Died By Suicide

This is a repost.

A clergy friend of mine asked on Facebook how one should refer to a person who commits suicide. What’s good terminology for that, since it is something a lot of us (clergy and otherwise) are talking about right now.

A question like this comes with innumerable questions attached to it:

  • What kind of disease is depression?
  • Is depression treatable? If so, what kind of depression is treatable, and with what interventions?
  • Do we have free will or the illusion of free will?
  • Is suicide a selfish act?
  • Or is suicide like dying of heart disease – succumbing to an illness?
  • Is it even helpful to generalize much about suicide? What do the numbers and research say?
  • How do we talk about suicide without causing an increase in suicide rates?
  • What can we do about a lack of mental healthcare in the United States?

It can become very tempting to weave all of these questions into how we answer a question about how do we refer to a person who died by suicide. We could say that they succumbed to their illness, like having heart disease, or that they took their own life, like someone making a choice and acting on it, or that they completed suicide, indicating the need to talk about suicide attempts versus successful suicides. We could add a theological element and say something like they returned to God, or something I would never condone, like God called them back home.

The problem I see with these terminologies is that they demand a particular kind of conversation right there. They pre-frame the discussion one might end up having, and kind of push a discussion on people who might not want to have it. In a way, these responses beg the question.

So when I’m talking about suicide, which God help me I’ll continually be doing as a person and as a pastor, I’m just going to say that someone died by suicide. That’s the simplest, most factual way to put it I think. Then for the other questions: how did they die by suicide? What preceded the suicide? How will it impact the people who love them? What is the nature of suicide? and so on, the door is open for that too. It has to be.

Pathfinder 2nd Edition Demo

It occurred to me that there are probably plenty of folks who are curious about Pathfinder 2nd Edition but have no iterest in my info-dump about my Origins 2018 experience. For all of you, the following:

I got to sit in on the demo scenario for  the current iteration of Pathfinder 2nd Edition. Overall, it is still very much Pathfinder, and it seems like they are taking this opportunity to clean up some of the rules, simplify a few things, and take feats that everyone always takes (Improved Initiative for example, or Precise Shot for archers) and just make them class abilities. Some observations, presented as bullet-points:

  • Increased hit points at level 1. My 1st level goblin alchemist had 15 hit points (Constitution 12 I believe)
    • Speaking of which, goblins are a core race and alchemist is a core class. We had a fighter, wizard, cleric, rogue, and an alchemist. Other tables with 6 players had another character – I’m not sure whom. Except for Fumbus, the new iconic goblin alchemist, the familiar iconics were the pre-gen characters
  • Skills and attacks seem to be ability score bonus + level. I couldn’t tell if it was just that, or if skill points had been spent
  • Fighters can fiddle with shields (and so can wizards who cast shield) by raising or lowering them to provide more cover in a fight
  • Only fighters get attacks of opportunity, which is GREAT, because I really detest attacks of opportunity. It’s just an onerous movement tax in combat that slows down everything and adds nothing and doesn’t make sense in a fight
  • Play is split into “modes” – exploration mode and combat mode. Exploration mode is open, skill-based, etc., and combat mode begins when you roll initiative. A little video-game-y but makes sense and formalizes something that’s always there
    • Your initiative roll is based on what you were doing when the fight started – many of us rolled Perception and the rogue rolled Stealth for initiative
  • Some weapons are “deadly”, meaning they add an additional die to critical damage rolls
  • Critical successes are always 10 over the target number, and apply to skill rolls as well as attacks, and critical failures are always 10 below the target number
  • You get 3 actions per turn, and can make 3 attacks if you don’t move. The second attack is made at -5 and the third at -10, making critical failures much more likely as you go. Still, some third attacks still landed for our 1st level characters against zombies
  • I was watching the numbers, and vulnerabilities are more common. Zombies are vulnerable to slashing, and took 5 additional damage from any slashing attack. Skeletons were resistant to fire, so resistances might be a bit more common as well
  • Speaking of skeletons and zombies, they had much more hit points than normal as well, based on how much we had to pummel them to bring them down
  • Spells take up to 3 actions to cast, and they take 1 action per component required – verbal, somatic, material.
    • For example, the cleric could cure light wounds with 1 action, or cure light wounds 30 feet away for 2 actions, or channel energy for 3 actions, dealing 4 damage to all undead and healing 4 for all living things in a 30′ radius. Undead had to save and if they failed they took 8 damage
    • Same with magic missile – the wizard could send up to 3 magic missiles, 1 per action spent casting, and I imagine other spells scale up as well

