Tabletop Highlight: Dice and the Laws of Probability

If you pick up and roll a d20, you have a 1 in 20 chance of rolling any given number. If you pick it up again and roll it, you have a 1 in 20 change of getting the same number despite the fact that, if you’d considered this from the outset, you’d have had a 1 in 400 change of rolling the same number. If you rolled it a third time, it’s still 1 in 20 as roll it but, as a concept, is also 1 in 8000.

Mathematically speaking, the 1 in 8000 chance represents all potential outcomes for rolling a twenty-sided die three times in succession with the goal of it being the same number each time, but technically only if you pick which number it is in advance. If you say “any number” three times, the chance is really 1 in 400 because the first roll just sets the target number rather than affecting the probability of getting it three times in a row. But, if you talk about it afterwords, you still had a 1 in 8000 chance of rolling that exact sequence.

Clearly, the probability of this is a bit fucky because anyone who has played D&D can tell you, you do not need to roll a d20 8000 times in order to roll three natural twenties in a row. In 5e, this exact sequence is a little less remarked upon because if you roll a single “natural” 20, you critically succeed at whatever the roll was about (some variations on this apply since that’s technically a house rule that is widely used rather than a rule suggested by the D&D books). You don’t need to roll anything else. In the previous popular version of D&D, 3.5, you had to roll to confirm your critical hit and almost everyone played with the custom rule that rolling two 20s in a row mean you went from scoring a critical hit to potentially killing your target with a single hit. If you rolled a third 20, your target was just dead because it had been made clear the dice gods wanted them dead.

As a DM in charge of NPCs in combat and in social encounters, I typically make more dice rolls than any one of my players. As a result I have a tendency to see more extremes than most of my players. That being said, it doesn’t account for my ability to roll three natural twenties as frequently as I do. I can count on one hand the number of times I’ve roll three natural ones in a roll because the number is zero. The most I’ve ever rolled is two. Yet I’ve also rolled five natural twenties in a row. I also have a high tendency to roll in the upper third of numbers on any standard die I roll. I like to joke with my friends that prettier dice roll better, but it doesn’t matter for me. Any die I pick up can do this.

I can’t explain it any way but this: I have a huge amount of dice luck. It doesn’t apply to any kind of chance-oriented situation since I’ve only ever won one thing in a drawing or lottery, and I don’t think I’ve ever been dealt a decent hand in any card game, but I always roll high with dice. Specifically, high. Not “well.” My friend was working on a game where you needed to roll under certain numbers in order to succeed and I failed literally every check I ever rolled in the two 3-hour sessions we played that game. For whatever reason, I roll high on dice.

Which is an incredibly frustrating knack to have as a DM. I’ve killed more players due to my own good dice rolls than because of my players’ poor roles or bad decisions. As a player in other people’s games, it can be frustrating or seem like cheating when I succeed with aplomb more frequently than the rest of the table put together. I’ve been called on it a dozen or so times and now I just roll my dice in the open as a player. If they call me on it then, I offer to re-roll with anyone’s dice and still, I succeed. This is one of the reasons I always get nervous about the idea of playing in a game shop. It only takes one person losing their temper and accusing you of cheating to make you not want to play with strangers any more.

So when I roll three twenties in a row and insta-kill two player characters, I sigh heavily and move on with my life. As do my players. It’s not like I tried. I didn’t choose to be an outlier on the bellcurve that is the laws of probability.

I actually took a statistics class in college, back when I was studying psychology, and I have to say that most statistics and most probability is a bunch of bullshit when it comes to explaining how the world works. Statistics are helpful because they are part of understanding how the world works on a conceptual level, but all you have to do is look into the Monty Hall Problem to realize it is a difficult science with far more factors than is readily apparent which makes it far too complex for most of us to understand without a great deal of explanation.

Anyway, the real purpose of this piece is so that I have something I can link to when my players complain about how frequently I roll natural 20s in our D&D games and so other people can appreciate that yes, sometimes your luck really is just that good/bad. You have no one to blame for your dice rolls but yourself since not even the uncaring mathematical universe controls them as we can clearly see from the fact that I just dumped out my bag of d20s at my desk and had five twenties out of the 27 dice I rolled.

Tabletop Highlight: The World of Fifth Edition

In the past year, I’ve begun running a lot of fifth edition D&D. I’ve spent several hundred dollars buying books, PDFs, and a subscription to D&D Beyond (which is where I bought said PDFs). I’ve also bought myself a tablet for DMing, backed a number of kickstarters for easy terrain or pre-made graphical maps, figured out how to use Roll20, and started designing my own digital maps. Out of everything I’ve done this year, I think only my job has gotten more time and attention than Dungeons and Dragons has from me. I also think I’ve spent more money on D&D and D&D paraphernalia than I’ve spent on anything that isn’t a bill or food. I’ve probably spent more on D&D than takeout or eating out, at least. Those books are expensive and I just had to buy myself all the spell cards even though I never get to play D&D and just use D&D Beyond to look up the spells I haven’t already memorized when I’m DMing, either in the general search or through the helpful spell description windows that open when you click on or hover over a spell.

Continue reading

Tabletop Highlight: On the Importance of Dice

I am a firm believer in the importance of dice in tabletop RPGs. To be entirely fair, that’s not exactly an uncommon opinion, even if more people are moving toward digital dice rollers instead of actual rice. Sure, telling a computer to roll twenty six-sided dice makes it a lot cleaner and it does the math for you which makes it take less time, but there’s no feeling compared to being a twentieth level sorcerer casting disintegrate just so you can roll forty six-sided dice all at once. At one point, I literally had bought enough d6’s so I could roll damage all at once for my caster. It was an amazing feeling, making it rain dice like that. It was also incredibly difficult since I could barely hold that many at once and rolling them involved a lot of me saying “did anyone see where the beige one went?” and my friends replying “no, but I did find the purple one from last week under this radiator.” Good times.

