Armor of Plot and other teaching tools for new players


Advice


The situation is that I've got some enthuasric players who are new to Pathfinder. I came up with this idea to give them certain booms/rewards for good role playing or just whenever I fee like it. Basically I want to give them some one time use abilities on index cards that teach them about certain mechanics. Ideally it should have a clever name to increase the incidents memorability and incorporate some game mechanic to teach them about. So far I have two, but would like to invite the community to brainstorm more. Keep in mind these are one time use "powers" and as such they can be a little powerful, but not ridiculous.

1) Armor of plot: plus or minus 10 to any dice roll. Can be used as an immediate action
- opens a discussion about round mechanics

2) Clever Girl: +2d6 sneak attack. Must be a valid target for sneak attacks.
- opens discussion for what is and is not a valid target

Name ideas without mechanics yet:
- smoke on the horizon - perhaps something about distance penalties
- ''tis but a scratch - discussion about HP being an abstract idea
-can I eat that? - survival and food maybe?


3) Im not dead yet: raise dead
- how it works and negative levels


Ohh, something about the differences between spells, SLA, and supernatural abilities. Maybe a singe round antimagic field?


Tiny Coffee Golem wrote:
Ohh, something about the differences between spells, SLA, and supernatural abilities. Maybe a singe round antimagic field?

Before going full-on antimagic field, I'd consider providing a hefty bonus to spells & SLAs (but not supernatural abilities). "Watch the breath," or somesuch.

How about a boon that lets you more rapidly draw/stow an object? I was trying to coe up with a good Waco Kid (Blazing Saddles) reference for that one, but I'm stumped.


Honestly, the idea is kinda interesting, but if the players are new I personally think it would be better to just let them learn by playing the classes that utilize the mechanics or playing alongside classes that uses them. Stopping play to discuss mechanics in the middle of a game because someone wanted to play a card might end up acting as a deterrent against using those cards in the future simply because of the game-halting property.

If you want them to see sneak attack in action and none of them have it, put a rogue NPC alongside them for a few sessions, same with other classes. Then they'll get a better and more consistent appreciation for what those classes can do and how the abilities and mechanics works.


4)duck and cover : used in combat only. Flying debris provides partial cover to for one round. Must be declared as a swift action, but does not consume a swift action.
-cover/concealment conversation

5) we got cows: ignore high wind penalties for one round
-weather effects.


Sagiso wrote:

Honestly, the idea is kinda interesting, but if the players are new I personally think it would be better to just let them learn by playing the classes that utilize the mechanics or playing alongside classes that uses them. Stopping play to discuss mechanics in the middle of a game because someone wanted to play a card might end up acting as a deterrent against using those cards in the future simply because of the game-halting property.

If you want them to see sneak attack in action and none of them have it, put a rogue NPC alongside them for a few sessions, same with other classes. Then they'll get a better and more consistent appreciation for what those classes can do and how the abilities and mechanics works.

I'm actually going to do both. The cards are as much a reward for good role playing, as opposed to just roll playing, as they are a teaching tool. Plus the card mechanic can take effect then we'll talk about the details after combat or when they earn the card, not during the combat round.


Redblade8 wrote:
Tiny Coffee Golem wrote:
Ohh, something about the differences between spells, SLA, and supernatural abilities. Maybe a singe round antimagic field?

Before going full-on antimagic field, I'd consider providing a hefty bonus to spells & SLAs (but not supernatural abilities). "Watch the breath," or somesuch.

How about a boon that lets you more rapidly draw/stow an object? I was trying to coe up with a good Waco Kid (Blazing Saddles) reference for that one, but I'm stumped.

6) Excuse me while I whip this out: one use of quick draw feat

- drawing a weapon as a move action etc discussion

P.s. This group will appreciate the risqué humor of the name.

Regarding SLA: maybe spell resistance X for one round?


Ideas for Things to come up with cards about:

- tumbling in combat/ other combat actions.
- concentration checks
- grappling? I should probably just print the chart for that one.
- lighting effects
-?


Alright, since we've gotten that out of the way I'm gonna roll up my sleeves and (according to my play groups) do what I do best. Namely terrible puns.

"Just roll with it"
Add a numerical bonus to tumbling to get through an enemy's space.

"SHUT UP! I'm trying to impose zen!"
For your concentration check needs, though there's a bunch of different things that can affect concentration so like grapple you might need more than one card for that.

The card for grappling would be at least a A4 format page big, so yeah, you're going to need to staple something to that one. Maybe make a few cards relevant to the mechanic like escaping a grapple, maintaining it and the oddity about your opponent still being able to attack when you're grappling... I've honestly never really gotten the hang of that mechanic myself.

"Out of sight, out of mind?"
A card about concealment perhaps? You could make a variety depending on if it's partial or total cover. Not to mention miss chances from blur or invisibility.

"The beebee gun"
Weapons VS swarms, terrify your players with that type of encounter once and they'll be considering a swarmbane clasp in no time.