And just assume that if I didn’t mention something, it didn’t catch my attention (we weren’t allowed to have our phones out during the demo and agreed not to try to take pictures) or it hasn’t changed. For example, the three saves seem unchanged, and your second diagonal step still counts as 10 feet on the battle map.

Origins 2018

The Origins of Goodman Games|Goodman Games

Clockwork: Dominion

Reliquary Game Studios was in full effect at Origins 2018 – I knew because they are my friends from college 20 years ago and are still my friends today. They had a booth, shared with Fearlight Games, and a demo room that they also shared.

Clockwork: Dominion is a game I have demoed for them before, and I likely will get roped into demoing it again. I edited the core rulebook and Quick Start Guide back in the day, and helped them set up their Kickstarter campaign. It is a great game, and is the only Victorian game I would actually play (and certainly the only one I’d ever run). I’m not a huge fan of Victoriana, but the game is that good.

The Quest for Overlight

There were plenty of issues with events at Origins, which ins in my limited experience not new. For example, the location listed for demos of Overlight by Renegade Game Studios was not only incorrect but maybe a third of a mile or more away from the actual location. Fortunately I was still able to find my way to the demo room and play some Overlight.

The setting is interesting; the art is beautiful. The system…is probably in a final phase, but it made me wish they had refined it earlier in the process. The main issue is that there are two full resolution mechanics, one that is similar to Savage Worlds without a Wild Die and the other that was a target-number dice-pool system. This is just a needless problem – one or the other could have been cut, and honestly needs to be cut from my point of view. It’s as if in D&D you rolled a d20 for half of your tests, and then for the other half used a percentile system.

Oh wait, that’s what D&D was until…4th Edition, to varying degrees. But it was never good game design, and it still isn’t. The guy running the demo was nice and did a good job, but I don’t think I’d be able to get past the parallel resolution mechanics to play the game on my own.

Kids on Bikes

Kids on Bikes is a really fun game, also by Renegade. The killer app is definitely setting creation and character creation – they smoothly tie in blank space for creativity, leading questions about the other characters, and the charaters’ hobbies and fears. The tropes you choose from for your characters make sense, and I like that though the game is Kids On Bikes, you can play kids, adolescents, and adults all together.

We didn’t engage the powered character rules, but I like the options there as described to me by the demo person after our session. You can play the powered friend (Eleven, E.T., etc.) as a character who is shared by all of the players at different times (Maybe E.T.), or as one of the player-characters (Eleven), or you can not include a powered character at all (Stand By Me), or all of the characters can have powers (Supers School). You can build the powered character, or you can use a deck that they sell to draw powers and character traits randomly.

The significant flaw I perceived was with the resolution system. It is very much like Savage Worlds without the Wild Die – roll a die, and all dice potentially explode. D4 if you are bad at a thing, up to d20 if you are great at it. (All six tropes use one each of all six common die types, so everyone has a d4 and a d20 to start) The problem comes with the fact that you roll against a target number set by the GM, and it is very difficult to map, or intuit, the probability with this dice system. It is, for example, much mroe likely that a d4 will explode than a d20, but the d4 lets you roll up to an 8 and the d20 up to a 40.

In brief, you get very swingy results, and our game included difficulties from 5 to 20, which I think is too wide a range. Honestly, I might even end up hacking the dice system, or not going with the guidelines for difficulty in the book (if those were being used correctly in the demo). The nice thing is that the system is simple and clean, so you can probably hack it readily and get on with what is a very fun game. (And when you fail you get Adversity tokens, so maybe the swingy difficulties are a way to build those up? I’d have to play more than one demo to know.)