All that aside, what I’m really talking about is the importance of specific dice, which is also a bit misleading since I’m not thinking of one specific die in all of creation. What I’m talking about is the importance of having specific dice for you to use. By our very nature, as creatures reliant on ephemeral chance to dictate the course of our gaming session, we tabletop gamers are a rather superstitious bunch. For instance, I not only have a favorite set of dice, but I pick the dice I use on any given night by how aesthetically pleasing I find them as I get ready for the game. I firmly believe that prettier dice roll better and no amount of bad luck on my more gorgeous dice can shake that belief. The inverse is also true. When my players are having a string of bad rolls, I swap to using my ugliest, most generic and awful dice so the enemies the party is facing roll worse. My absolute favorite set, the set that has rolled more triple-twenties than all of my other twenty-sided dice put together, is a beautiful set of clear plastic dice with bits of black paint or plastic swirled inside them. Unlike every other set of partially clear dice I’ve ever seen, the color is only on the inside of the dice. It doesn’t touch the outside layers at all, so you can spin the dice as you hold it up to the light and watch the smoky black color swirl at your fingertips. I don’t even let other people touch those dice. I keep them in a plastic container inside my dice bag so I’ve always got them ready to go in case I need to roll well on something important.

If you take a survey of all tabletop players, you’ll find a range of traditions and superstitions. There are players who believe in punishing their dice when they roll poorly and even destroying the dice if they keep rolling poorly after being punished. This punishment can range from something as mild as leaving the offending die on its own for a while to the incredibly gross tradition of putting one of your misbehaving dice inside your mouth for a while. I’ve even seen someone go so far as to file through a die they were punishing so it could never roll again, which just seems completely over the top to me. There are also people who believe that you need to roll all of your dice at once, regardless of how many that might be. I’ve got a friend who uses a specific die for every type of action his character might be taking in any game he’s playing, so he has to buy new dice every time he plays a game with an additional action type. I prefer to buy new dice for characters who are about to make their debut, so the character and the dice start off fresh. I generally only get new dice for characters who are supposed to be a part of a campaign for a long time and I do it to avoid any kind of mental influence on how I see the dice.

Despite the range of beliefs and the things people do with their dice, most people remain a bit more rational and logic-oriented than their superstitions suggest. I bet if you followed up your first survey with a second survey asking people if they though there really was something to their little traditions, almost everyone who answered the first one would say “no.” And yet we’d still turn around and immediately go back to our superstitions as soon as the situation called for it. The way I’ve always viewed it is that there’s no harm in being cautious or believing in something that’s probably not there. If it isn’t there, then you’ve just spent a bit of time marking a tradition. If it turns out that there was actually something to it, then you’ve got your bases covered already. It’s why I don’t really believe in ghosts, but I won’t denigrate anyone who believes in them. Additionally, and probably more importantly, it helps the players feel like they’re in control of what is pretty much just random luck. If you believe punishing your dice will make them roll higher next them, then you’re in control of your own outcomes because you can “encourage” your dice to get with the program. You more order you can impose on what seems like chaos around you, the better you feel.

The same is true of having specific dice for specific things. I probably haven’t rolled more triple twenties with my favorite set of dice than with any of my other sets, but the belief that I do roll more twenties makes me remember when I do. It’s simple confirmation bias. The same is probably true of punishing dice or whatever inane thing we all do that makes us feel more comfortable with the fact that the world isn’t as cut-and-dried as we’d like to think it is. Random things happen outside our control or comprehension and we get a glimpse of that when we play games with dice because the difference between success and failure is pure chance. For the vast majority of us, there’s no skill involved, no talent, just dumb luck. Even the most skilled of us, who should be able to succeed no matter what is thrown at us, can sometime fail because of chance. So roll the dice and hope you get more passes than failure.

Tabletop Highlight: Role-playing

Lately, I’ve been thinking about a conversation I had with my ex a long while ago, one day when we were out to breakfast. I was talking about a Dungeons and Dragons character I was making and how I wanted to role-play them. I made the comment that they were nothing like me, and she took issue with that. After a bit of back and forth, as I asked her to explain what she meant, she eventually said “you can’t be someone you’re not. If there’s no trace of them inside you, then you can’t play them and wouldn’t even want to. Any character you make is going to have a bit of you inside them.” I disagreed back then but ultimately dropped it (which is too bad, since it turns out that her view that people couldn’t change into or try to be something they weren’t already informed a lot of my reasons for ending things last summer) since she wasn’t willing to actually engage with my thoughts on the matter.

The thing is, I constantly play people I’m not. I create characters in games who look nothing like me and who do things I wouldn’t dream of doing. I role-play my way through decisions and choices I’d absolutely do differently if I were actually faced with that situation. I pretend to be evil or a sadistic, murderous asshole in order to play out a character I’ve created. I’m a Dungeon Master and I actually role-play the bad guys. I play chaotic-aligned characters who do whatever they want because they only care about myself despite the fact that I feel guilty even pretending to not care about other people. I’m constantly pretending to be someone I’m not for tabletop RPGs and video games and I’m constantly consciously stripping away my preferences and thoughts in order to be someone else.

Role-playing is my favorite kind of escapism for just that reason, to be honest. There are days when I don’t want to be me anymore. Maybe I’m tired from a day full of mind-boggling information that makes me question the sanity of people around me, or maybe I’ve worn down from a day of trying to be more forceful so people actually listen to me when I know I’m right. Either way, being able to step out of my life and into someone else’s gives me a break from whatever it was that wore me out so I can approach whatever problems I have with a somewhat refreshed mind. It doesn’t fix anything, but it can give me the time and mental space needed to be able to fix whatever is going on. The biggest downside is that I have a tendency to get caught up in it, lose track of time, and stay up way too late while playing whatever game has caught my attention. Tabletop RPGs don’t have this same problem because they’re reliant on other people who generally don’t want to play for as long as I do, but they also hold my attention less because it is difficult to stay in whatever role I’m playing if other people aren’t even trying to stick to their character.

