What Failure Feels Like

November 8, 2018

I mentioned in my previous blog that I’m part of a group playing through Doomsday Dawn, the 7-part playtest adventure to test very specific parts of the proposed 2nd Edition Pathfinder rules. We went into this knowing that the playtest adventure isn’t like other adventures—although we’ve been pleasantly surprised by the plots thread running through it. One thing we’ve noticed about the game, though, is that it feels pretty punitive overall. That's particularly obvious in spells.

Now, the game isn’t overtly punitive by design: there are several spell effects, for example, that have a minor effect even if your opponent succeeds at a required saving throw. That can make you feel like you’ve gained some ground, even though you’ve failed (in this regard, your opponent succeeding is a failure for you). So, conceptually, an opponent’s success isn’t something that should be demoralizing. But I’ve seen that, in play, it sometimes is.

I’ll take two examples: my friend’s bard from Part 4 and my other friend’s sorcerer from Part 5.

Phantasmal Killer That’s Only A Tiny Bit Scary. Our bard relied heavily on the spell phantasmal killer, which is always a bit of an oddball spell. In 1st edition Pathfinder, it requires two failed saving throws to have its strongest effect. In 2nd edition, it has a possible “scare you to death” effect, but only if your opponent critically fails the saving throw against the spell. The spell has gone from a “better save on one of these, or you’ll die!” to “Here is some damage…oh, and it’s super unlikely but technically possible that you’ll die.” During play, the bard cast phantasmal killer on an opponent. I happened to be running Part 4. He told me his target and his DC, I rolled the die, and said, “It succeeds, but something happens anyway, right? I’m frightened, or something?” My friend pointed out that I’d rolled a 6. But a 6 succeeded. The foe had a minor penalty for less than 1 round, but that was it. The player felt that a 6 should reflect failure for the enemy (and success for him), and was demoralized by the result. When it happened again—with a roll of an 8 or something else only slightly better—he was ready to give up on phantasmal killer as “the spell that only ever inflicts frightened 1.” It certainly didn’t feel heroic or even very useful for one of his most powerful spells.

Not at All Disintegrated. My friend’s sorcerer knows that disintegrate is a powerful spell with two limiters: first, you have to hit your opponent with a ray, and then they have to fail a Fortitude saving throw for optimum effect. Compare this to something like, say fireball, which doesn’t require an attack roll, or scorching ray, which requires an attack roll but doesn’t allow a saving throw. Disintegrate is much more powerful that either of these, because it’s got two potential failure points built into it. (In this regard, it’s a bit like phantasmal killer, a common thread in my two examples). We were facing several demons: a couple of big ones and a couple of smaller ones. We knew the smaller ones weren’t as tough as the big ones, but they were causing us some problems and we wanted them gone. My friend spent her turn to make a move her sorcerer was built around: to cast true strike and then disintegrate, to better assure her spell would hit. With rolls of 3 and 18, she was glad for the true strike, because she hit. Then the demon made its Fortitude save, rolling a 7 and failing—oh, wait, except for the +1 demons get against magic. That made it a success. So the damage was reduced to a level that felt quite paltry. My friend was quite demoralized: she’d used her best spell combo against the weakest foe on the map, and dealt a distressingly low amount of damage. She felt the same way my other friend had the previous session: that the enemy’s success on such a low roll (and a minor enemy at that) meant something was wrong with the system.

In both cases, the characters were built in the best possible way to ensure success with their spells. And neither would have batted an eye against a saving throw roll of 18 or 19, or maybe even a 12 or 13. But when you focused your best build and effects on something that succeeds less than half the time, it’s very disheartening. I saw it happen twice in two weeks.

I know that the design team here is taking a look at the underlying math, and they’ll be revising that so that success feels a little more likely when you’re particularly dedicated to an aspect of the game—whether that’s spells, or skills, or what have you. Our games have shown me that’s something the final rules set really needs.

 

Through the Grinder

November 7, 2018

Even though I work here at Paizo and have close access to the designers, playtest materials, and the first of the Pathfinder 2nd edition material, there’s no substitute for actual table play. I have a group that’s been going through the Doomsday Dawn playtest adventure, in all 7 of its parts. Like many people playing this adventure, our group is behind the formal “one part per two weeks” schedule. We rotate through GMs and play every other week, but life happens to get...


Continue reading...
 