More Refurbished, Less Art

It’s been about 6 years since I was last at Origins, and since then the whole convention center has undergone an overhaul. More public art (by actual artists – there are touch screens where you can learn about their work) and far more plugs make the whole thing a lot more comfortable for someone like…everyone at Origins. A disappointing difference between this time and 6 years ago (or 11 years ago) is that there seemed to be fewer artists and less art. The last time I was there, a whole hallway was dedicated to artists and their work. Now it was just a smal corner of the dealer hall. I can only speculate on why this is – and to be clear, the artists who were there had a lot of excellent work on display.

Soul Food in Linden

I got to have some legit soul food at an African-American Cultural Arts Center in Linden, across the street from a Nation of Islam funeral home. The food was great, and it was about as far as you can get from Origins culturally while staying in the city of Columbus. A nice break, despite the heat.

Hiding In Starbucks

To be fair, I did a good amount of hiding near coffee at this convention, and it helped me deal with being over-stimulated and anxious as I am at events like this (combined with the parts that are genuinely fun). Right now I am just trying to build up some resolve to go talk to the very friendly Renegade Games demo team about whether the designers are interested in making a connection with The Bodhana Group. (Yesterday my friend the Executive Director gently reminded me that I am on the freaking Board after all)

Heroes and Villains

An unintentionally kind of intimate seminar with Michael A. Stackpole and [person’s name and background here] with only a handful of people there, so it was kind of intimate. We got to ask whatever we wanted. It as a bunch of solid writing advice from two very solid professionals, but it made me wonder as I nodded my head – am I at the point where I know this stuff? I think I might be. What I need to do, that I am not doing, is try my hand at some more actual fiction. Nothing they said surprised me, and it was all things I have heard from writers before. Not that it was run-of-the-mill, I’ve just listened to a LOT of writers and editors talk about their work and process. But did I, like, level?

Video Game Room

Some folks here at the convention are happy about the video game room. It is a darkened room set aside with huge screens and video games you can play on those screens. You just walk in and sign up and play. You might even just watch, or take a nap, or whatever, and it could easily double as a quiet room for people who are somewhat over-stimulated by this whole convention thing.

It gave me the idea that The Bodhana Group might be able to host a quiet room for folks at Origins 2019. I think it’s a good option to have – necessary for some people, and when we’re talking about thousands of con attendees, “some” is a lot.

Pathfinder 2nd Edition

I got to sit in on the demo scenario for  the current iteration of Pathfinder 2nd Edition. Overall, it is still very much Pathfinder, and it seems like they are taking this opportunity to clean up some of the rules, simplify a few things, and take feats that everyone always takes (Improved Initiative for example, or Precise Shot for archers) and just make them class abilities. Some observations, presented as bullet-points:

  • Increased hit points at level 1. My 1st level goblin alchemist had 15 hit points (Constitution 12 I believe)
    • Speaking of which, goblins are a core race and alchemist is a core class. We had a fighter, wizard, cleric, rogue, and an alchemist. Other tables with 6 players had another character – I’m not sure whom. Except for Fumbus, the new iconic goblin alchemist, the familiar iconics were the pre-gen characters
  • Skills and attacks seem to be ability score bonus + level. I couldn’t tell if it was just that, or if skill points had been spent
  • Fighters can fiddle with shields (and so can wizards who cast shield) by raising or lowering them to provide more cover in a fight
  • Only fighters get attacks of opportunity, which is GREAT, because I really detest attacks of opportunity. It’s just an onerous movement tax in combat that slows down everything and adds nothing and doesn’t make sense in a fight
  • Play is split into “modes” – exploration mode and combat mode. Exploration mode is open, skill-based, etc., and combat mode begins when you roll initiative. A little video-game-y but makes sense and formalizes something that’s always there
    • Your initiative roll is based on what you were doing when the fight started – many of us rolled Perception and the rogue rolled Stealth for initiative
  • Some weapons are “deadly”, meaning they add an additional die to critical damage rolls
  • Critical successes are always 10 over the target number, and apply to skill rolls as well as attacks, and critical failures are always 10 below the target number
  • You get 3 actions per turn, and can make 3 attacks if you don’t move. The second attack is made at -5 and the third at -10, making critical failures much more likely as you go. Still, some third attacks still landed for our 1st level characters against zombies
  • I was watching the numbers, and vulnerabilities are more common. Zombies are vulnerable to slashing, and took 5 additional damage from any slashing attack. Skeletons were resistant to fire, so resistances might be a bit more common as well
  • Speaking of skeletons and zombies, they had much more hit points than normal as well, based on how much we had to pummel them to bring them down
  • Spells take up to 3 actions to cast, and they take 1 action per component required – verbal, somatic, material.
    • For example, the cleric could cure light wounds with 1 action, or cure light wounds 30 feet away for 2 actions, or channel energy for 3 actions, dealing 4 damage to all undead and healing 4 for all living things in a 30′ radius. Undead had to save and if they failed they took 8 damage
    • Same with magic missile – the wizard could send up to 3 magic missiles, 1 per action spent casting, and I imagine other spells scale up as well