Not even reading helps me escape as thoroughly as role-playing does. I love books and always will, but you’re still you, even if you’re still caught up in the story. As much as I like Chris Amann and think he’s an awesome dude, sometimes I really need to just be someone else for a while rather than just get away from my problems. Video games are my favorite way to get the experience because just playing as a character in a game can make you feel things. The controls for the Nintendo Switch version of the Doom remake feel like I’m piloting a donkey on rocket skates over slick ice, but damn if I don’t feel like a total badass as I rip apart enemies and just storm through levels without a care in the world. There’s almost no role-playing in Doom because it’s just some dude on a demon murdering spree, running around until he’s killed all the demons or died, but I still get a sense of escapism from that. When I play a game specifically designed for role-playing, like Pathfinder: Kingmaker or Dragon Age, I can literally forget about the guy sitting in the chair until something happens to pull me out of my game.

There is, of course, a point when this goes too far. It’s never good to entirely lose focus on who you are or what is a part of the real world and what isn’t. Doing so causes way more problems than it could even pretend to fix and I think I’ve done a pretty good job of staying just short of that line. I occasionally overindulge, but I’m generally not consciously choosing to play a game for twelve hours. I just lost track of time and didn’t think to set an alarm or something to pull me back out again. Additionally, I also tend to play most games with the same moral compass that I have in the real world, to keep myself anchored to the identity that produced and refined it. Even though I can be someone who is nothing like me doesn’t mean I have to be. I like characters who allow me to explore different ways I could be. For instance, my Pathfinder: Kingmaker is pretty much me (in terms of personality and morality), but without the firm belief that society benefits from structures and order. My Pathfinder: Kingmaker character believes that structures are order are necessary evils that can’t be avoided if you want to be a part of society, so she tends to support the local government and it’s laws while still promoting personal freedom and self-expression. It’s a fun idea to explore since it makes me reflect on the places where my belief in order and structure falls short of doing the most good possible.

All that being said, it’s still mostly about escapism for me. I don’t really sit down to play Pathfinder: Kingmaker with the thought that I should explore a particular kind of moral quandary. I just play the game to get away and wind up getting opportunities to reflect on what it means to be a good and just ruler. Role-playing is a lot of fun and can be an opportunity for reflection and growth, even if it’s a rather slow one.

Pathfinder: Kingmaker has the Makings of a Great Game

A long while ago, I pledged to an interesting looking Kickstarter that was described to me as “Pathfinder the computer game.” Now, as the usual Game Master for a few different groups, I don’t get much of a chance to play in any tabletop games, so I instantly pledged to support the project just so I could maybe enjoy a game where I got to be a player. Like most Kickstarters, I pretty much forgot about it until October, when it came out. Unlike most Kickstarters, I shoved the emails into my Kickstarter folder and promptly forgot about it again. To be fair, I was rather caught up in a lot of stuff at work in addition to preparing myself for National Novel Writing Month, so I didn’t really have the time to be playing anything as time-consuming as Pathfinder: Kingmaker. It likely would have stayed in that folder, forgotten until my physical rewards showed up at whatever point in the future (they had a much later delivery date than the digital rewards that included the download code for the game), except I found out my grandfather was dying rather more quickly than I expected and I couldn’t process it emotionally because I’d been kept awake until seven in the morning that day.

After spending a few hours trying to deal with my emotions, eat something, get enough caffeine to pretend I wasn’t basically dead inside from emotional and physical exhaustion, I tossed aside my writing and decided to just find some dumb game to play so I could forget about Chris Amann and all his problems for a while. Which is when I remembered getting the notification email that my download code and digital rewards were ready. It took a couple of hours to track everything down, create accounts I’d forgotten to create. download the game, and figure out how to make it run optimally on my computer, but I got sucked into it immediately. I got sucked into it so thoroughly that I accidentally stayed up until almost four in the morning on a work night, playing it. And then I accidentally stayed up until almost two in the morning the following night. Since then, I’ve only allowed myself to play it on days when I don’t have anything going on the next morning, since I severely doubt my ability to stop myself from getting sucked into this game. I still play it pretty frequently, though. At least once a week, since I still need the escape it provides me. I just make sure to avoid it when I’ve got something important to do the next day that requires me to have gotten enough sleep, like writing.

As far as being “Pathfinder the computer game” goes, I’d say that’s a fairly accurate summary. The developers made some concessions when it came to adapting the rules since Pathfinder is a bit more complicated than most computer game audiences are looking for, not to mention how difficult it would be to program different numbers for all of the easily combined or excluded skills. It makes sense to get rid of crafting and profession skills because few tabletop gamers actually use them. The benefits of trying to implement those systems in a way that fits with Pathfinder doesn’t seem worth the absolute headache (and probably one or more years of development time, since they’re super complicated) including them would cause in everyone working on the project. It also makes sense to reduce the available spells a bit since there are so many “incredibly useful” spells that are actually only useful in one specific scenario that almost never comes up and can be neatly avoided thanks to video game mechanics.

