A retroactive (and oft-repeated) introduction: After an actual-play hiatus where I was mostly writing and playtesting for GURPS. I was invited to play in a Pathfinder game, and after a few sessions, it was time to buy the book and learn the rules! I decided to try and read the Pathfinder rules cover-to-cover and see what inspiration strikes, for good or ill!
You can find the first installments here:
Chapter 7 is a bit of a hodge-podge. It includes a smorgasbord of rules that apparently don’t go well into any other chapter. A few round out character creation and capability. Overland travel and movement go here too, instead of in the Game-Mastering chapter (which is really about running games as opposed to playing games).
So, what’s contained in this a la carte menu of oddness?
Let’s start with everyone’s favorite:
Many words have been penned, and electrons slain, discussing (mostly disparaging, really) the D&D alignment system. Somewhere between a useful help to roleplaying and a terrible crutch, users of which are doomed to roll-play rather than role-play and likely wind up eating kittens.
I know evil is bad, but come on! Eating kittens is just plain . . . plain wrong, and no one should do it! Ever!
-The Tick, Armless but not Harmless
In any case, your alignment is more or less your moral compass. Sort of. Except when it’s not. Maybe it’s a crossroad of morals (good – neutral – evil) and ethics (lawful – neutral –chaotic). Maybe not. In any case, the rules define a 3×3 matrix that defines certain game aspects, especially in a world where gods, demons, devils, monsters, and outsiders are real, powerful, and interact and intervene directly with humanity. So like it or not, it matters in game. A key bit is “alignment steps,” which are the number of horizontal and vertical motions (only – no diagonals) on that 3×3 table from where you are to what you’re interacting with. A cleric’s alignment must be within one step of the alignment of his or her deity.
The game defines two orthogonal axes for alignment: the Law-Chaos axis and the Good-Evil one, with neutral as a center point for each. Thus the three-by-three matrix. The book notes that evil alignments are not usually good for PCs, at which point legions of those who love playing evil PCs will chime in and say “bulls**t.” One of the things that is true is that disparate alignments, properly played, can (and maybe should) cause intraparty conflict including harsh language and death. It gives a brief description of each of the nine possible alignments, for which I will reproduce the one-line summaries from the book.
- Lawful Good: Lawful good combines honor with compassion.
- Neutral Good: Neutral good means doing what is good and right without bias for or against order.
- Chaotic Good: Chaotic good combines a good heart with a free spirit.
- Lawful Neutral: Lawful neutral means you are reliable and honorable without being a zealot.
- Neutral: Neutral means you act naturally in any situation, without prejudice or compulsion.
- Chaotic Neutral: Chaotic neutral represents freedom from both society’s restrictions and a do-gooder’s zeal.
- Lawful Evil: Lawful evil represents methodical, intentional, and organized evil.
- Neutral Evil: Neutral evil represents pure evil without honor and without variation.
- Chaotic Evil: Chaotic evil represents the destruction not only of beauty and life, but also of the order on which beauty and life depend.
I’m going to nitpick. I think Neutral should be phrased as “naturally, without prejudice or restraint.” Or possibly “act according to natural imperatives, without prejudice or restraint.” Since animals that are going about the business of obtaining food, mates, shelter, and survival are usually classed as neutral, that’s probably how it’s intended. An animal doesn’t eat you because he’s evil, he does it because he’s hungry. A dog doesn’t avoid pooping on the carpet because it’s wrong, or poop on the carpet as a rebellion against The Man (though he may do so as a show of anti-dominance) – he does it because he has to poop, and that carpet seemed a pretty good place to do it.
Secondly, both Lawful Evil and Neutral Evil re-use “evil” in the definition, which is lazy and doesn’t help much, though the “Good Versus Evil” section notes “Evil implies hurting, oppressing, and killing others.”
The alignment rules certainly don’t capture the complexities of human behavior in many ways. If a character will make tremendous sacrifices of wealth and personal injury or death for one group of humans, but will kill or enslave others without compunction or remorse, that probably makes you Lawful Neutral. I suspect a lot of human cultures would fall here. The samurai, as an example – rigorously adhering to law, tradition, and a code of honor, but capable and willing to kill without a second thought, up to and including him or herself! Maybe Buddhism would be Neutral Good. I’ll stop there before I get myself into trouble, if I haven’t already.
“All models are wrong; some are useful.”
The last few things needed or wanted to round out a character.
If you are laden with stuff, you take the weight of all your gear, including armor, and compare it to the Carrying Capacity table. What does that tell you? At STR 10, you can lift 100 lbs. over your head, lift and stagger around at five feet per six seconds with 200 lbs., and under decent circumstances push or drag about 500 lbs. At STR 20, this is multiplied by four.
How would this compare to GURPS? Well, at 500-lbs, you can push or drag an object. GURPS sets this limit at 15xBasic Lift. If we set the two equal to each other (questionable), we’d decide that ST 10 in DnD is roughly ST 13 in GURPS. There have been arguments as to what “lift over the head” means for the GURPS usual 8xBasic Lift limit of things. If a STR 10 person in Pathfinder can press 100 lbs over his head, that might well be ST 10 or so in GURPS. At Pathfinder STR 20 (drag a freakin’ ton around, or press 400 lbs. over the head, that’s somewhere between ST 20 and ST 26). So the two aren’t that far off in that range, for what it’s worth.
It then gives the geometric progression for extending the table as well as how to modify height and weight for large and small critters.
The first paragraph is pretty key. It divides movement into Tactical, Local, and Overland, as well as defining movement rates at a Walk or Hustle, and two speeds of running (x3 and x4).
- Walk: 24 miles over an 8 hour period actually moving.
- Hustle: You can hustle for an hour in between sleep periods, covering about 6 miles. Then if you don’t sleep, you take nonlethal damage in escalating amounts and become fatigued. Suck.
- Run: You can’t. Tough noogies. Hustle instead.
- Terrain: lowers movement rates. Check the chart.
- Forced March: you can push yourself farther. Every hour, make a CON check at DC 10 +2 per hour, or take nonlethal damage. So with high CON, you can push yourself for a few more hours by default, which can make a big difference. I suspect Rangers rock here, as they should.
- Mounted Movement: mounts take lethal damage for pushing at a hustle, and so can ride themselves to death. Forced march checks auto-fail. Ouch. Take care of your horses.
|Maglite of Power, +10|
- Stealth can’t be used in areas of bright light, including direct sunshine and the daylight spell
- Normal light includes under a forest canopy in the daytime, torchlight within 20′, and the light spell
- Dim light throws down a new concept (Concealment, a 20% miss chance) without a reference to the underlying mechanic (maybe you miss automatically on a roll of 1-4? Dunno, we’ll see). You can use Stealth to conceal yourself. Moonlit night, 20-40′ from a torch, or bright starlight.
- Darkness: 50% miss chance, total concealment, no DX bonus to AC (big deal for Rogues), -4 to Perception checks based on sight, including STR and DEX based skill checks. Unlit dungeons, moonless nights, and most caverns.