What PCs Love to Kill

November 2, 2018

No adventure author or GM can really predict what their players are going to truly love and remember about any particular session or campaign (in my experience, it’s often to be a groan-worthy joke as anything else*), but you can get a sense of what monsters they’ll remember fighting. If you plan out encounters with these monsters carefully, you can craft encounters they’ll remember long after the campaign is done.

Players’ stories about satisfying, memorable victorie...


Continue reading...
 

A Hobgoblin for Halloween!

October 31, 2018
A Bad Day for Trolls is coming from Run Amok Games soon (check out the Upcoming tab above), and I wanted to show off one of the enemies that that the troll "heroes" will face. In this adventure, the PCs all play trolls, and I needed an enemy that would put a bit of a scare into them. I decided that an acid-flinging sorcerer would do, but I didn't want to wholly build one from the ground up. I took the draconic sorcerer from the Pathfinder RPG NPC Codex and made a few key edits: I changed the ...
Continue reading...
 

You Can't Get Away So Easily!

October 29, 2018

I recently talked a lot about why flying foes can cause problems for low-level PCs, and it reminded me about a related topic from one of the first published adventures I wrote. There’s a monster in 3rd edition D&D called an ethereal marauder. It lives in the Ethereal Plane, from which it can see into the regular world but can’t be spotted or attacked except by certain specific, high-level magic. It darts in from the Ethereal Plane, attacks, and retreats there all in the sp...


Continue reading...
 

Giving Your PCs "The Talk," Part 4 of 4: GM Text

October 26, 2018

A critical part of many adventures is when an NPC gives the PCs the quest, a summary of the situation, or critical information about upcoming events. There are a couple of ways to present this information: in boxed text, in bullet-point lists, in likely-questions-and-answers format, or just in text informing the GM to convey how she sees fit. This week, I’ll break down a few of these and how and when to use each in your adventure prep or adventure writing.

Today I'm talking...


Continue reading...
 

Giving Your PCs "The Talk," Part 3 of 4: Question and Answer

October 25, 2018

A critical part of many adventures is when an NPC gives the PCs the quest, a summary of the situation, or critical information about upcoming events. There are a couple of ways to present this information: in boxed text, in bullet-point lists, in likely-questions-and-answers format, or just in text informing the GM to convey how she sees fit. This week, I’ll break down a few of these and how and when to use each in your adventure prep or adventure writing.

Today I'm looking ...


Continue reading...
 

The Trolls Are Coming!

October 25, 2018
I've finally had a chance to finish off my last Run Amok Games project for 1st Edition Pathfinder. It's also the most unusual project I've done, in that everyone plays trolls! In "A Bad Day for Trolls," you're the only trolls left in your clan after a bunch of dwarves wiped out everyone else. They thought they'd taken care of all the trolls--but not you! Now it's time for revenge!

I had a TON of fun playtesting this at a couple different conventions, and I'm excited to see it finally see the l...
Continue reading...
 

Giving Your PCs "The Talk," Part 2 of 4: Bullet Points

October 24, 2018

A critical part of many adventures is when an NPC gives the PCs the quest, a summary of the situation, or critical information about upcoming events. There are a couple of ways to present this information: in boxed text, in bullet-point lists, in likely-questions-and-answers format, or just in text informing the GM to convey how she sees fit. This week, I’ll break down a few of these and how and when to use each in your adventure prep or adventure writing.

Today, I'll talk...


Continue reading...
 

Giving Your PCs "The Talk," Part 1 of 4: Boxed Text

October 22, 2018

A critical part of many adventures is when an NPC gives the PCs the quest, a summary of the situation, or critical information about upcoming events. There are a couple of ways to present this information: in boxed text, in bullet-point lists, in likely-questions-and-answers format, or just in text informing the GM to convey how she sees fit. This week, I’ll break down a few of these and how and when to use each in your adventure prep or adventure writing.

Today I'll talk a...


Continue reading...
 

Flying Foes

October 18, 2018

In one of my recent blog posts, I talked about how flying foes might not be appropriate for low-level parties? But why not? And when might flying foes actually be good to use?

You can’t win if your enemy can strike you, but you can’t strike back. Flying foes seem like the ultimate creatures that can attack with impunity while laughing at land-bound PCs, but they aren’t. Look at the low-level flying foes common in many games, and you’ll see melee creatures that need to a...


Continue reading...
 

What Traps Say

October 17, 2018
Traps fill a lot of different roles in an RPG, and they usually say something. Be aware of the message your traps are sending in where they are placed and how they trigger.