The only real “tabletop game to computer game” issue is how encounters work. In the tabletop version of Pathfinder, encounters are supposed to drain the resources of the party until they are forced to rest in order to restore said resources. This means that only the weakest encounters won’t be a drain on the party and mid-to-low level encounters will still drain the party if they encounter enough of them. Since the rules are drawn from the tabletop version of Pathfinder, this same effect still applies to encounters in the computer game. However, since time is more compressed when one players is making the decisions for every character, you can get through a larger number of encounters in a smaller amount of play time on the computer game. That wouldn’t be a problem except for the fact that a lot of those encounters require expending resources and, since there are more encounters than you’d expect due to video game design logic (players need something to fight or interact with every so often or they get bored), you find yourself needing to rest more frequently than you’d like. Throw in the time management mechanic the game has–stuff like hunting up food for six people can take seventeen hours despite the skill in the tabletop game stipulating that foraging for food happens during travel time–and the fact that camping supplies weigh ten units per single-use (which is measured per-person), and you’ve in the awful position where you can’t bring supplies to cut down on time but can wind up spending over a day just finding food for everyone. I get that the game developers needed to separate the movement speed effects of hunting for food from the “find enough food” effects of hunting for food since it’s difficult to track modifiers like that ahead of time and the computer game actually measures minutes and hours while the tabletop game measures days, generally. Still, it’s frustrating.

That being said, those are my only gripes about the game. Sure, spellcasters feel super weak at low levels, but that’s true in the tabletop game as well. In every version of it. They always have and probably always will. Any problems with using casters in Pathfinder: Kingmaker are a result of the weird resting and camping gear weight issues, so I wouldn’t call that a gripe in its own right. It’s an auxiliary gripe. Given the monumental task the developers set out to accomplish, how well they’ve done overall, how active they are in their fan community, and how often they roll out patches to fix the issues players find, I’m more than will to overlook these issues. In fact, I’m willing to advocate that you buy this game if you want something immersive, entertaining, and downright absorbing. Still, you should only buy it if you actually want Pathfinder the Video Game. It feels so much like the tabletop game that I’ve mixed up the video game with the tabletop game I’m in on Monday nights. I’ve called each character by the other’s name and forgotten who had what magic items frequently enough that I’ve started making lists to keep near each character so I can remember who has what (one is a bard and the other is a sorcerer, so they have a lot of magic item overlap). It feels like a good problem to have.

The story is what really does it for me, though. You’re essentially a mercenary hired by a local noble to take out a bandit lord set up in a neighboring unclaimed land with the hopes of establishing you as the baron of said land once the bandit lord has been killed. There is a great deal of additional political maneuvering behind their move, but you’re never really sure which side is in the right. You could make a snap judgment that one side is good and the other is bad, but honestly it’s more of a “Chaos versus Law” thing than good versus evil. The side setting you up as baron is the Chaotic side and the side trying to recruit you to their cause is the Law and Order side. There’s far more to each side than that, but that’s really the distinction between the two. The chaotic people seem nicer than the law people, but that’s often how it seems to anyone who isn’t lawful. You get a lot of information and a good number of chances to pick a side or help one cause or the other. It’s a lot of fun working through the game with these larger concepts in mind.

The combat is a bit dense at times, but that’s because you’re trying to manage up to six people’s worth of combat abilities and resources. There’s a lot to keep track of and, as long as you think of it as a turn-by-turn combat, similar to how the tabletop game does it, you’ll figure it out just fine. Aside from that, it’s actually really fun to do. I love watching the characters charge across the screen, see them line up their shots, or watch spells go whizzing around the battlefield as they all engage in the chaotic dance of combat. It’s a very cinematic experience, actually. To the point where you need to be careful or else a character might get mismanaged as you try to just enjoy the special effects on your screen.

The skill usage is a little opaque at first, but you figure it out pretty quickly. Everyone makes checks, but the little information ticker only tells you when a passive check (perception, for instance) is successful. Which makes sense, since you shouldn’t know that your characters failed to stop a hidden treasure chest. Active checks are made by finding icons on the screen or as dialogue options when talking to people. The number you’re aiming for is given and the roll plus the math happens behind the scenes. Unfortunately, there’s no part of the game that explains what happens when you fail a skill check, so it can be a mystery as to why the trap went off this time and not the last few times you failed to dismantle it. Unless you’re familiar with Pathfinder and know that failing to meet the Dice Check number by a certain amount or more results in the trap going off, you’ll be unable to figure out what’s going on. That being said, I have players I’ve been DMing for years who still don’t know how this works, despite almost exclusively playing rogues, so that’s not necessarily a failing of the game. Just, you know, keep it mind.

Character management is a bit dense, but that’s mostly because you have to become an expert in six or more character classes so you can manage their upgrades properly. Because of the wide variety of upgrades available in the game, you spend a lot of time reading up on what things do and comparing it to what your stats are. As someone familiar with Pathfinder, I expect this sort of thing but I can see how it might be difficult for someone with less knowledge or willingness to read a few walls of text. I recommend doing all your research ahead of time and rely on forums to help you pick what you should do since people who love to build characters and figure out how to do weirdly specific things are also the kinds of people who like to talk about both those things on dedicated forums.

Honestly, this game feels like a good bridge between the hardcore audience and the more casual audience. There’s everything here the hardcore min-maxing power gamer needs to build his ultimate murder-hobo but there’s also plenty of options that give less invested players recommendations and easy options for powering up. There’s even an option that’ll do the powering up for you, so you don’t need to think about it and, based on my own research into the matter, it actually builds good characters. They’re pretty focused around their core mechanic and lack the sort of weird-but-fun powers you get from a fully customized character, but they’re still very good (as in, they’re both effective and fun to play).

If you want a game that’s got a lot of gameplay hours for you, that’ll suck you in with a myriad of tasks, fun combat, and a great story, look no further than Pathfinder: Kingmaker. I love the game and am constantly looking forward to playing it again. The wide array of characters you can add and the sheer variety of characters you can create means that even multiple play-throughs could be fun and new. I suggest putting this game on your Christmas wishlist. Or just your Steam wishlist, if you think it might be a bit late to add something new to your Christmas one. Either way, get the game. You’ll enjoy it.

