You may remember in previous blogs my complaints
about systems where feats are granted to players on a regular basis, and are
used, generally, to min-max various character builds in those systems. But I
don’t object to special abilities being gained by characters, I just object to
players being able to pick from a cafeteria list for these options.
The crux (IMNSHO) of a campaign is how the characters
interact within the campaign. When players design builds for their characters,
using feats as one of the building blocks, they are not really connected to the
campaign as a whole. Rather, they are building their characters in a vacuum,
which can lead to all sorts of problems.
So any system which has characters acquiring special
abilities should allow for them to do it within the confines of the greater
campaign, so that these abilities are added organically, as the result of the
choices that characters make, rather than the choices that players make.
This is the reason for a system that I call Milestone Quests.
These aren't formal quests in the game itself, but rather a simple mechanic for
gaining non class-related special abilities.
A character may gain a special ability when they
accomplish a major goal. A ‘major goal’ varies by level, being composed of a
number of Milestones equal to the level of the character when the Quest is
initiated. A Milestone is a simple, specific goal that can be accomplished
during the course of a single session of play.
Here’s an example. For a third level Quest, a
character needs to complete three Milestones. As his village has been torched
by a dragon, the character desires to find a dragon slaying magic weapon. The
character already has clue that such a weapon may be found at the tomb of a
long-dead dragon slayer. For the first milestone, the character cleans out the
dungeon-tomb and find parts of the magic weapon. Then, he must re-forge the weapon
to recreate it, which requires another adventure. Finally, he journeys to an
ancient library, where after defeating various undead librarians, he learns the
secret of the weapon, which allows him access to the anti-dragon magic of the
weapon. After all three Milestones have been completed he gains a +2 attack
bonus against dragons as a permanent character ability, separate from the
weapon itself.
As you can see, the gain of permanent character
ability matches (roughly) the power level of a feat, and was earned by
accomplishing tasks within the campaign. The referee decides the exact details
of the ability, and the character simply expresses a desire in a general way (I
am looking to get better at fighting dragons) and takes actions which would
lead to such an end.
All this is very casually dealt with during play.
I’ll turn to a player, and ask, “Does your character have a quest for this
level? What is it?” I’ll then talk it through with the player, just asking in
general how he or she thinks the character would accomplish the task.
Here’s another sample. The character in question is a
third level fighter.
Ref: So
what’s your quest for this level?
Player: I
don’t know, I hadn't thought about it yet.
Ref: Didn't Josiah (the character in question) say he wanted to learn to fight with two weapons?
Player: Yeah,
that would be cool.
Ref: Well
Josiah has heard of dueling masters who fight with a sword and dagger. They
supposed to train students in the City-State of the Invincible Overlord.
Player: That
hell-hole! I don’t want my character going anywhere near that place! Are there
any other ways to learn the skill?
Ref: Well,
you might ask a bard or a sage, if you don’t know any other rumors.
Player: Fred’s
character is a bard. Hey Fred, does your bard know where to get two-weapon
fighting?
Fred: My
dear Josiah, if one seeks to advance oneself in the art of combat, I, Turin the
bard, advise you to seek out those masters of the dueling art in the
City-Sta...
Player: I
don’t wanna go there! Anyplace else you know of?
After a quick
lore check, the Referee tells Fred: You
know of an ancient manual, Hanko’s Fechtbuch, which contains the secret of two-weapon
fighting. You think it might be buried in the ruins of Ostval, which is on the Skandik
coast.
Fred relates
this (in character, of course) to Josiah’s player.
Player: Great,
so that’s my Quest for this level.
Ref: OK,
but you need three milestones to achieve a Quest at your level. So, in
addition, you will have to get the Fechtbuch translated, and then you will also
have to learn how to read, or get someone to read it to you.
Player: Fine,
whatever (eyes the bard). How far is it to Ostval?
I want to stress that this is not some hard and fast
rule, but rather more of a guideline. It’s framework for introducing a way of
integrating the character with the campaign, while rewarding a character for
working with the environment. If, for reasons of suspense, you don’t wish to
negotiate all of the milestones ahead of time, that’s fine, but I would resist ‘springing’
a Quest on a player with their input. This, as much as humanly possible, should
be a player-directed activity. A player should never be forced into this sort of
Quest, as I am defining the term.
The abilities granted by a Quest should be in the 3.5
feat range, getting a little bit better as you go up in levels. Here are some
guidelines:
1: +1 attack, leather which allows an elf to cast
spells while wearing it.
2: +2 save vs. some specific circumstance.
3: +2 Attack vs. specific target type.
4: Ability to attack ghost or other incorporeal,
3/day
5: At about this level, the benefits should top out,
and stay consistent, because at this level you leave the power scope
encompassed by feats, and enter the level of minor magic items.
Next time: Where have all the Magic Items gone?
I could also see this working perfectly well in place of the standard XP system/level increases.
ReplyDeleteYes, and I have known plenty of GMs who have used (roughly) this same system for just what you mention. For myself, I really like XP = GP and the effects that has on player behavior, so I'll stick to that for gaining levels.
ReplyDelete