Showing posts with label publisher. Show all posts
Showing posts with label publisher. Show all posts

Tuesday, March 24, 2015

Questions about Class: the Cavalier

Image taken from www.deviantart.com and by biotechbob

Welcome back readers! Here is another entry in our Questions about Class series, this time focusing on the Cavalier. As you may (or may not) know, Flying Pincushion Games is about to released its next book, Into the Breach: The Cavalier.  So we thought it was a good time that I, Kiel Howell, sit down with fellow Pincushioneer Jeffery Harris to talk about the class.

KH: First of all, thank you for taking the time to sit down and answer these questions!

JH: My pleasure Kiel, thank you for taking the time to lay down some excellent questions about the cavalier class!

KH: Can you give the readers a little about yourself and your role at The Flying Pincushion?

JH: Well sure, I am of course Jeff Harris, co-owner, CFO, sometimes editor and lead designer here at The Flying Pincushion.  I have been gaming for more than 24 years, but have only been in the industry officially for about two and a half years.  I am married to a lovely wife and live in a house with as many cats as there are core classes.

KH: So what exactly is a cavalier? Isn’t it just a Paladin on a horse? Minus the curatives?

JH: For those who are not aware, the word cavalier in our real world actually means: Cavalier (/ˌkævəˈlɪər/) was the name used by Parliamentarians for a supporter of King Charles I and his son Charles II during the English Civil War, the Interregnum, and the Restoration (1642 – c. 1679). Cavaliers were also known as Royalists.

But for our discussion purposes here, the cavalier is much more than just a magicless paladin with looser ethics.  To me a cavalier in Pathfinder is something of the quintessential hero, or villain.  Charging, challenging, holding the front line, or bolstering allies with tactics, are all things that great heroes and villains do in fantasy literature, and the cavalier does on the battle matt.  While paladins gain power from divine sources, a cavalier draws inspiration and power from dedicating themselves to an ideal, except that ideal need not be honorable or goodly.  In short cavaliers gain their power by belief in the tenants of their Order.

KH: Why does this stand as a whole class to you? Would it have been better as an archetype of the Fighter?

JH: The cavalier is to me a very different animal from the fighter.  Fighters are martial characters, just like cavaliers, but the main difference to me comes back to motivation.  Fighters can certainly have a number of motivations for fighting, but there is no inherent code or motivating factor built into the class, players usually decide why their fighter fights.  A cavalier however comes with a built in ethical and moral compass, which a fighter does not.  Because of the edicts of conduct attached to each order, cavaliers automatically come with some type of ethical motivation, be it personal glory for the Order of the Cockatrice, all the way to defending the common people as with the Order of the Land.  Basically cavaliers take the great role play and ethical/moral aspect of paladins, add all the shades of gray that lie between black and white, and put the end result on a war mount and say “once more unto the breach!”

KH: What is a class that is so dependant on a mount supposed to do when they can’t have their mount?

JH: That is a great question Kiel, as just such an issue often arises for those playing a cavalier in dungeon or narrow terrain heavy games.  The Flying Pincushion deals with this issue in the forthcoming Into the Breach: the Cavalier by providing cavalier archetypes that trade out or alter the mount class feature.  For instance one of our new archetypes trades your mount for an animal companion that you cannot ride, but who makes an excellent combat partner, while another trades your normal horse for a ghostly one, which narrow walls bother not a bit.

However, that answer does not address all of the cavaliers who have a large sized horse or mount, but really want to get into that narrow dungeon.  I suspect this is where clever thinking or a little help from your parties wizard comes in handy here.  A quick casting of carry companion or similar magic can help keep your mount with the party.  Also small sized cavaliers on medium sized mounts are not only interesting to play, but work just fine in most dungeons, I highly recommend trying one out, I happen to know from personal game experience that they can be very fun.

KH: Can you explain Cavalier Orders a bit?

JH: The best way to think of a cavalier Order is as an ethical or moral stance from which all cavaliers of that order work.  They may do things a little differently from person to person, but their strong belief in the tenants of their order make cavaliers what they are and influence how the character interacts with the game world.  

KH: This class seems to suffer from what I’ll call GM arbitration issues. As in, judging when a cavalier character is keeping to his Order’s edicts. Yet there are no rules for “fallen” cavaliers. What do you think?

