Showing posts with label backgrounds. Show all posts
Showing posts with label backgrounds. Show all posts

Thursday, March 7, 2024

The Exploits System: How "Army Men" Gives Players More Meaningful Character Customization

One of my major gripes with the 5th Edition of Dungeons and Dragons when I first got my hands on it was that it had been streamlined and simplified to the point that players had relatively few choices when it came to actually customizing their characters. You got to pick your class and race, and then when you hit level 3 you got to pick your subclass... and that was about it. Feats existed, along with multiclassing, but both of them came with a rather large "optional" tag attached to them. You could pick spells, if your class got them, but even then it was a pretty truncated list compared to what previous editions had given us.

For context, I started playing back under DND's 3rd edition, did most of my early gaming in 3.5, and I stepped over to Pathfinder's first edition when it came out. For folks who weren't there, or who aren't familiar with these games, they gave you a lot of choices and options when it came to making your character. Feats were mandatory, and generous, skills got fresh points to allocate every level, and you got slews of new abilities every other level.

While my primary desire for Army Men: A Game of Tactical Plastic was to increase the sheer number of tactical rules available, I also wanted to give players more options for customizing their characters in order to make them more unique. Thus I created the Exploits System!

It's a bucket of nonsense, and you can do whatever you want!

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Exploits: What They Are, And How They Work


For folks who are familiar with how feats worked back in DND 3.5 and Pathfinder's first edition, then saying the Exploits work the same way as feats did in those games is probably all you need. However, if you've only played DND's 5th Edition, then I want to explain how Exploits replaced the normal feats section of the game, and how they became a core part of your character rather than an optional switch your GM may opt not to let you flip, or something you have to sacrifice other benefits in order to have on your sheet.

In short, an Exploit represents a small, unique ability that your character has, and many of these Exploits can be built up in trees that give you progressively more and more powerful abilities as they unlock. You receive 1 Exploit as part of your background at level 1, and you choose a second as part of character creation. As you advance in rank, you choose a new Exploit that you qualify for at every odd level. While some class features may also grant you Exploits, most are gained purely as part of your leveling up process.

Also, to reiterate, you do not choose between gaining increased stats and a new Exploit; you get both.

This is my trooper! There are many like him, but this one is mine!

For example, take the background Irregular. As someone who was part of an unconventional unit, you are used to a variety of strange situations and unique approaches to achieve the goals of your mission. When you take this background, in addition to its other features, you get to choose either Unarmed Combatant or Nerves of Steel as one of your starting Exploits. The former allows you to deal 1d4 + either your Strength or Dexterity modifier when making unarmed attacks, and your unarmed attacks count as light weapons for the purposes of any cast abilities. The latter grants you Proficiency in Wisdom saving throws for the purposes of making Morale checks, and if you already have Proficiency in Wisdom saving throws then you instead gain a +2 bonus on all your Morale checks.

Now, let's say you took that background, and you picked Nerves of Steel... you would have an additional Exploit you could take at level one. If your character is particularly protective of their squadmates, or they just aren't good at turning the other cheek, then you could take Vengeful as your second Exploit. Vengeful requires Nerves of Steel before one can take it, and this Exploit says that whenever you or an ally receives a critical hit, or whenever an ally is reduced to 0 hit points, then you have Advantage on your next attack against the enemy who dealt that blow.

Alternatively, if you chose to take Close Quarters Combatant because your trooper has done a lot of up-close-and-personal work (and especially if they find themselves needing to remove targets without firing a shot), then you could choose to take Strangler as your second 1st-level Exploit. Strangler grants you Proficiency in Athletics for the purposes of grappling, and if you're already proficient in that skill then you gain a +2 bonus to grapple checks. Additionally, you can select between Strength and Dexterity when initiating a grapple, and whenever you successfully grapple a creature, or successfully maintain a grapple, you may choose to automatically deal your unarmed strike damage to that target once per round.

Combinations, Or Shiny Blue Balls, Both Are Equally Viable!


I wanted to take a quick breather here to reassure potential players of Army Men of something. Because while a lot of the existing Exploits fit together like Lego pieces, it is not required for you to dig through every possibly arrangement of abilities to put together the one best combination to achieve the ultimate expression of X strategy. This game is designed so that while Exploits are helpful and useful, they are difficult to exploit too hard, pun very much intended.

For example, you could just focus on Exploits that let you use different pieces of equipment than your cast normally gives you, like High-Caliber Specialist (high-caliber rifles), Shield Bearer (shields and ballistic shields), Front-Line Medic (first aid kit), or Heavy Armor Specialist (heavy armor). Alternatively, you could take Exploits like Spotter, which lets you grant allies Advantage to hit enemies you can both see, or Suppression Fire to give enemies negatives to attack you and your allies. You can take Exploits to gain new languages, to get Proficiency in new skills, and the list goes on.

