!

Lastly, to be sure you're following all of my followables, check out my LinkTree!

What Makes Combat Samey?


Combat, at its core, is pretty basic in a lot of RPGs. Participants roll initiative, and then everyone takes actions on their turn. Generally speaking melee specialists will close and swing, ranged specialists will shoot, spellcasters will cast a spell, and so on, and so forth.

And yeah, that can get pretty samey. However, all it takes is adding some ingredients and spices to take the same old experience, and to turn it into something that feels different when all is said and done.

Attack. Miss. Counterattack. Miss. Attack again. Hit. Still up? Yep.

And while I talked about this a bit several years back in 3 Ways to Spice Up Combat in RPGs, I wanted to do more than just give a few examples of how one could do this. Instead I wanted to offer up some categories that Game Masters can use to create situations that feel new and unique, but which are still using all the same ingredients their players are used to... just not in this particular order.

Ingredient #1: The Arena


If we had to pick an equivalent of the tortilla for this metaphor, it would be the arena. Where is this combat taking place? Well for most games the answer is typically in a well-lit room with clear sight lines where everyone can move around freely. Like an open field on a sunny afternoon, or in a sandy floor of a Coliseum-style arena.

We can change that up, though, can't we?

Is that functional? Absolutely. But it is pretty bland, and making any changes here tend to get immediately noticed by players... especially if they're not used to having flavor in this aspect of the game.

Some of the more common things you can do to alter the arena (and thus change up challenge when it comes to a fight) include:

- Lighting: It's hard to fight what you can't see (true for PCs and NPCs alike).
- Terrain: Hills, high ground, mud, and muck... all of these things change up a battle significantly.
- Cover: Whether it's ruined walls or forest trees, this is a highly underutilized element.
- Space: Ever tried to fight goblins while squeezed into a tiny space? It's a bad time all around.
- Weather: From mist and fog, to rain and wind, this is stuff we rarely include.
- Movement: Whether it's fighting on a wagon train or a pirate ship, this presents challenges.

These are just a few of the obvious categories that can really change up the challenges involved in a combat. This is true both for the PCs, but also for the enemies, depending on who has what abilities.

Ingredient #2: Monster Strategy


I almost labeled this section "monsters," but I think every game changes up the monsters players fight from time to time. However, what doesn't always get taken into account is the strategy these antagonists use, and how that can affect players when it's time to take action.

Not yet... wait for my signal...

For example, if players are dealing with monsters are they:

- Using Superior Numbers: Action economy is what decides the game often times.
- Using Stealth and/or Traps: Sneaky enemies, and those who lead you into traps, are deadly.
- Retreating: Living to fight another day is something intelligent foes often do.
- Calling in Reinforcements: Sound travels in fantasy worlds, too.
- False Diplomacy or Intimidation: Demoralizing or tricking foes can go a long way.
- Magic or Unique Abilities: Perhaps the most common, but putting unexpected spells or items into the hands of unexpected foes can go a long way.

An example I've given in the past is a squad of orcs who use wargs as attack dogs to pin down PCs. The orcs then fire their bows from a distance, working in tandem with their fierce partners. The wargs could even have a kind of alchemical collar on that, when they died, exploded to damage those in their vicinity.

Changing up how fights are presented, and the kinds of strategies enemies do or don't use, is important for making sure challenges always feel new and unique. And keep in mind what enemies have heard about the PCs, or think they know about them, to keep things organic. More on that in Character Reputation in RPGs: The Small Legend for those who want more discourse on the topic.

Ingredient #3: Victory Conditions


Most of the time when combat starts in an RPG the focus of the players is just killing everything... but sometimes that's not what you want. What's important is that you make it clear that's not what your players should want, either.

Blood is not always the goal.

Changing up the victory conditions is, if I had to assign it a place, the sauce on your combat. It's one of the most immediate flavors, as well as one of the strongest, and it often leaves the most lasting impression. For examples of this consider the following:

- Bring 'Em In Alive: Whether it's for the bounty, or because they have information, killing is out.
- Disrupt The Ritual: Doesn't matter if the cult is dead or alive if the summoning succeeds.
- Rescue The Hostages: Fighting is secondary, you're there for the people.
- Acquire The Treasure: Might be a heist, or a smash-and-grab, but you want the treasure.

This one can take a wide variety of forms, but in general it focuses on something other than the combat being a goal in and of itself. This, ironically, makes it more interesting because now there are different stakes. Do you get the hostages out of danger? Do you escape the dragon's lair before the mountain erupts? Do you accomplish the goal beyond just surviving a fight? This can go a long way toward changing up how combat feels in your game.

Ingredient #4: Combat Isn't Always a Foregone Conclusion


This may seem counterintuitive, but one of the things that can make combat stale in RPGs is when it feels like it's going to happen no matter what. Whether it's because you only break out the map and the minis before a fight, or because you need to get XP somehow, if your players can always predict when combat is going to happen it can start to seem like drudgery.

I challenge him to a battle of the bands!

There are so many Game Masters out there who lament that their players don't use stealth, guile, intimidation, or diplomacy to try to avoid combat, but often it's because in many of these games combat ends up happening no matter what the players try to do. Whether it's because the bandit lord is immune to even the most ironclad arguments of logic, because the dungeons are filled exclusively with mindless undead creatures and constructs, or because the cultists are completely zealous in their own ideology, there are lots of times where players fight not because it fits the story, or because it's what would be fun, but because it's what they're made to do.

And turning combat into a glorified Quick Time Event you need to pass to get back to the game... that's one of the worst things you can do to what should be the most tense, pulse-pounding aspect of many RPGs.

Further Reading


If you're looking for some additional challenges, complete with unusual victory conditions (or you just want to change things up at your table), consider checking these out!

- 100 Random Encounters For on The Road or in The Wilderness: Whether your party is heading overland through rough country, or going down the highway, this supplement should give you some interesting ideas. Additionally, it's available specifically for Pathfinder Classic and DND 5E if the generic option isn't to your taste.

- 100 Encounters in a Fey Forest: The fey are tricksy creatures, and they always have something up their sleeves when it comes to those who trespass in their domains. Also available for Pathfinder Classic and DND 5E!

Also, for folks who are curious about a new project, my audio drama Dead Man's Bluff is finally up on Daily Motion! This is the first in a planned list of longer, more involved audio projects, but it can only go forward if I get a lot of ears on it. So please, check it out, follow my channel over there, and share the video on your social media! I need to hit 1k views to get monetized, and while it might seem like a lot, every view helps.

CW for those sensitive to flashing images (due to the projector effect).

Stock footage provided by Vedeevo, downloaded from www.vedeevo.net

Thank you to Tabletop Audio for the following tracks:
- Lonesome West
- Antiquarian Study
- Nightmare
- Dark City" />

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!