JH:  On one side, this open area is role play opportunity and wiggle room for the player, but for GM’s it boils down to a judgement call.  If I were GMing a player whose cavalier has very clearly and often violated their Orders edicts, I would have that player lose their Order abilities until he or she undertook making reparations or returns to following more closely the edicts of their Order.  Falling further out of line with ones edicts could well also cause an alignment change or invoke the wrath of that Order, again, it falls to the GM to deal with such an issue as they deem appropriate.  However it does pay to remember that cavaliers are not paladins, and as such likely do not need a “fallen” template.  Also, if a player cannot or does not follow the edicts of their current Order, the GM and player may well just want to sit down and perhaps find an Order whose edicts are more in line with the players style.  This is a spot where communication is likely key to keeping the game fun for all while keeping with the spirit of the cavalier’s Orders.

KH: The way the class itself reads, there isn’t much flexibility for what type of character you can play...

JH: At first glance, that looks very true, as on the surface the cavalier seems very much a “challenge BBEG, charge BBEG.  However, not only have we attempted to broaden the horizons of the cavalier class with our offerings in Into the Breach: the Cavalier by reimagining what the scope of a cavalier is, but just like any other class, how you build and play it define it.  Sure you can just go with the change on a mount basic build and optimize that all day, but taking time to really imagine a unique and personal take on the cavalier is likely more satisfying.  Being size Small opens up quite a few interesting options, as does experimenting with styles that may not be perfect, but that are interesting and flavorful.  As with any class, a cavalier is only what you make of it.

KH: Should the Cavalier get some sort of Weapon Training ala the Fighter?

JH: From a strict balance perspective, I would say no, simply because there is a plethora of feats, traits, and other options that are just as good as Weapon Training that the cavalier can already obtain.  From the theme perspective the cavalier is more than just a fighter on a horse, he can be a general, an outrider, a robber knight, and much more, all just by using the features that class already has.  The answer is not always giving a class something more, it is making what they already have go further.

KH: Challenges are interesting enough, but they seem limited in both number of uses and number of creatures affected. Your thoughts on the mechanic?

JH: I cannot speak for the Paizo design staff, but the limits to challenge make sense to me.  In keeping with the flavor of the cavalier, challenge is likely very much limited in target scope to further play up the heroic and brave/egotistical and brash aspects of a cavalier.  Challenging the BBEG or BLGG (big lawful good guy) and going at him one on one, is cavalier in the extreme (as in, having a cavalier attitude).  Limiting the number of challenges a cavalier gets per day, just like limited spells, or limited channel bursts, is just that, a balance factor, as in the end, Pathfinder is still a game that needs balance to its rules in order to function, and here we see just that.

KH: Should the cavalier be a full BAB class?  Most cavalier type stories I can think of don’t revolve around being able to attack a whole bunch of times...

JH: Here again the choice of making the cavalier a full BAB class is a balance choice in my opinion.  Fiction tells tales of one great charge, hundreds of horses hooves churning the ground and their riders in gleaming plate lowering lances in unison to devastate a massed foe on foot.  However fiction does not have a complex system of rules, which must balance out against each other.  As a martial class the cavalier falls in line with all other martial classes, which means a full BAB.  Sometimes reality needs to be ignored in order to retain balance.

KH: What would you change about the base class if you were given free reign?

JH: I would expand the available mount options for cavaliers, especially for Small sized characters.  However as it sits, cavalier is near the top of my list for favorite martial class to play.

KH: Have you ever had to ban or have you seen the class banned at a table?

JH: At least from personal experience I have never had an issue with a cavalier character at my table, and have not seen any sort of article alluding to there being a ban.  That is not to say it has not happened, but as a martial character, the cavalier lacks many of the “game breaker” factors of certain other classes that will remain nameless.  The GM may feel differently when a cavalier impales his four hours worth of work BBEG with a lance using Spirited Charge, but generally that just means you doing something right.

KH: What is your advice for building a successful Cavalier?

JH: The best advice I can give is be flexible, build smart, and pick a few things you want your cavalier to do well, and build towards those.  The cavalier has plenty of class features that work fine when not mounted, and there are plenty of ways to work with or around the limiting factor of mount size and dungeon/tight space areas.  While mounted charging does lots of damage, I urge people to explore and play with the other features of the class, like Tactician and challenge.  And of course, if you want new and interesting options for the cavalier, pick up a copy of Into the Breach: the Cavalier, as it has lots of new twists and takes on the vanella jump on a horse with a big sharp stick cavalier.  Cavalier is an attitude along with a class, and the The Flying Pincushion writers have really put some ‘tude into their work on the Cavalier.

