I LOVE noncombat-focused characters, both as a player and as a GM. As a player, I enjoy out of the box thinking while working with the group to find something other than attacking to advance, even during combat. However, it can be difficult playing a character- or having a player play a character – that usually doesn’t fight during combat. Most RPG systems have a soft wall between combat and everything else. They usually don’t offer many mechanical alternatives to players who don’t want to hack or slash. Fortunately, even if the system you’re using isn’t conducive to combat creativity or non-combat actions during that phase, there are several things the GM and a non-fighting player can do during combat.
[Very stock-looking stock image courtesy of Pixabay.com]
I’ve been kicking around a campaign mechanic for a while, so I thought I’d document it and share it with you.
The idea is that each player character gets one useful item or ability that has a drawback or they can’t use it with too much frequency. Continue reading
[Image provided by Pixabay.com]
This is as much one method I use to keep from railroading players for others to use as it is an invitation for you to share your favorite methods with me and others. Finding the balance between planning an adventure and letting the players influence or change the outcome is a difficult task for any GM. While there are many ways to do it, here’s one I’ve used that works well.
Have a specific goal but get there in broad strokes. Continue reading
[stock image courtesy of maxpixel.com]
One of the most enjoyable times in an RPG is when the group has “that moment.” That moment when all of the characters work together and accomplish something incredible that none of them could have done on their own. The event could be anything from taking down a tough boss to orchestrating and pulling off a heist. I’m sure many of you agree when I say I want those moments because they show how we at the table are working as an empathetic and reactive unit rather than five or so people with different agendas.
While I find it impossible to manufacture those moments, I have found three things that help nurture the environment that helps to create those moments. Continue reading
[Thank you to pixabay.com for this image ^_^]
Witch-Knight Vincal’s Magic Seeking Halberd: Slayer of the Wise
Witch-Knight Vincal’s Armor: Soul Spinner
Witch-Knight Vincal’s Locking Gauntlets
The Helmet of the Witch-Knight Vincal
Spells leave a mark on the objects they enchant and the people they inhabit. With certain spells, mages can even see the magical auras of spells as they affect both people and objects. Vincal didn’t simply want to see magic, she wanted to target it. Thus, she enchanted her halberd with a unique ability: honing in on magical auras. Continue reading