Tabletop Highlight: Finding My Way to Pathfinder

The Monday night tabletop group I play with has two games we’re concurrently playing. One is a Fate game about a fictionalized version of the city we all live in, featuring fictional characters taking on problems we’ve heard about but never been directly impacted by. The other is a Pathfinder campaign using a set of campaign books meant to take out characters from some middling low-level to a much higher level. I joined halfway through the current campaign book, so I’m still a little fuzzy on the details of where this whole ship is headed. I’m just along for the ride because I will never turn down the chance to do something fun like play an Archaeologist Bard.

Professor Quiston, as he has introduced himself to literally everyone and everything with enough intelligence to pause at the flashily-dressed man wandering around in a jungle, is a representative of the research university from his home country. The country has a vested interest in the exploration of a lost city, which is how all the other players made their way from their normal lives to this remote corner of the world. Professor Quiston, being rather academic by nature, set out along at the behest of the university and entirely missed the memo that there was a group of adventurers looking to do the same thing. Rather than enjoy a set of thrilling adventures to get from the city to these magnificent ruins, he set out alone and promptly got lost in a jungle. To be entirely fair, he did get to the area of the ruins first. He just didn’t find them on his own for over two months. Instead, he walked through the jungle and used music to distract all the nasty beasts that wanted to eat him since he’s entirely too well-dressed to engage in that kind of rigorous physical activity. Truly, the life of an academic did not prepare him for the trials he faced on his own, but he found the other adventurers by stumbling into their camp one night after trying to calm himself by playing some soothing music on his harp and spotting the fire thanks to the bonus it gave him to his perception checks.

Since then, Professor Quiston has helped these much more qualified adventurers by playing music, knowing things, and being absolutely fascinating to the local wildlife. And the local civillife. Fascinate, the Bardic Music ability, works on anything even remotely intelligent and Quiston gets a bonus to his diplomacy checks if he’s using music as a part of making them. He lives a bit of a charmed life, providing illusory support, healing, and the occasional magical buff while staying far away from combat. He has a magical weapon and a magical shield, but he has yet to actually use them. He used his whip once, but that was to hit something full of baby spiders from fifteen feet away. He also used his dagger once, but that was to collect samples. He is still an archaeologist, after all. He’s gotta collect samples to ship back to his university once the support crew following the other adventurers shows up. And what samples he will have! He’s met a living god, engaged in civil discourse with a tribe of intelligent and possible demonic apes, and even found a crazy lady living in a decrepit, overgrown mansion in the middle of a slightly more jungle-y part of the woods. All without needing to bleed over it! His memoirs will surely earn him a place amongst the elites of his university, should he manage to survive long enough to make it back there.

Roleplaying aside, I’ve been having a lot of fun with Pathfinder. The system is close enough to Dungeons and Dragons’ 3.5 edition to mess me up on a couple of things since there is still some variation to how the rules work, but it has a distinctly different feel to it once you start to get into the details. The power levels are completely different and while I do miss 3.5’s penchant for having an analogue of pretty much everything in some book or another, I’m enjoying the focus Pathfinder has on improving the basics so each class feels new and powerful in its own way. I’m sure there are exceptions to this rule, but I haven’t found them yet. I’m still pretty new to the game after all. I’ve been getting a little more experience thanks to Pathfinder: Kingmaker, the computer game, but that’s not exactly representative of the whole Pathfinder experience since the computer game needed to have a bunch of stuff trimmed out of it in order to make it actually a viable computer game. I mean, I get that casters are pretty under-powered in low levels because of their lack of ability to participate in a fight once their spells have been used for the day, but I feel like fact that an all martial group can just power through every encounter is just bogus. It fits the trope of the weary, injured fighter facing off against a powerful wizard who just ran out of spells to cast, while yelling the iconic “I never run out of sword,” but I feel like there should be a better way to balance things out.

Part of the problem is that Pathfinder campaigns are set up around the idea that a group of adventurers can handle a certain number of encounters in a single day before they deplete all of their resources. The number is much lower than you might think, or else the encounters are much weaker than the party, and that doesn’t translate well to a video game. I found a dungeon that, based on setup, required me to clear large swaths of it in one run, without much of a chance to safely rest, and the sheer number of encounters that were above the “no sweat” threshold was staggering. I almost gave up and made a new character because I was struggling with it so much. It would have been fine, but all of the enemies had some kind of poison or another so even my martial fighters were running out of strength and constitution. Throw in the fact that camping supplies weigh an idiotically high amount per person per day and you find yourself unable to do anything but constantly return to the world map where you aren’t required to use camping supplies but can instead spend seventeen hours hunting in order to find enough food for six people. Instead of, you know, shooting a single deer and feeding everyone off that. Tabletop Pathfinder survival checks for food don’t generally take that long or are otherwise baked into a day’s activities.

I’m still enjoying Pathfinder: Kingmaker, despite it’s flaws. I’ve adjusted to how the computer game expects me to direct combat and manage my resources, so things are a bit easier now. I’ve also passed the weak low-level point, so I finally feel effective again. I’ve also learned a lot about Pathfinder thanks to me doing research about the rules, useful feats, and how to streamline character builds so I don’t waste levels on useless feats and skills. Still, it’s making me want to run a campaign of the tabletop version of Kingmaker, and I’ve got enough friends that it would be fun to do. I’ve never run out of a campaign book before, so I think it would be fun and relaxing to be able to do it. And, now that Pathfinder is producing a new set of rules, the original stuff should be on sale! I’ll be able to buy all the books and such for cheap! Except that’s not how nerds work. We collect shit for forever and the prices of rule books like this only ever go up unless it’s a total flop. And I do mean total. They only go down if no one likes it or buys if. If anyone likes it, the prices usually stay the same.

