Monday, May 9, 2016

Pathfinder: Ultimate Intrigue

So, Pathfinder: Ultimate Intrigue?

I feel this one is mostly a mess. It shows some of the worst failings of the d20 system in rules design, and attempts to rules-ify and feat-ify basic "I do this and I say that" roleplaying. What should be in-character banter between the player and referee is slogged down by rules, stat-blocks, and game systems.

DM judgement and player creativity are replaced by book reference and rules structure. It feels terrible, especially when compared with the elegance of other systems in these situations like Savage Worlds or FATE.

Why? Because what this book forces you to do is buy feats and sink character points into skills that take away from combat, which many players will not want to do. There is little support for 'well rounded' characters in most d20 systems, as you are making choices between "combat effectiveness" and "non-combat ability" every level, and combat effectiveness usually wins. You must keep up with the Jones' - aka, the monsters and opponents of the world, so choosing "combat" is typically the safer way to go.

So now, what should be "handle it with roleplaying" is now "we can build characters around social combat rules" and I feel something huge is lost here. If a player, without a character with a social build, roleplays wonderfully in a Game of Thrones moment of drama and heartfelt appeal - am I supposed to coldly refer to the rules, state they do not have the feats to make such an appeal, and deny the roleplaying based on a failing of "social combat?"

Please, d20 game designers, stick to combat rules, which the d20 system does well. Keep the rules out of the roleplaying area, and let people play. I feel anytime designers try to make d20 do something other than combat it usually results in a complicated mess of charts and rules that takes the fun out of the game (there are a couple exceptions of d20 designs that do this well, but not D&D as a whole). Especially if you start putting a "social feat tax" on characters who want to be social, and now they suck when standing in a party alongside the established builds and highly-tuned killing machines the game has gotten us used to.

If these options were in the game on the ground floor, I could feel differently, since the default assumption would be "you build balanced characters for combat and social play." But still, creating strict rules for social roleplay feels so backwards and against the spirit of the hobby I sit here and wonder why.

I want to play a diplomat who is just as good with a sword as the fighter is, and I want my diplomat to feel like he or she can contribute equally when in combat or out of it. Making me lose combat effectiveness just because I want my character to be talky takes away from the fun of the game, and it further pushes apart the "roleplay" players from the "combat" players when the game should bring them together.

To the book's credit, it provides some new character archetypes and  build options that are fun, but the whole notion of creating a class around a Batman-like "secret identity" vigilante seems odd. My rogue or mage could have a secret identity too, you know. I could even have my mage or rogue be a vigilante. Seriously. I don't need this level of classification, and I don't need making every job-based noun a character class. The build options are fun though, and the art is pretty.

Why give all these social rules for roleplaying, and then give us hundreds of spells meant to short-circuit it? We have spells to sense lies and motives, make others seem as dishonest, and all sorts of other spells which feel like they are "quick and easy outs" for mages in social situations. Why go through a whole Sherlock Holmes adventure interrogating suspects, putting together clues, and figuring out who has the motive to lie about who killed Mr. Boddy when this complete spellbook of "forensic lie detection" powers can do the same with the wave of a magic wand? The very thing the book tries to do, create a framework for social adventures, feels marginalized by the spells in the back of the book.

Seriously. If we are trying to find out the killer, are we going to go through the detective work, or just have someone cast a spell?

Someone cast the spell and let's get on to the next combat encounter. Yes, the book says "magic is frowned upon in polite company," but really? Bust out the lie-detector, we are trying to save the world here. Divination is already a huge deal-breaker when it comes to D&D and mystery games, and after this book's spells are introduced into the mix, running social and intrigue games feels worse. Yes, there are some tricky counter-counter spells in here meant to counter divination, but I don't want to play a game of divination-counter escalation and spell-counter-spell when doing the Sherlock Holmes thing.

And not in every mystery because it feels forced and artificial. Who done it? Whoever can cast the anti-divination and social magic is a prime suspect.

Other games do this better. If I want to play mystery and social, Pathfinder is not my first choice nor would I want it to be (see Divination magic, above). I expected a "how to run a mystery" or "how to create a social adventure" type material, and it feels like we just got a bunch of misguided rules that will be ignored because:
  • People who play the game for tactical challenge will ignore
  • People who play the game for roleplaying will feel burdened by
  • Referees who are used to rewarding great roleplaying will ignore
And the rules drive these two groups apart instead of bring them together. You force social characters down a path buying social feats and powers (making them weaker when playing with the other side), and you put combat characters on their well-trodden path down of combat effectiveness (and also the path the game is balanced around).

There are times when I feel the old-school games of "roleplay is up to the players and referee" is the best way to go. If you need a stat that affects the chance of success, let it be charisma, and leave it at that. No feats needed. No skills needed. No rules or charts needed. Just your CHR modifier, and of course, the referee's judgement based on what you just said, how the NPC feels, and what is being asked for.

Come up with a DC, add your CHR modifier, and roll.

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