And just assume that if I didn’t mention something, it didn’t catch my attention (we weren’t allowed to have our phones out during the demo and agreed not to try to take pictures) or it hasn’t changed. For example, the three saves seem unchanged, and your second diagonal step still counts as 10 feet on the battle map.

Overall

For me personally, it seems to be much better, and more enjoyable, to have a loose schedule that is mostly free time. I can do things like have three hour conversations with my friends, and jump in on demos if they interest me, or just sit near a a plug and write (as I am doing now). Origins is a good convention for this method, though I would somewhat prefer the greater numbers of artists and writers in the past combined with the greater numbers of seats and plugs now. Maybe that’s the future of Origins?

The Bodhana Group is looking at attending Origins in 2019 and having a presence there to talk about therapeutic gaming. We need to figure out what this presence will be – a booth? Table? Games? Seminars? The nice thing about Origins is that it is a much more local convention than GenCon – I see people here I recognize from 2007 and 2012 when I’ve been here in the past. Lots of folks from OH and the adjacent states, from what I can tell. This means that we can attend once, or maybe periodically, but don’t necessarily have to be here each year in order to have a Bodhana presence.

Epilogue: Be A New DM

My friend Wendy is thinking of DMing for the first time. She’s been playing D&D for years and is familiar with a number of twitch/streaming D&D folks. She was at Origins playing Adventurer’s League and going to seminars for new DMs.

Folks: be the new DM. DM for your friends. As long as everyone at the table is being nice and trying to have fun, you almost cannot fail, and you will never become great at it until you practice a lot. Running a game is the most fun way to engage with it. At least that’s my experience.

10th Level Spells in D&D 5E

Five D&D Magic Items Every Adventurer Should Own

The Forgotten Realms, of course, has spells up to 12th level in previous setting material – but then again, Faerun is a place where you hire the neighbor kid to shovel the Rods of Wonder out of your driveway every morning (h/t my college friend Courtney). There is plenty of history of spells above the usual limit of 9th level in other settings as well, but it’s always fun to pick on Fogotten Realms. Fun for me at least.

I’ve been thinking about 10th level spells, though, and I think I have an interesting and not too overpowered way to handle them in a D&D game. What I have in mind is a set of design principles for coming up with 10th level spells that I think will balance them out but still make them interesting and valuable as something other than power-creep.

  1. 10th level spells affect the setting in some ongoing way – they are a way for powerful casters to affect the world around them
  2. 10th level spells must be found, or researched, as part of a quest
  3. A 10th level spell can be cast only once, and then it is lost. The capacity is burned out of the caster, or the gods withhold the power, or however you’d like to account for it in game
  4. 10th level spells are the way you account for magical effects in the world that aren’t otherwise accounted for in the rules.
    1. Examples: the flying citadels in Krynn used during the War of the Lance; casters who create their own demi-planes or shard realms; special, more-powerful animal companions or familiars; the wish spell, without having to worry as much about limitations because it can only ever be cast once by a particular caster; and so on.

I think these principles for 10th level spells will work well, and solve a lot of problems, including what to do with the wish spell. They also provide an explanation for magical effects that aren’t otherwise accounted for in the rules – not because everything needs a rule, but rather so that players can accomplish the things they see in the world if they become powerful enough.