If you know any good online tools for Dungeons and Dragons, Pathfinder, or online games in general, let me know about them! I only know about a couple, but I’m looking to learn since I’ve got a couple of games that could benefit from being moved online. Happy gaming!

We’ve got a new Tabletop Highlight! It’s about my experiences with Pathfinder and what I’m looking to do in the future. It’s also about the computer game, Pathfinder Kingmaker, though I’ll admit that part is a tangent. Check it out!

Tabletop Highlight: Games You Never Want to End

You’ve been running a game with the same group of people for years, now. You’ve done your best to play weekly, but it has still taken the better part of a decade to get from the beginning of the game to the end. Maybe the end was a total party wipe because the fighter did something stupid. Maybe your players resolved all the open plot hooks they were interested in and, after amassing an incredible amount of wealth, have decided to retire. Maybe they finally killed that demon/elder dragon/Tarrasque and they’re officially so strong not even the gods would lightly make a move on them. Whatever the reason, the game as you know it has come to an end. Except no one wants it to end because they all get along, it’s tons of fun to play tabletop games with people, and they had this idea for a character they made a while ago that they’re dying to try…

So you extend the game. If the party-wiped, you’ve got a couple of really fun options and one simpler option. If you want to just keep it all going, then you can have some kind of fail-safe alert a new group of adventurers that the people previously trying to solve some big problem died. They get sent out to collect corpses (maybe revive the players who want to stick with their old characters), and then they carry on in the stead of the previous group. It’s easy, it makes sense in a lot of scenarios, and it makes it easy to get down to playing again. If you want something a little more challenge but that would add some depth to your world, start the party over. Everyone rolls up a new character, maybe not level 1, but probably at a lower level, and a new adventure starts. Whatever the old group was trying to prevent has come to pass during the intervening years (any number is fine, but I like to make sure it’s at least a couple of generations so everyone has a chance to discover all of the ramifications of their failure) and the new group is trying to either fix the problem or facing some new threat in the world created by the death of the older group. This, of course, necessitates that the issue the old party was trying to prevent wasn’t something truly world-ending. If that’s the case, you could always throw out some kind of “incarnation cycle” spin and have the players basically play themselves reincarnated on the new world the gods made in response to the destruction of the old world. There’s a lot of fun opportunities their, including relics from the old world and maybe some kind of special, inherited powers from your previous incarnations. The sky is the limit here.

If all of the characters have decided to retire from their lives of adventuring with their dubiously gotten gains, that opens the door for a generation-spanning game! Maybe the players can roll up the children, adopted or biological, of their old characters. Or, perhaps, the child of someone else’s character. Students or protégés are also fair game. However it happened, they’re playing someone who grew up under the tutelage of a character from the old game and, as a result of something happening (anything from the tragic death of their mentor to a decision to emulate their mentor’s life of adventure), has hit the road to find our what’s on the other side of the horizon/save the world/strike it rich by looting the long-dead corpses of other adventurers and the private homes of the various races who don’t live in the same kind of societies that your adventurers grew up in. Maybe an unresolved plot hook the previous generation chose to ignore has come calling again, perhaps grown more urgent as a result of the passage of time. Maybe one of the magic items or artifacts collected by the previous generation is the key to some plot a new villain has hatched and they used the old hero’s advanced age as an opportunity to put their dastardly plan into motion.

If your players have all gotten to the point where there is nothing left to truly challenge them besides the gods, maybe just start a new campaign in their shadows. The new characters grew up in a world forever changed by the actions of the old characters and are inspired to set out on their own adventures by the legends still living and walking on the mortal plane. This creates a lot of narrative fun for the DM because whatever problems the new characters are given to solve, whatever legends they chase, can’t be big enough to draw the attention of the more powerful adventurers who still live and exert their will upon the world. This can also create a lot of fun situations because you can have players reprise their old characters in role-playing moments, maybe because the new characters are hirelings who the old character is paying to take care of some problem that’s probably beneath their notice or that they don’t really have the time to solve on their own. Or that they just don’t want to deal with, similarly to how most people pay someone to change the oil in their car rather than learn how to do it themselves. Whatever route you choose, it’ll be memorable so long as the incredibly powerful previous characters are still around to pop up now and then. Plus, most players love to see their old characters crop up in a campaign.

Whatever you decide to do, just make sure you talk to the players about it beforehand. Most of them would love to figure out what their characters decided to do after retiring or getting too powerful to be stopped, so that’s a good opportunity for them to become more invested in whatever game comes next. The idea of playing in a world where your old character is walking around and living their life is incredibly inviting. The opportunity to maybe run into them and to see them play out a scenario again is one I, personally, would never pass up.

Tabletop Highlight: All Praise to RNGesus, Who Metes Out the Rolls We Deserve

All praise to our lord and savior, RNGesus, he who delivers unto us, his miserable, blasphemous supplicants, the rolls we deserve. He who ignores our unworthy pleas for mercy or luck and instead grants us the true Numbers of our heart that only he can see. He who delivers unto us the incredible moments of power when we prove ourselves worthy of his light and love. He who strikes us down with moments of pure failure and pain when we shirk our duties as his servants, bathing us in his wrath in order to cleanse us of our sins so we may once again live in the polygon of his love.

These past few months, I have walked amongst you. I divested myself of my ministerial robes, set aside my clerical headdress, and removed my comfy loafers so that I might know the troubles you face. It had been long since the last time I had tasted the bitter tang of defeat and struggled with acknowledging my failings before RNGesus and my fellow tabletop companions, but I had not forgotten you. As I moved through you, I directed my attention toward the sore spots within the community, both those you bring before our altars and those you prefer to hide away from the light and healing of our open forums. I have learned a great many things, my faithful, and I am saddened to report that the faithful are not quite as devout as I had once believed!