"In over your head"
The deadliest thing in D&D/PF is without a question mundane water. Here's a one-time use of water breathing. Learn to fear the element. Not respect it. FEAR it.


I do love puns and movie references. You've given me some ideas.

7) You're damaging my calm: +5 concentration check bonus when taking damage
8) Shut up Im trying to impose Zen: +5 concentration check bonus when a spell is interrupted
9) Just roll with it: uncanny dodge as a 4th level rogue
10) fear the abyss: hold breath an extra 5 rounds longer than normal


11) cucumber Cat: +10 to one jump check
- acrobatics and its uses


"These boots were made for walking"
Woodland stride for a (few) round(s) to deal with difficult terrain.

"Good thing you're not a paladin"
Lessening fall damage/landing prone because of it.


Sagiso wrote:

"These boots were made for walking"

Woodland stride for a (few) round(s) to deal with difficult terrain.

"Good thing you're not a paladin"
Lessening fall damage/landing prone because of it.

I like this. You're inspiring some good ideas. Hope you don't mind if I make them my own.

12) dance with the devil: ignore difficult terrain for one round
13) good thing you're not a paladin: treat all faking damage as if a 1 was rolled on all damage dice
14) dance with the devil: one free 5' step when actively engaged in melee
15) sniper sniper: ignore one ranged weapon Incriment


Also, if anyone can think of more clever / memorable names for any of these Im open to suggestion.

16) ice hole: cold resist 30 for one round


17) pearlynwhites: +10 diplomacy
18) You should smile more: force a character or NPC to roll a diplomacy check with someone they are speaking to at a -10 penalty


I use a variant of the Death Flag rule from Ryan Stoughton's "Raising the Stakes".

Which is to say that player characters are normally immune to death; upon being reduced to 0 HP they are knocked out of the fight but will recover with treatment afterwards. However, players have a pool of hero points they can use for a variety of things (rerolls, extra actions, etc.) The points are given at the start of a session.

If a player feels their character is in a life or death situation, they can "raise the death flag"- which instantly gives them 6 hero points, but makes them eligible for death in the conventional way until they lower the flag by repaying those 6 hero points.


PossibleCabbage wrote:

I use a variant of the Death Flag rule from Ryan Stoughton's "Raising the Stakes".

Which is to say that player characters are normally immune to death; upon being reduced to 0 HP they are knocked out of the fight but will recover with treatment afterwards. However, players have a pool of hero points they can use for a variety of things (rerolls, extra actions, etc.) The points are given at the start of a session.

If a player feels their character is in a life or death situation, they can "raise the death flag"- which instantly gives them 6 hero points, but makes them eligible for death in the conventional way until they lower the flag by repaying those 6 hero points.

Kinda neat for a house rule. It gave me an idea for the cards idea.

19) merely a flesh wound: when a player would otherwise die they instead stabilize at -5 HP


NO.

If the card that deals with swarms isn't, "They're huge and they're sting-crazy!", then this entire project is pointless. :)


Redblade8 wrote:

NO.

If the card that deals with swarms isn't, "They're huge and they're sting-crazy!", then this entire project is pointless. :)

""The beebee gun"

Weapons VS swarms, terrify your players with that type of encounter once and they'll be considering a swarmbane clasp in no time."

I haven't figured out how to quantify a swarm card yet. I'm open to ideas.


20) Aim for the bees knees: ignore swarm traits for one round

Sound good?


21) is that a sword? Can it hurt me? : +10 AC when taking a full defensive action


"That's not a knife. THIS is a knife."
Numerical bonus to an intimidate check.

There's probably better uses for that quote, I just really wanted to use it.


Sagiso wrote:

"That's not a knife. THIS is a knife."

Numerical bonus to an intimidate check.

There's probably better uses for that quote, I just really wanted to use it.

22) That's not a knife. THIS is a knife: +10 timidate bonus to demoralize an opponent. Must display melee weapon


"Your drill is the drill that will pierce the heavens!"
Ignore a creature's DR for one round (or more?).

"Believe in me who believes in you!"
Re-roll a skill check, or perhaps an aid another check.

There's your obligatory gurren lagann quotes.


Don't know that reference, but:

23) your drill will pierce the heavens: ignore DR for one round
24) I believe in you: +10 to others check with successful aid another roll (in other words the roll that they're assisting on gets the +10, not the roll to attempt to aid another)


25) Idiot Savant: +20 any knowledge roll where you have no ranks in. Bypasses the DC 10 limit for untrained knowledge.


26) dumb luck: +5 luck bonus (as luckstone) for 1 hour. -2 INT for that same time period.


27) Did you see that? : see invisibility effect for one round


Tiny Coffee Golem wrote:


""The beebee gun"
Weapons VS swarms, terrify your players with that type of encounter once and they'll be considering a swarmbane clasp in no time."

I haven't figured out how to quantify a swarm card yet. I'm open to ideas.