KH: Thank you for taking the time to have this chat, Jeff!

JH: Not a problem, as it has been an honor to respond to your insightful and interesting set of Questions about Class this time around.  And I hope this discussion helps folk better understand a great class and that its just not for horse fans anymore.  If you like playing a martial character with a reason for being that has nothing to do with gods and lots of attitude, the cavalier is most definitely for you.

Friday, November 22, 2013

Pairing it down: The Princess Bride



                                               Picture by Gwendolaine and taken from www.deviantART.com

By Kiel Howell

Welcome and hello! My name is Kiel Howell, and I'm honored to be writing for you as part of this wonderful blog, The Flying Pincushion, that Frank and J-Man have put together. Let me talk just a bit about myself then we can move on to the good stuff.

I've been gaming in various forms my entire life, playing card games, board games, TTRPGs, MUDs, MMORPGs, and good old fashioned single player games. I'm an avid reader, science-fiction and fantasy mostly, as well as consumer of movie media. I entered Paizo’s RPG Superstar for the first time in 2012 with an item I loved at the time, but ultimately proved boring. Ever since, though, I've been actively writing items, archetypes, and stories during any moment I can spare.

I also got jackwagoned out of a PS4 preorder because of poor service from an unmentionable game store, but that's worthy of its own post.

So Pairing it Down! What is it?!

Very simply, I'm aiming to go through my process (important point which I'll get to later) of taking a theme and picking an idea out of the multitude of possibilities. Followed closely of course by bringing that idea into fruition by statting up the beasty, constructing the item, or whatever the case may be.

This week's theme: The Princess Bride, one of the constants in my ever-revolving Top 5 favorite movies. Which, by the way, if you haven't checked out; 


"http://flyingpincushion.blogspot.com/2013/11/mythic-monster-monday-rats-of-unusual.html"> the ROUS by Andrew, then do yourself a favor and read those now. I'll wait.

So what piece of The Princess Bride am I going to do? Let's kidnap that princess together.

Wait! Here is that important point I mentioned earlier. The process for coming up with a viable idea and writing it is going to be different for everyone. I won't pretend that how it works for me will work for anyone else. All I can do is hope that this series helps others to come up with their own process.
            
          What are the most memorable moments of that movie? Personally, I would start with the scene at the end of the Fire Swamp where Westley and Buttercup are so happy to have made it out alive. The joy of discovering her poor farm boy is alive, and he's now rescued her from quicksand and an ROUS. Fire has been no hindrance to their love. Then Count Tyrone Rugen and Prince Humperdinck (and several nameless soldiers) are there waiting for them.

There are many, many other scenes in the movie that are great, the series of hero's tests; strength, training, and intelligence. The "You can die too for all I care" hill scene or the final confrontation between a bed-ridden Westley and Prince Humperdinck, the list goes on.  And don't forget Miracle Max and his not-a-witch of a wife!
            
           How do I choose? I put myself in the story. I think of how the story affected me as I watched it through various ages. If I were writing this post a few years ago, then I probably would have chosen the Fezzik in a Holocaust Cloak scene. Don't try to capture a feeling from a time when you were a different person. Your passion now will result in a better item/archetype/monster/etc. at this moment. The captured after the Fire Swamps scene gives me goose bumps now. Perhaps it's because I'm a father of a 5 year old and am about to get married after being divorced a few years ago, but the love lost just after hope is rekindled gets me.

Ok, I've got a scene. What's in the scene to choose from? This particular one has a LOT. There's the aforementioned moment of lost love to use as inspiration for a story. There's the fact that there are these men (one of which is planning to marry and kill the love of the protagonist's life) waiting for the two in ambush. That's a pretty good encounter practically written for you! I like to look for something that's not so obvious though. Something where I can give a nod to the source by using, one that those "in the know" will get, yet avoids a “ripped off” feel.

Fine then, who's the most interesting character at that moment? Arguably, it is the six-fingered Count. We've heard about him from another character's (Inigo) back story, we've seen his character brilliantly portrayed by Christopher Guest, and he's the most mysterious at that moment. Westley has been revealed already. Buttercup's been old news for 20 minutes. Prince Humperdinck's also been featured enough by this point. Count Tyrone it is.

Here is where I will go to the obvious...his six fingers on his right hand. Now what may be the not-so-obvious thing I can focus on is his glove. I'll take an assumption that he's not actually six fingered. His glove adds the six fingers to his normal hand, which could also explain why he NEVER takes the glove off in the movie.