Is it not one of the core tenets laid down for us by RNGesus, when he himself walked amongst us and rolled bones as a Human, to begin each day with a roll of your most favored dice as a sacrifice to RNGesus? I see you all nodding in agreement, but when I walked as one of you, hidden by the lack of my ostentatious garments, I heard you ascribe more to this roll than the precepts allow! This is not some sign from on high as to the contents of your day! These rolls are meant to be a sign to our lord and marshal that you hold him in your heart and dice bags at all times! You cannot sacrifice a roll to RNGesus if you use it for something. If you have intent behind your roll, then those numbers are consumed by you! They stay on this mortal plane and do not ascend to the Greatest Game Master to be doled out amongst the lesser dice gods. You are starving the origins of all luck and happenstance of the one thing they need to survive!

And it is clear in your games that they are displeased with us! A plague of critical failures has settled on all of our games. Even the electronic gamers with their programmed random number generators that are but a mockery of true chance are feeling it! Has a one of us caught a single shiny Pokemon in the past six months? Aside from you, Jeremy, most blessed of all followers amongst RNGesus, for you are a true statistical anomaly. Even the games where chance plays little part are feeling it! The entirety of the Destiny 2 community has been cursed with a lack of new Exotic weapons and though some seek to place the blame on the shoulders of the developers, I have seen the truth!

Not only are your morning dice rolls trapped here on the mortal plane for selfish reasons, but players no longer roll all their dice before a game begins! They take out their favored set and simply set it aside to wait on the moment their game requires a roll! Gone are the days of idle rolls sacrificed to the dice gods, RNGesus foremost among them. Gone are the days when a bored or frustrated player would dedicate several rolls at once to please RNGesus, our Greatest Game Master, simply for the sake of slaking his hunger for unburdened and unassigned chance. Gone are the great spills of dice from dice bag, done to herald the beginning of a game and to find the dice most loved by RNGesus, that show his sign of the natural maximum upon their first glimpse of light all day, for we are a fallen flock. An abandoned flock, soon, if we do not change our ways and give RNGesus his due!

Fear not, my faithful followers, for there is yet hope at redemption. All of you, take out your dice bags! Take them out and in the trays provided roll them! Let the hall be filled with the musical clatter of dice as we show our thanks to RNGesus! Show him that we are a changed people who will not forsake his teachings again! Though the path will be long, trap filled, and likely to result in pain and suffering no matter our modifiers, we are brave enough to walk it because we know RNGesus waits for us on the other side! Show him the faith I know lives in your deepest heart! Show him the trust and love I know you all feel for him! Let not the worries of failure or success impeded you, just place the dice in RNGesus’ hands and blow on them for good luck! He, the hand on the scale of fate, will show you your true Number and then we can begin the healing and repentance!

Thank you, my brethren. Now, find the most common number in your pool of dice and go to the matching stations. I will make my way through the groups, visiting each in turn so we may figure out what RNGesus requires of us so that we may roll in his light once more. What penance we must pay in order to deserve the forgiveness he has already granted us in his infinite mercy and love! No price is too great for the grace of our lord RNGesus, so come, let us pay it all together.

Praise him, my faithful followers! Praise him and may you all soon walk together in the realm of critical luck!

Tabletop Highlight: Converting Your Game to a New System

There comes a point in most Game Masters’ lives when the game they are running has outlived the system in which it began. Sometimes that’s the result of a new set of rules coming out that make the game easier to enjoy. Other times it’s because the old system is incredibly dense and difficult to get into whereas the new system is much easier on new players, who suddenly make up a significant potion of the people in the game. Maybe everyone got a little tired of the old system and agreed the new system is going to be much more fun to play. Whatever the reason, you now face the difficulty of helping your players transition from one system to another while also trying to change your notes for future sessions, bad guys, and house rules so they all fit into the new system. A monumental task that makes creating a dungeon seem like a simple job.

I’d recommend doing this during a hiatus or at least planning on missing two weeks worth of sessions since you don’t want to go into this half-cocked, especially if you have a lot of house rules. If you’re good at Fudging It, you can skip the house rules and the overall process will be easier, but you probably shouldn’t skip if you can avoid it. Having house rules the players depend on changed to the new system is important because it helps them set expectations for how things have changed. For a lot of systems, these kind of changes are pretty simple. Converting a Dungeons and Dragons campaign from edition 3.5 to Pathfinder is a simple task since Pathfinder was heavily influenced by 3.5 and most of the numbers are the same from one game to the next. Changing 3.5 to fifth edition is not nearly so easy, even if it seems easy on the surface. House rules about critical change because there is no rolling to confirm critical hits in fifth edition, but that’s easily resolved since you would just drop house rules about confirming critical hits. House rules about treasure, though could change. Fifth edition magic items operate on a very different scale than magic items in 3.5, and the same goes for pretty much any numerical roll. Skills have lower numbers and the difficulties of checks are lower since rolling high in fifth edition is rolling a thirty. If you’ve got a bunch of custom checks mapped out for skills or actions the players regularly use, you’ll definitely need to rework those.

Additionally, there are a lot of balance changes that happen from one game to another. In edition 3.5 of Dungeons and Dragons, fighters tend to be focused on combat skills or utility. In fifth edition, what they focus on changes depending on their specialization and they can wind up as anything from excellent tanks to damage-dealing monsters. Someone with a highly specialized build will need to do a lot of changing as well, perhaps to the point of basically having an entirely new character. If you have prestige classes in 3.5, chances are good that you won’t have them or anything directly related to that specific skill set in fifth edition. And that’s from one edition of a game system to a newer edition. At their core, they’re still the same d20-based game, but what if you make a bigger change?

