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Campaign Helper

 
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Frankto
Shinobigami


Joined: 16 Aug 2004
Posts: 7372
Location: Canada

PostPosted: Thu Jan 26, 2006 10:36 pm    Post subject: Campaign Helper Reply with quote

The Campaign Helper is a series of short articles I'm going to write when I'm bored. It's designed to help people like you understand better the idea behind "how to be a good GM," and how to set up interesting campaigns.

The first installment, which will follow shortly, will be about the power levels during an encounter in relation to the players as they grow stronger.
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Last edited by Frankto on Fri Jan 27, 2006 3:42 pm; edited 1 time in total
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Frankto
Shinobigami


Joined: 16 Aug 2004
Posts: 7372
Location: Canada

PostPosted: Thu Jan 26, 2006 10:53 pm    Post subject: Reply with quote

Chapter 1: Power Levels

In a campaign, especially in an anime setting, it is important to keep the power levels of the enemies relative to that of the players at all time. The easiest way for the game master to accomplish that is to tinker with the hit points of the enemies.

For example, at 3rd level, it is reasonable for the players to face a 5th level heroic NPC of moderate strength without having to tinker with the enemy at all; that is, if said enemy is a ninja or an equally important villain. Ninjas are exceptionally strong and well-trained individuals, even during their early career as genins. Therefore, it is important to adjust the power levels of other foes in relation to their own strength.

To express a ninja's skill and strength in a reasonable fashion, an ordinary goon, say, a yakuza, should be an easy kill even for a 1st level character. To properly emulate such a character in relation to a ninja, a level 1 tough ordinary built with 8 or 12-point buy might do the trick. The character would have a relatively low chance of actually hitting the character and as little as 2 to 6 hit points, making it an easy kill at most levels. If the enemies the characters are facing are easy to kill, it will both boost the player's morale and allow the GM to have better control as to the degree of challenge of the encounter and the experience awarded by it.

As the players gain power, they are very likely to advance in ranks. So will the enemies, obviously. But again, the players are shinobi. Their growth is phenomenal and cannot be fully expressed when facing lower level foes at their full power. Again, it is a good idea to toy with the opponents' hit points level.

For rookie jounins, 12th level character, facing genins, there is in reality absolutely no chance for the genins to win. While they may be able to strike a good hit on the character, reducing their life expectancy might be a good idea to have better, more challenging encounter and to allow the players to fully appreciate the strength of an equal opponent.

Using the example above, a level 12 jounin character facing a level 4 genin, said genin would need to have a very low amount of hit points, say 6-10, to allow for more realism in the fight.

Always remember that the game master has complete control over an opponent's statblock; that means that even if your foe has 16 hit points at level 7, it does not mean that its Chakra levels, attack bonus or class abilities will be affected any.

The game master should also always remember that the best way to challenge the players is with number, and not power. Don't be afraid to lower the experience awarded by a certain monster! Cut it in half, award one quarter or even one tenth! It does not matter, as long as fun is had and battle is fought.

It is your campaign. It is a GM's duty to ensure that both he and his players enjoy playing it.
_________________
"It's like making a cake, but instead of a cake it's a game and instead of frosting I have no life."

1 - 2 - 3 - 4 - Java IRC Client

Thanks to all who donated! Your generosity is what keeps the project going!
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Frankto
Shinobigami


Joined: 16 Aug 2004
Posts: 7372
Location: Canada

PostPosted: Thu Jan 26, 2006 11:26 pm    Post subject: Reply with quote

Chapter 2: Techniques

When one has power, they will seek to use it. An important aspect of power and one that is very unique to Naruto d20 are techniques; creating, developping, mastering or learning techniques. A player will often seek to express his or her creativity through the creation of a technique, and then comes the big question: How do I know if a technique is, or isn't, balanced?

There are a few variables to consider. Whether a technique is or isn't balanced is always relative to the campaign and gane master. If very powerful foes will be faced in the future, a GM might be more lenient in restricting some things or other to players. Another thing that must be considered is whether the technique would be considered as meta-gaming or not. If it is believable for the character to have thought of so and such concepts to create their techniques with, then all should be fine. However, it is very unlikely for a Genin, no matter how much of a genius he or she is, to create a very powerful technique with the potential to kill a Jounin on the spot.

Other constants to consider include the complexity rating, rank, Learn DC of a technique and requisites. A powerful technique may have a lower rank to control the saving throw's DC, but is very likely to have a higher Learn DC and high requisite to balance it out and prevent characters from learning it too early. A good example of such a method is the Magen - Kyo On'you technique as well as all medical ninjutsu techniques. The technique has a relatively low rank, meaning that it could be learned as soon as 7th level in the case of a Genius Nin. But since it is an instant-death technique and to ensure that the save DC is not too high, the character needs at least 16 ranks in Genjutsu to learn it, meaning that it can be learned at 13th level at the earliest. What is more, the technique's Learn DC is 34, making it the relative equivalent of a powerful rank 10 or 11 technique.

Next comes the Hijutsu and Kinjutsu constant. For a GM to allow a technique to be branded Hijutsu or Kinjutsu upon creation requires utmost secrecy from the character, as well as extensive research and consequent destruction of said research upon the technique's completion. A Hijutsu is a clan-based or style-based technique that is very unlike any other technique and taught only to a select few individuals. A Kinjutsu is either a dangerous, inhumane or sealed technique (or all three) that has been expressively forbidden to use by an organization such as a hidden village or prominent clan. It is therefore unlikely for any techniques the characters will create to immediately be branded as Kinjutsu by the GM.

And finally, the technique's complexity rating and Chakra Cost. While the complexity rating of a technique is almost always directly dependant on the technique's Learn DC, the Chakra Cost itself is not. A low level technique might have a higher Chakra cost to duplicate the effects of a higher-ranked technique to a lesser extent, while a higher-ranked technique would be harder to perform and learn but cost visibly less Chakra because of the character's mastery in it. It is also possible to lower the Chakra Cost in favor of other resources, such as Stamina damage or temporary ability damage.

It is your technique! Have fun with it! Be creative, your fellow players and game master will thank you for it! And remember, just because they're allies doesn't mean your fireball won't target them, too! Wink
_________________
"It's like making a cake, but instead of a cake it's a game and instead of frosting I have no life."

1 - 2 - 3 - 4 - Java IRC Client

Thanks to all who donated! Your generosity is what keeps the project going!
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