Offense - a version of Vomit Swarm

Defense - melee weapons damage swarm or one-shot Burning Hands. Or if you want to go very light, the PC "discovers" an Alchemist Fire in his pack.


Smallfoot wrote:
Tiny Coffee Golem wrote:


""The beebee gun"
Weapons VS swarms, terrify your players with that type of encounter once and they'll be considering a swarmbane clasp in no time."

I haven't figured out how to quantify a swarm card yet. I'm open to ideas.

Offense - a version of Vomit Swarm

Defense - melee weapons damage swarm or one-shot Burning Hands. Or if you want to go very light, the PC "discovers" an Alchemist Fire in his pack.

I'm trying to avoid blatant displays of magic. I'd like these things to seem like they just got extraordinarily lucky from the PCs perspective. I try to only use magic spells for the mechanic.


I know you want luck and circumstance, but here's a few with blatant magic too, in case anyone else reading your Thread needs ideas.
"We're/You're gonna need a bigger boat." - Enlarge person or mass, enlarge person on party.

"I attack the darkness!" - Magic missile CL 5.

"Hello darkness, my old friend." - Darkness

"Say 'hello' to my little friend!" - Summon monster, one rather large monster, like a bull, buffalo, or elephant.

"Khaaaaaan!" - +10 to Bluff checks for lies and cons.

"Shaken... not stirred" - Cause fear or intimidate check +5 to demoralize.

"I know kung-fu." - Improved Unarmed Strike for 1 round or magic fang if they have IUS.

"There can be only one." - Automatically confirm critical or deal 1d6 electrical damage per crit multiplier after hitting.


I'm a ninja! - +10 Stealth check when hiding behind cover.

Take that! - +2 to hit with a OA when a creature moves through a square you threaten.

Duck! - Do not suffer the -4 penalty with a ranged attack while shooting a target in melee. You still suffer the -4 penalty if you are blocked from being able to target all four of your targets corners of the square he's in.


"Do you feel lucky, punk? Well? Do ya?"

For reroll mechanics? (And it gives a bonus on the rerolled roll)


"Inconceivable!" - +5 on an Int-based check or re-roll a natural 1 or any poison save.

"I'm on the Brute Squad." - Unarmed damage increases by one size category and you count as one size larger for combat maneuvers when it would benefit you for 1 minute.

"I am the Dread Pirate Roberts!" - +5 circumstance bonus on Disguise and Intimidate for 1 minute and a successful demoralize causes opponents to flee as though frightened.

"My name is [PC name here]. You killed my father. Prepare to die." - Gain benefit of Die Hard feat and 10 temporary hit points for 1 minute.

"As you wish." - +5 on next Charisma-based check against the opposite sex.


Pizza Lord wrote:

"Inconceivable!" - +5 on an Int-based check or re-roll a natural 1 or any poison save.

"I'm on the Brute Squad." - Unarmed damage increases by one size category and you count as one size larger for combat maneuvers when it would benefit you for 1 minute.

"I am the Dread Pirate Roberts!" - +5 circumstance bonus on Disguise and Intimidate for 1 minute and a successful demoralize causes opponents to flee as though frightened.

"My name is [PC name here]. You killed my father. Prepare to die." - Gain benefit of Die Hard feat and 10 temporary hit points for 1 minute.

"As you wish." - +5 on next Charisma-based check against the opposite sex.

I love all of these.


"I am da Dwed Pie'wit Wobertz!"

"He's only 'mostly dead.'" - Ally that's been dead for less than 1 minute is actually stabilized at max negative hit points. Paralyzed for 1 hour except for speech, head bobs, and finger wiggles.


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Thought of some more:

- Ludicrous speed: 10X run speed for 1 min. Ends when no longer running.
- When is this? It's now, Sir.: Scry 1 rd - unblock-able (Think of it as a minor vision of the present)
- CarFox: +10 Diplomacy to gather information


"I'll attack the bright red, glowy thing": Something about called shots.

If you don't understand this video game cliche, I'd be happy to explain.


"Boards... don't hit back." - +2 damage with wooden weapons for 1 minute.

"Wax on. Wax off." - +1 deflection bonus for 1 minute.

(Japanese accent) "This [taps heart] say you brave. This [taps medal] ... say you lucky." - +2 luck bonus vs morale effects.

"Sweep the leg." - swift action trip attempt.

"If it bleeds... we can kill it." - Cause bleed 2 on next successful attack this round.

"Klatu! Berata! Nuh_hic[cough-cough_cough]. There! I said the words!" - +5 to next Use Magic Device for command word items.


You could also make something like these cards a backbone for an interesting variant on a hero point system.


If you want to do something like this, Plot Cards and Background Cards are products that allow you to do it and have a lot of flavor, as the player has to describe what they're proposing and you as a GM can decide if it fits the narrative or if you want to tweak it. It's less mechanical and allows for a sense of collaboration on narrative within reason and the Background Cards build character (example: a jailed paladin can access disable device skill by playing a card, but now has to describe what in his past gave him the training to use that skill).

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