Trap in an obvious place (like a vault door): "The builders were serious about this. You should take it seriously, too."

Trap in a not obvious place (like a hallway): "You weren't sufficiently attentive. Here is some injury. Move along."

Trap with effects over multiple rounds: "Pause to consider your abilities. This is an obs...
Continue reading...
 

Masked Mollusks!

October 16, 2018
The creepy mask-wearing Embri race were one of the handful of aliens I designed for the new Starfinder Alien Archive 2. There's a blog about the embri and much more here: https://paizo.com/community/blog/v5748dyo6sgbh?Alien-Archive-2-Eclectic-Boogaloo
Continue reading...
 

Bargain-Style Flying

October 16, 2018
I'm working on a faction of monsters for an upcoming project where, conceptually, they can all fly. But slapping a fly speed on a monster is often too powerful, particularly for low-level monsters. I instead had to do some thinking about what kinds of abilities give the theme of flying or aerial maneuverability, but are more limited in scope. In relative descending power order, here are some ideas:

* gains a fly speed; this is the most powerful option, especially if its fly speed is very fast
*...
Continue reading...
 

At the Forefront of Adventure

September 25, 2018
I don't think I mentioned this, but with the departure of the fantastic Crystal Frasier from Paizo about two months ago, I've stepped into her work. Instead of handling the backmatter for adventure path adventures, I'm handing the adventure path adventures themselves! It's a very different style of work--a series of single month-long projects instead of rapid-fire multiple-things-in-a-week projects, but I like being able to really dig in to these adventures.

I did the development on Cradle of ...
Continue reading...
 

Starships You Fly Around In

September 21, 2018
I've been doing a lot of writing for Starfinder, and that means a lot of designing starships. I've become pretty comfortable with the rules for this, which are different from (but overlap in some interesting ways with) the design of monsters. This is particularly noteworthy because I've been designing quite a few monsters that are so big they fly around in space and function just like enemy starships.

Starship-sized monsters are super interesting, but they pose a design challenge: they've got ...
Continue reading...
 

An Interview about Against the Aeon Throne!

September 4, 2018
Apologies for the long vacancy--working at Paizo is as fantastic as it is busy!

I was recently interviewed for my adventure "The Reach of Empire," the first adventure in Starfinder's Against the Aeon Throne adventure path. I had a lot of fun writing it, and I get to talk a bit about the adventure and a lot about working for Paizo in the hour-long interview here: 

Continue reading...
 

Starfinder!

March 29, 2018
Here at Paizo (for more than 3 months now! Yeep!), I've been primarily developing the articles in the back of the adventure paths, including both the War for the Crown Adventure Path and the upcoming Return of the Runelords Adventure Path (as well as a little bit for the As Yet Unannounced One After That). But I'm now picking up some development of Starfinder work, and that's pretty exciting! Currently, I'm not actually playing any Pathfinder games; I'm playing Starfinder, and some Pathfinder...
Continue reading...
 

Torg Living Land is Live!

March 28, 2018
Hey! I wrote an adventure for the Living Land realm of Torg, and I got to see it established--and surpassed--as a stretch goal in the first couple of hours of the Kickstarter. The Living Land Kickstarter is ongoing, and looks to have a lot of great stuff. To be honest, I always considered the Living Land the least interesting of the cosms, but this new incarnation is packed with adventure and is a great place to set an entire campaign of its own. The Kickstarter is here.


Continue reading...
 

A New Edition of Pathfinder!

March 16, 2018
Now, the news is very public that Paizo is producing a new version of Pathfinder. That doesn't come out until August 2019; in the meantime, Paizo is undertaking a very large public playtest of the new rules. The playtest rules come out on August 2018. Of course, being here in the office, I've gotten a chance to take the rules for a spin several times, and weigh in on my thoughts. 

Most of my play has been with a 9th-level gnome bard (in honor of my friend Ken, who shuns any fantasy RPG that do...
Continue reading...
 

A Month In

January 30, 2018
Well, I've been working at Paizo for just over a month now, and it's fantastic. It's just as much detailed-oriented work as I've done as a third-party publisher, but with vastly superior resources and coworkers that are friendly and helpful. I suppose it's like going from a garage band to the big time; you're still making music, but with better equipment, better support, and a wider audience. At the same time, I've been able to be involved in world-building as well--not a lot yet, but a littl...
Continue reading...
 

Paizo Bound!