What are your thoughts on 10th level spells? Is there a better way to address these questions left open in D&D 5E’s design?

Fixing Alignment in D&D

Image result for batman as every D&D alignment

It isn’t so much that alignment is broken, but that I’m not sure alignment as it is expressed in the 5E Player’s Handbook is all that helpful. It is an element of D&D that has always, and still, provokes a lot of discussion and disagreement, as well as podcast episodes and blog posts trying to explain it and account for it.

The original idea for alignment came, according to Gary Gygax, from the stories of Michael Moorcock and Poul Anderson – in the first case, a self-conscious reaction to what was seen as the good and evil binary presented by writers like Tolkien. There were only three alignments: lawful, neutral, and chaotic. The good/evil axis was added later in 1977’s Basic Set, went back and forth a bit, but has remained consistent pretty much since then.

The problem that I encounter is that this alignment system is, in brief, that it is too vague. Does “evil” mean finger-steepling, sinister and malicious intent at all times? What about a well-meaning villain? What about the idea that most villains see themselves as heroic, if not outright good? Look at Thanos – is he evil because he plans on killing trillions, or is he lawful because he wants to do so in the most fair way possible, or good because he is willing to make personal sacrifices for what he sees as the greater good, or chaotic because his plans would cause the collapse of civilizations, at least temporarily, or perhaps neutral because he seeks balance in the universe (or says he does)?

The fix for alignment, in my view, is to literally “fix” the ideas of an alignment system to more specific terms so that they are clear and can also be flexible by culture. I ran into this challenge planning for a Ragnarok campaign, called Twilight of the Gods, set in mythic dark ages Scandinavia. The Norse clearly had moral ideas, but they aren’t my moral ideas – “good” for a Norse person is quite different from “good” from my point of view and the likely points of view for the players. Killing someone because you want their silver is not “evil” for the Norse, unless you kill them through treachery or poison.

What I did for Twilight of the Gods I described in a previous post, but I’ve since taken this same idea and applied it to Dragonblade, my medieval Asia setting, and Alaam, my elemental setting inspired by Islam and Zoroastrianism. I think the best way to explain my thinking is to show where I ended up – and I’m now quite convinced that more specific alignment terms are the way to go.

Twilight of the Gods (Mythic Dark Ages/Norse)

Rather than good or evil, characters are honest or treacherous. This reflects the fact that violence was not seen as evil – the greatest moral failings included deceit and cowardice for the Norse. Honesty implies keeping promises, including promises of vengeance or oaths of support, and reinforces the idea of boasting being motivation for great deeds in order to fulfill one’s own words.

Rather than lawful or chaotic, characters are civilized or wild. This follows pretty closely to the idea of law and chaos in original D&D, but lets me highlight a theme of the setting and campaign, which was between the old gods, who are closer to the land, and independent life that is bound to the cycles of nature, compared to the Christianizing/urbanizing influence coming up from the south. It also takes the “Chaotic Asshole” alignment off the table, where players choose to be Chaotic Neutral because they want to be assholes and behave randomly. Both civilization and wilderness imply a strong set of values, both of which are rational and interesting.

Dragonblade (Heroic Medieval China/South-East Asia)

Rather than good or evil, characters are benevolent or selfish. These ideas align relatively well with my own idea of good and evil, which I think is widely shared in my culture, but are drawn more directly from the philosophies that were influential during the medieval period in China – Confucianism, Daoism, Buddhism, Mohism and so on. The highest good is often seen as being entirely self-giving and self-negating, and the deepest evil is often seen as arising from a focus on the self above all else. This also gives roleplaying clues that are more clear, I think, than “good” or “evil.” What concerns characters in this setting is a particular kind of good or evil.

Rather than lawful or chaotic, characters are legalistic or free (committed to freedom). Like the take on good and evil above, this is similar to what is described in the Player’s Handbook, but actually quite different from what was in original D&D’s Law and Chaos. Again, these ideas are drawn directly from the philosophies in China at the time, in particular those of Laozi (Daoism) and Confucius.