So what could a glove that adds a finger to a humanoid's hand do? Why would it be created? The simple route would be a glove that gives a bonus to holding onto whatever is in that hand when something attempts to steal from or disarm that hand. That's a good, solid idea. But I want to dig a little deeper into the character for inspiration. It's hinted at in the movie, but Count Tyrone is responsible for developing the machine that sucks Westley's life out of him (another great scene and a great idea for a trap). He's interested in "scientifically" studying pain. So what if the six fingered glove enhanced the wearer's ability to create traps? I like that idea.

Now, I'll write this as a wondrous item for the Pathfinder system, which means that a glove can't give a simple Intelligence stat bonus. That's job is generally delegated to the headband slot. The first thing I like to do is come up with a good fluff sentence to use as the introduction to the item.

"These black, leather gloves are soft and easy to flex. The gloves are plain except for a sixth finger on the right hand. No matter how many fingers the wearer possesses on the right hand, the six fingered glove magically flexes and grips the empty fingers to the wearer's mental commands."

Alright, I've got a first sentence that describes what I am envisioning. A name is the next thing I tend to work on. The name is nearly all-important to me. It helps me come up with the powers and mechanical aspects of the thing I'm writing. Six-fingered Glove. Trapper's Glove (don't like it because it loses the references to the Princess Bride). The Count's Glove (this has promise, but it could be easily confused with The Count from Sesame Street or Count Dracula). The Count's Machine Gloves (Oooo, I think I'll go with this. It keeps the reference and has potential plot hooks to a count where a party could find it).

Now I have a name, The Count's Machine Gloves, and an introduction sentence. Now it's time to come up with the real meaty mechanical paragraph. I want to give a bonus to trap making, but not just a straight mechanical bonus. I also want it to be flavorful. Probably a generic "trap making" bonus would not be viewed as flavorful. That means I'll want to narrow down my focus to traps that require someone to operate it. I like that.

"Wearing these gloves allows any humanoid to create and place a trap much more safely. The count's machine gloves cuts the DC to craft a trap, those that require someone to operate them, in half. This applies to mechanical and magical traps."

Now, this feels like it has enough of a reference to The Princess Bride that some people would make the connection. It is still far enough away that it's not a blatant rip off. All that is left now is to come up with the standard wondrous item things like aura, price, and construction requirements.

To get an aura, we need a spell! Crafter's fortune seems like a good fit. It's a 1st level Sorcerer/Wizard transmutation spell that gives a +5 to the next Craft check. That puts it at a faint transmutation aura. The spell also gives us the caster level, in this case 1st.

I use the spell level as a baseline for pricing items. A 1st level wizard spell item is usually available relatively early in a character's adventuring life. Coupled with the flavor I want to give it (a Count's glove) this could easily be a pretty cheap pair of gloves. Looking at the wondrous item gloves in Ultimate Equipment from Paizo in the range of CL 1st gloves is between 1,000 and 3,000 gp. I'll split the difference and price it at 2,000 gp. That feels right, makes it cheap enough to be disposable at later levels, but expensive enough to be decent find at low levels.

Now I just put it all together! The weight is kind of arbitrary (I'll put these at 1 lb.) just as long as you don't make it obviously wrong. Gloves like these shouldn't weigh 30 lbs. and a wondrous 20ft. high stone shouldn't weigh 1 lb. (unless of course its wondrous ability was to be weightless).

The Count's Machine Gloves
Aura faint transmutation; CL 1st
Slot hands; Price 2,000 gp; Weight 1 lb.
 Description
These black, leather gloves are soft and easy to flex. The gloves are plain except for a sixth finger on the right hand. No matter how many fingers the wearer possesses on the right hand, the six fingered glove magically flexes and grips the empty fingers to the wearer's mental commands.

Wearing these gloves allows any humanoid to create and place a trap much more safely. The count's machine gloves cuts the DC to craft a trap, those that require someone to operate them, in half. This applies to mechanical and magical traps."

Construction
Requirements Craft Wondrous Item, crafter's fortune; Cost 1,000 gp

           And there we have it, from a broad theme, to an idea, and finally ending at a completed wondrous item. Thanks for sticking with me, and I hope this served to help create or refine your own process for designing and writing.

Sunday, August 4, 2013

An Open Call

We Want You!

-Do you have ideas for an article about gaming or the gaming lifestyle?

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If this sounds like you and you'd like to contribute email us at theflyingpincushion@gmail.com