December 1, 2017
I'm pleased to announce that I've taken a full-time job as a game developer with Paizo Inc., starting later this month. I'll be working on the Starfinder and Pathfinder lines. (I'm also moving with my family to Seattle, which is why I wrapped up my ongoing campaigns, as described in my last blog post.) This is the start of a new and wonderful adventure!
Continue reading...
 

Wrap-Ups

November 24, 2017
For reasons I'll announce in a later post, I'm wrapping up several of my ongoing campaigns this fall. This has proven remarkably easy, and I thought I'd mention briefly a few campaigns and their resolutions.

My Kingmaker campaign was nearing the end of book 5 (of 6) when I decided to wrap things up. As book 5 is an extended dungeon crawl, I simply cut that short by subtly guiding the PCs to a shortcut to the end. I condensed book 6 into two sessions--one outside the mythical fairy realm and on...
Continue reading...
 

The Horseshoe Calamity is Legendary!

October 24, 2017
My first adventure for Legendary Games is the 7th-level Pathfinder adventure called The Horseshoe Calamity. You can get it here. I'm quite proud of it, and happy to have suggested one of my favorite artists, Marco Morte, as the cartographer for it.

It's written to plug into the Reign of Winter adventure path, but it's also a GREAT plug-in to the Kingmaker adventure path, as I just described on the Paizo forums as follows:

How much, if any, of this adventure could be appropriated to fit with the...


Continue reading...
 

Torg as a Game

October 11, 2017
I've recently had a revelation about Torg that I wanted to share: it doesn't play like an RPG, but like a board game or card game.

One of the defining features of RPGs, particularly those like Dungeons and Dragons or Pathfinder, is the fluid start and stop positions, and preserving your state from game to game. Say you finish killing a bunch of kobolds in the Caves of Chaos and you know there's a minotaur in the caverns up ahead. You look at the clock, realize it's past 11 pm, and everyone dec...
Continue reading...
 

What's in a Name

September 20, 2017
The next product I'll be releasing is very likely A Troll's Life, a unique adventure where all the players play evil trolls. The adventure has sort of a soft ramp-up to teach players about having regeneration, and then a bunch of other surprising events the trolls can bumble through on their quest for revenge.

A Troll's Life started out as a convention adventure; I had a good time playing a pseudo-vampire at last year's PaizoCon, and I thought playing a different set of monsters would be neat ...
Continue reading...
 

City of Seven Seraphs is Closing

September 7, 2017
The kickstarter project for which I'm doing some exciting writing is closing in just a couple of days! If you haven't already, take a look at (and back!) the City of Seven Seraphs kickstarter here!
Continue reading...
 

City of Seven Seraphs Kickstarter

August 28, 2017
I've agreed to participate in an exciting project Kickstarted by a long-time friend of mine, Christen Sowards. It's a vast, unique planar metropolis with several exciting factions, rules, and adventure opportunities. I'm humbled by the great cast of freelancers that have also joined in on this project--Christen knows a lot of people with a lot better writing chops than me, so this will be phenomenal!

You should check out (and back!) The City of Seven Seraphs here
Continue reading...
 

Another AP Chapter is Away!

August 28, 2017
I ended up smooshing four different vacations together recently: two family reunions out west, a weekend trip (and exhausting bike ride) up in Wisconsin, and GenCon. Somewhere in there was my final turnover date for my chapter of the War for the Crown adventure path, Pathfinder #129 The Twilight Child. I had to spend a few vacation days working--and neglecting this blog a bit--but I finished that up and sent it out.

I came home from those peregrinations and immediately realized that another tw...
Continue reading...
 

Blog about Blood of the Sea

July 12, 2017
A few weeks ago, Paizo let me write their daily blog about a project I developed called Adventurer's Armory 2. They've done it again, letting me blog about the development task I had after that--a product called Blood of the Sea. That blog is here.

Adventurer's Armory 2 was packed with crunch--so many tables, items, and rules that I felt I had to make sure there was some world flavor around the edges, so to speak. Blood of the Sea was very different. The author, veteran Amber Scott, had includ...
Continue reading...
 

About Me


I'm Ron Lundeen, game designer for Wizards of the Coast. Before that, I worked as a development manager for Paizo, Inc. and as an RPG freelancer. I've recently had products in print for Paizo, Wizards of the Coast, Petersen Games, and Ulisses Spiele. My opinions here are my own and do not reflect those of Wizards of the Coast.

Blog Archive



 

Make a free website with Yola