If you’re running a Dungeons and Dragons campaign that focuses mostly on roleplaying and storytelling, your players might find themselves frustrated with combat and certain skill applications since they tend to bog down a bit once it is time for everyone to start rolling dice. If your players don’t particularly care about the system you’re playing, it can be incredibly beneficial to switch to a Fate system since the skills and combat are much more narrative-based and tend to resolve much more quickly. However, there isn’t a clear class system and the conversion from class levels in Dungeons and Dragons to skill points(the main display of a character’s power) in Fate isn’t a super clear one since even the skills don’t really represent the abilities a Fighter or Wizard might have. It can be done with enough work and the thoughtful participation of all parties, but it definitely won’t be easy. There are other d20 systems out there as well, some closer to Dungeons and Dragons and some decidedly less so, that could be used to take the game in a more Sci-Fi direction, but converting to them is going to run into a different version of the same issue.

While you’ll be missing a couple of sessions while you work out how most of the numbers, power levels, and custom rules will convert, you should include the players in the process. You can use normal session time to do it, or you can start a texting group to get their thoughts. It’s good if you find a way to convert the numbers that makes sense to you, but you also need to consider the players and how they view their characters. No one is going to want to go from feeling incredibly powerful to feeling weak or useless. You can avoid that by working with your players and offering solutions to their feelings of powerlessness, even if it makes the character seem more powerful than they should be. For the most part, it’s fine if the players wind up with powerful characters and it’s even possible that something that seems incredibly powerful will wind up not being as useful as you thought once you start playing again. The best part of any kind of conversion is the knowledge that you can always go back to tweak things as the game continues since no one in their right mind would hold it against you.

Changing systems is a lot of work and, if you’re open and clear about it with your players, they’ll help you find solutions and be more ready to forgive any mistakes that crop up while you’re still ironing out the fine details.

Tabletop Highlight: Breaks, Hiatuses, and How to Fill the Time Between

Like any Dungeons and Dragons group, or any tabletop gaming group for that matter, mine occasionally has a few weeks where we aren’t able to get enough people together for a gaming session. It happens more frequently with my group than with most given that my group is only three players so even one missing player breaks my “more than two-thirds of the players must be present to run a session” rule. At the same time, when I’m incredibly stressed like I have been for the past few weeks, I am not up to running the game even though I usually still want to. I learned not to push it on those days long ago, because they’re inevitably the days when the players get some idea stuck in their head and I’ve gotta re-do half the plot and story I had planned on the spot, even if we’re well past the point when I thought I’d have to change anything like that around. They always find a way.

It’s always a struggle to figure out how to handle gaps like this. If you’re at a plot-critical moment, it gets really difficult to keep the tension and anticipation going when you don’t meet for a month. If you’re between big moments or the players are at a point where they must decide what to do next, then it is relatively simple to skip time since all they’ll need is a refresher. If it is at all possible to time your gaps so they fall at moments like those, I recommend doing it. That being said, most gaps aren’t planned ones but one-week skips that wind up incidentally getting longer, so here are some ways to help fill time between sessions.

The easiest way is to find a way to have smaller one-off sessions so each of the players gets a chance to do something integral to the story that’s unfolding. This won’t work if they’re in the middle of a dungeon or if you didn’t end the session at a point where the various characters can temporarily go their separate ways. This is a great time for rogues to do stealth missions or for the diplomatically inclined to take the time to get to know the local gentry. Even the more mercenary characters can make connections, even if they’re just with the various mercantile forces in the area. If you’ve got a role-play heavy campaign, there’s no such thing as too many connections. If your players tend to be more interested in being murder-hobos than role-players, you can easily make up a small encounter or two that will give them a chance to cut loose while waiting for the plot to resume.

Another thing you can do is more or less assign them homework. Maybe they have some connections they should contact that will help them in this situation. Have them write out a dialogue that represents this interaction and make sure to give them something for it, maybe a bonus on a future skill check, a minor item that will come in handy, or just a smidgen of role-playing XP. This is especially useful if you’re doing a role-play heavy campaign because it lets the players get more into their character and also provides you with more information about their characters that you can then figure out how to work into the game later on.

If you’re looking for something that’s less work for the dungeon master, I suggest assigning them a text-based interaction. There’s probably a decision or two they need to role-play and they can do it via text instead of taking up time at the next session. If it’s a big decision or something that’s going to spark a lot of debate, then it’s even better to get it out of the way before the session so you all can get down to figuring out what happens next. This is useful to you because you don’t need to monitor the text conversation and can just check in on it from time-to-time or read it all whenever you feel up to it. Alternatively, and you should never reveal this to your players (so stop reading this London, David, and Daniel, and just start at the top of the next paragraph), you give them a text discussion to role-play and then you never read it. If it isn’t a super important discussion, you can just skim it for any important bits or let your players bring up the highlights in conversation. That last bit is particularly easy if you live with one or more of your players and they love talking about the game (I told you to stop reading this, David).

Another thing you can do if you’re willing to surrender a little control and need something that takes the burden off of you is have one of the players propose a little side-mission or adventure they can run. It keeps things in your world and will likely be at least tangential to the plot you’re running, but you should definitely work through what that player wants to run if you’re going to let them do it in your game world since you want to make sure they aren’t going to cut off something you’ve been saving. I don’t really recommend this option much because I’ve seen it go wrong more often than right, but it’s definitely an option. If you’re co-running a game with someone or if one of your players is a good DM, then it gets much less risky, but you definitely still need to sit down and talk to them about it before you give them the go-ahead.

As I said, it’s always better if you don’t need to find a way to fill a bunch of time without game sessions, but I guarantee that there will come a time when you will need to get through a gap at an inconvenient time. If you do something else to bridge gaps like this one, I’d love to hear what that is. Please share it in the comments or shoot me an email!