Another way of looking at this alignment system is that the good/evil axis is rooted in Buddhism, and the law/chaos axis is rooted in Confucianism and Daoism. Since those are three of the most powerful influences on Chinese culture, I thought it was a pretty good fit. I also felt that whatever replaced “law” and “chaos” had to be two positive choices with a moral underpinning. I realize that boiling down Confucianism to “legalism” and Daoism to “freedom” is stupidly reductive, but hopefully the idea comes across. I’m actually not entirely satisfied with the term “legalism”, but it’s the best I have for the moment.

I like how mundane the alignments become. Chaotic Evil sounds like a lot to live up to – you have to go full Joker and watch the whole world burn. In Dragonblade, this would be Selfish Freedom, which seems a lot more common and easy to understand. Someone committed to Selfish Freedom could even be part of an adventuring party without a lot of trouble, in contrast to someone who was Chaotic Evil.

Alaam (Inspired by Arabian Nights/Islam/Zoroastrianism)

Instead of good or evil, characters are kind or cruel. Here I went with a simple, direct moral description of how one treats other people, rather than the inner morality that is more of a focus for Dragonblade above. These descriptors also fit well with the almost-fairy-tale sense I wanted to evoke of 1001 Arabian Nights. At the very least, it avoids the “But what is evil, really?” kind of question that plagues conversations about D&D’s standard alignment. (Thanos, to take my example from the beginning of this post, is clearly cruel.)

Instead of lawful or chaotic, characters are obedient or rebellious. In this case, I am drawing more from Islam, where obedience is a very high virtue. The Middle-East is also a part of the world that has had strong central authorities for a very long time – thousands of years in the real world. This alignment axis assumes that the law, that authority, makes demands on you, and you have to respond one way or another. This fits with a strong theme for Alaam, which is that of the authority of the genies who created the world, and how characters respond to that authority.

Specific Is Best

My advice to other writers and designers in the area of alignment is almost always to make it more specific. Root your alignment system in the questions you want to ask in your campaign. Fix the alignment axes to the strong themes of your setting. Alignment is often the source of disagreement, but it has a great potential to highlight aspects of a setting right from the beginning. If you want to play a Lawful Good paladin, I think that it is a distinct experience to create a character who is Honest and Civilized, or Benevolent and Legalistic, or Kind and Obedient. Those are all, to me, much more interesting than Lawful Good.

To pick another crappy alignment trope – I am of course suspicious of any player who wants to play a Chaotic Evil character. But what about Treacherous and Wild? That’s at least really interesting. Or Selfish and Free – that’s not even necessarily “evil” in the villainous sense. (Heck, that could be a Libertarian) Or Cruel and Rebellious – the option most similar to Chaotic Evil, perhaps, but still easier to understand and portray. It clearly states a relationship to other people and to whatever authorities exist in your world, and that’s a big step ahead of Chaotic Evil in my book. Or, in my games at least.

What do you think about this take on alignment? What do you think the alignment could be for your favorite setting: Middle-Earth, Westeros, Krynn, etc? 

Rethinking Small Creatures in 5E D&D

Image result for D&D size comparison 5e

I recently posted some thoughts on handling large-sized characters in 5th Edition D&D. I was also thinking about small-sized characters (and tiny, and so on). I’m certain that the decision was made for the purpose of simplicity and balance, but reading through the 5E rules I did think that too little was made of the advantages, and disadvantages, of being small. Especially small in a D&D sense, where you are shorter than 4 feet and weight maybe 50 lbs. Most halflings, and many gnomes, are smaller than my 6 year old daughter. Different build, more lean muscle mass, and so on, but still. She is not large.

In the rules as written, small creatures take up the same area on the battle map, have the same class hit dice if they have a class, etc. Small creatures with no character class have hit dice one die type smaller than medium creatures. I know that small creatures can use Acrobatics to move through the space occupied by a large creature, which is cool, and they have some weapon restrictions. They are also able to theoretically squeeze through a tiny space, whereas a medium creature can only squeeze through a small space.