All of these strategies are viable ways to build your character that will be useful in the game. The question you have to answer is how do these abilities not just help you, but how do they help your squad?

At your 2 o'clock, Peterson!

Too often we get so concerned with what our characters can do, and whose build is "best," that we forget we're all on the same team. Army Men makes it very clear that you aren't just a ragtag group of adventurers held together by hopes of profit... you are a squad! You were trained and selected to work together, and you are expected to work as a team to achieve the goals of your mission... your Exploits are just one more tool in your box to help you accomplish what you were sent out to do.

So if you haven't gotten your copy of Army Men: A Game of Tactical Plastic yet, grab it while it's still on sale for GM's Day! And check out the unboxing I did for it a while back to get a look at just what's on offer.



Like, Follow, and Stay in Touch!


That's all for this week's Crunch post. 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 Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, 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, March 15, 2021

"Small GM Energy" Can Be a Problem For Your Game

Tabletop RPGs are supposed to be filled with the wondrous and the fantastical. Whether you're playing denizens of the night, lurking in the shadows of the modern day and feeding from the blood of mortals, or a party of great heroes standing against the undead tides of the necromancer lord Zar-Nathas, we're all fond of saying that the only limitations for our games are our imaginations.

I would personally recommend that more game masters out there embrace that spirit! Because far too many folks fight their players tooth and nail to try to make their games as small as possible, and I have rarely seen anything stifle player interest and creativity as thoroughly as those efforts.

Go on... let it out already!

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What I Do (And Don't) Mean About "Small" Games


To eliminate confusion, I'm going to talk about what I do and don't mean regarding what a "small" game is. Because I'm sure there are some GMs out there who think I'm talking about giving their players powerful magic items, letting them have high-level characters, or giving them expansive resources (servants, castles, mercenary companies, etc.) just because the players want it, and it fits their backstories.

But I'm not talking about any of that.

When I say that too many GMs put in white-knuckled effort to keep their games small, I mean that they restrict as many starting options as they can in order to fit everything within narrow boxes. I'm talking about GMs who will tell you that elves can't be barbarians, that orcs and half-orcs can't be nobles, and that drow, tengu, or tieflings are right out because they, "Don't want to deal with them." These are the GMs who, even though they're running modern games, will re-write the rules to discourage use of firearms so that players either won't (or effectively can't) use them. The GMs who, even if the setting is strange, bizarre, and fantastical, want to limit as much stuff as they can so the players only have a handful of real choices when it comes to making their characters and telling their stories.

But why, you may ask?

Academically, I understand why some GMs do this. Generally speaking there are two reasons:

- They want to exert some sort of control on the toolbox that players have available to them. They might be prepared for barbarians, wizards, and sorcerers, but they don't also want to have to deal with psionic nonsense that follows its own rules, a character race that's highly resistant to certain abilities, etc.

- They want to control what kind of story is being told, and what sort of elements are present in it.

For the record, the second one is a way bigger problem, and a far more common reason that this happens in my experience.

You Can Change The Game (But Your Players Need To Know)


The rule most people cite here is that we can all change the rules of any game we want to as long as it gears it toward the experience we want to have. And I am totally in favor of doing this... what most people seem to leave out, though, is that if a GM is going to change the rules or the setting, that needs to be done with the informed consent of their players for it to be fair.

And there should be a conversation around it... especially if this is going to be a problem for your game going forward.

Everybody's got deal breakers.

As an example, if you want to run a Pathfinder game in the core setting of Golarion without black powder, guns, gunslingers, or any of the weird tech that exists in that core setting, then you need to tell your players about this change up-front. This is especially true if there is no canonical reason for the change to happen in setting, such as rewinding the timeline so the gunworks in Alkenstar hasn't been built yet, so of course there aren't widespread firearms. You can limit the race and class choices if you want to, and even declare certain feats and spells are off-limits. You can state that elves are no longer aliens, that gnomes are not fey creatures, or anything else that you want.

What you might find, however, is that your players are a lot less enthusiastic about your game if you do that. It's even possible they'll decide to walk away, and wait for a game that allows them full access to the breadth of options in the published material rather than play with options they want grayed-out.

So the next time you go to make a change in your game, stop and ask yourself whether it broadens the options players have available to them, or if it shrinks them. Because I can tell you this right now... if you let your players have the toys they want, and if you let them really go for it when it comes to their characters, you will never have to chase them down to ask if they're coming to game. They will be there, ready to roll, and eager to play because you worked with them to help provide the experience they wanted.

And sometimes that's worth a little extra planning, or a slightly convoluted explanation on your part as the game master.

Also, for additional reading, consider some of the following:


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 cat noir thriller Marked Territory, 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!