Now, if I wanted much more detailed rules on size, I would just go back to 3.5 or Pathfinder. And no worries there, both are great games I’ve played many times. But what I would like are a couple of small changes that make the choice to play a small race more meaningful.

Hit Dice

I’ll start with what is likely my least popular idea – I think that PCs should follow the rule of monsters and small races’ class dice should be downgraded one step. I think that the actual effect of this would be mitigated in a number of ways. First, any PC casters who are a small race will often have one primary stat and then can easily put their second highest score into Constitution – this is especially true of sorcerers and wizards. Bards and clerics have more to worry about, on average, but can still be quite tough if they wish to be.

Stealth

I think that in general, size should be taken into account when rolling Dexterity (Stealth) – one size difference granting someone advantage on the roll. This would mean that small characters sneaking up on medium characters or larger would automatically have advantage, and it would add a house rule that would make it easier for all PCs to sneak up on ogres and giants and the like.

Cost of living

It makes sense to me to cut the cost of living for a small PC in half. They can get along with less living space, much less food, less water, and so on. Their clothes take up half the material or less, and all of their tools are small-sized, or can be. This makes a small difference, but makes sense to me.

Armor Class

Here  I’m going to just steal from Pathfinder/3.X and give small PCs a +1 to their Armor Class. They have about half the surface area to aim at, can more easily take cover, etc. This also helps do a little to balance out the loss of 1 hit point per level, on average.

Tiny PCs

This got me thinking about tiny PCs, like player-character pixies and sprites and quicklings, which sound cool. For them, I would reduce their hit dice by yet another step, also reduce their weapon damage by one die type while keeping the restrictions for small characters (being stabbed by an inch-long knife is just not that scary). I would divide their cost of living by 4 and give them advantage on Dexterity (Stealth) rolls to sneak up on small or larger creatures. Tiny intelligent creatures are also often balanced out by having super-speed or the ability to fly, like the examples above, and perhaps more innate magic than is normal. I’d want to see this in a game (someone playing a pixie, sprite, quickling, etc.) but I’d be open to the idea. They would also get an additional +1 to their AC.

Curious what I had to say about large-sized PCs? Check out that post here.

Flat Damage for GURPS

One of the things about GURPS that can be confusing is how damage is calculated. Unlike other systems where your attribute provides a bonus or penalty and the weapon provides the dice you roll, in GURPS your attribute provides the dice you roll and the weapon provides a bonus or penalty. Not a huge difference, but I’ve seen it derail new players. I wanted to put together a couple of tables to use if you want to run GURPS with flat damage – no dice rolls. This is obviously simpler, and also more predictable, but by removing the swingy results from damage results, you also remove the chance that you’ll roll to penetrate an opponents Damage Resistance if it is higher than your average roll.

I’d get through this in a couple of ways. One is to keep either the random hit location table, or allow called shots, or ideally both. This way, a low-strength attacker can still get past armor if they are accurate, or lucky. Also, damage types retain their multipliers – cutting damage times 1.5 after armor, and impaling damage times 2.

For our purposes, 1d6 is going to equal 4 and 2d6 is going to equal 7. I only adapted ST 3-20, and then took the weapon table from GURPS Lite 4E and adapted those basic weapons. Once the ST table is changed over, though, the weapon table doesn’t have to change. It’s just here for reference.

Strength Thrust damage Swing damage
3 -1 0
4 -1 0
5 0 1
6 0 1
7 1 2
8 1 2
9 2 3
10 2 4
11 3 5
12 3 6
13 4 6
14 4 7
15 5 8
16 5 9
17 6 9
18 6 10
19 6 11
20 6 12

 

Weapon (GURPS Lite 4e) Thrust Swing
Axe +2 cut
Mace +3 crush
Punch -1 crush
Kick +0 crush
Brass knuckles +0 crush
Broadsword +1 crush +1 cut
Thrusting broadsword +2 imp +1 cut
Large knife +0 imp -2 cut
Poleaxe +2 cut or +2 crush
Rapier +1 imp
Shortsword +0 imp +0 cut
Spear +2 imp
2H Spear +3 imp
Quarterstaff +2 crush +2 crush
Thrusting greatsword +3 imp +3 cut