Archive for the ‘RPG Hub’ Category

A Comprehensive Review of D&D Fortune Cards (from a guy who just bought 4 packs)

Wednesday, March 2nd, 2011

So I’m pretty much an expert in D&D Fortune Cards now, having:

General Thoughts:

  • None of the powers super overwhelm me with how awesome they are: This is probably a good thing or it would have screwed up the balance of the entire game.
  • They are an obvious boon: There are no negatives to having fortune cards so you might as well get them from a pure character optimization point of view.

Thoughts on Deck building:

  • Do It: If you have a bunch of boosters then there is virtually no reason not to build your own deck. It will be a lot more powerful once you get rid of “Lucky Fall”, “Only a Flesh Wound”, and similarly unimpressive cards.
  • Build a 10 Card Deck: Just like in Magic: The Gathering, it is almost never a good idea to build a deck consisting of more than the minimum number of allowed cards (in this case, 10). Adding more cards just means diluting your deck with less than ideal cards. I’m unclear on what happens when you run out of Fortune Cards (do you just stop drawing them?), but fights that last more than 10 rounds are fairly uncommon in D&D 4e.
  • Load Up on Easily Triggered Cards: Since you can only have one card in your hand at any given time AND can draw a card every round, you want to load up on cards that you can actively trigger, as a general rule, instead of those that only trigger when an enemy does something. Ideally, you’ll be playing a card every round and getting some kind of benefit out of it! With that said, the cards do seem to be balanced to push against this principle, with more powerful cards coming into play more rarely.
  • Load up on Attack Cards: What this really means is put 4 attack cards in your deck (assuming a ten card deck) since you need a minimum of 3 tactics and 3 defenses. They seem to generally be more powerful than the other cards.

My Deck: Here’s what I put into my deck, following the general principles outlined above. I am playing a level 16 Half-Elf Valorous Bard: (more…)

How much for a pitcher of ale?

Monday, February 28th, 2011

It occasionally becomes necessary to determine the price of daily goods. How much for a pitcher of ale? How much do you pay laborers to excavate a dungeon entrance? Whenever this comes up, it’s best not to think about it too hard, because D&D economy has never made sense. The best thing to do is to hand-wave the economy and move to the killing as quickly as possible.

Ever since 1e, there has been a tension between “realistic”, Earth-modelled prices for goods and the need to give players vast hoards of gold. No one wants to kill a dragon and get nothing but a bag of silver, but in medieval Europe, a dragon-sized bed of gold (even split five ways) would make all the PCs rich to the point where money was never an object again.

First edition gave us the huge piles of gold we wanted, and comparably high consumer prices. A longsword cost 15 GP. That’s one and a half pounds of gold! (A longsword weighs 6 pounds, so it’s 1/4 as valuable as gold.) The reasoning was that the campaign area was assumed to be suffering massive inflation due to new gold unearthed by dungeoneering adventurers. What’s more, many pages of the DMG was devoted to giving the DM advice on how to steal money from the PCs so they’d be hungry for adventure again.

3rd edition tried to introduce a little realism, while keeping adventurer’s gear expensive. This led to some economic absurdities if you tried to use d&d to model peasant life – forgivable in a game that’s meant to model awesome-hero life. A laborer earned 1 sp per day, which is not actually unreasonable for medieval England if you assume 1gp = 1 pound. However, “poor meal (per day)” costs 1sp, leaving nothing left for other expenses. Just a loaf of bread and a hunk of cheese cost 12 cp. Every day, a plowman would spend more than he made, just on his plowman’s lunch.

The fact is, prices for adventurers don’t work for peasants. But this need not break our game. We don’t even have to hand-wave it.
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Leave it to Psmith: the D&D module

Friday, February 25th, 2011

Leave it to PsmithThe mannered country-house farces of PG Wodehouse don’t lend themselves very well to adaptation as D&D adventures because they rely on intricate, delicate plot, which is hard for a DM to sustain, and a very specific dialogue style, which is hard to pull off on the fly (and if you think you’re managing it, you just might be making yourself annoying).

The beautiful spun-sugar plot constructions might not be usable, but the general premise of a Wodehouse novel is very thematic to D&D: “Idiot or idiots get into hilarious mishaps through a series of misunderstandings, overcomplicated plans, and bad judgement calls.” This is a perfect description of PC activity whenever combat is not involved.

Leave it to Psmith relies on one plot device that is usable in a D&D game: mistaken identity. Psmith and two other characters all claim to be a poet named McTodd; one of the other two claimants is actually McTodd, and one is an American gangster.

Try offering this as a puzzle for the PCs. They’re instructed to, say, give a powerful item to a certain NPC named McTodd. They find two McTodds, each claiming that the other is the imposter.

The two NPCs both have fairly good knowledge of their role, and differentiate themselves mainly by their attitudes. McTodd 1 is sputtering and angry: “How dare this imposter speak to me in my own house!” McTodd 2 seems amused by the situation and speaks flippantly: “You say I am not McTodd? Well, perhaps I am not. I’ve been wrong before.”

Various knowledge checks provide conflicting results: McTodd 1 explains a sudden disinclination for cake as the effects of a recent illness; McTodd 2 seems to have forgotten some obscure detail of his own history.

The gimmick here is that the DM does not know which McTodd is the real one either. The DM is keeping track of two separate possibilities, but until the PCs concoct a plan that will absolutely solve the mystery, it is a case of Schrodinger’s McTodd. If another NPC corroborates one McTodd’s identity, that NPC exists in an indeterminate state as a honest man/villanous accomplice.

When the DM must finally pick a real McTodd, the choice is made by a die roll or coin flip.

Many players are very good at picking up on unconscious hints from the DM. Mysteries can be solved, not by the clues, but by the DM’s tone. If the DM doesn’t know the solution to the mystery, though, any such clues will be misleading.

Mazes and Monsters Manual, chapters 1 to 3

Tuesday, February 22nd, 2011
This entry is part 26 of 34 in the series Mazes and Monsters

Download my lavishly-illustrated playtest PDF of chapters 1 to 3 of the Mazes and Monsters manual, containing

CHAPTER 1: HOW TO PLAY THE GAME
CHAPTER 2: HOW TO MAKE A HERO
CHAPTER 3: SHOPPING IN TOWN

This should be everything you need to get your characters ready for play.

It’s coming out pretty well, I think. Give it a look and see what you think. Let me know any errors, confusing parts, or things that look otherwise weird.

Download

(Note: Chapters 1-5 are now available!)

two adventure ideas, one upside down

Friday, February 18th, 2011

I got one of those double books that is one novel on one side, and then you flip it upside down and there is another novel on the back!

Endless Shadow

No one would put the blame on her. But were you to blame Jacob Chen himself, a man who could punch a program of a million words into a computer?

-Endless Shadow by John Brunner

This is a crappy sci-fi book from the early 60s about how computer programmers run the transit system that keeps the galaxy together. Computer programmers are so smart that they are given any difficult job, including non-computer-related action-hero James Bond stuff. As a computer programmer myself, I find this highly unlikely.

Also, when Earth interacts with a new culture, they send a computer programmer, because their intelligence makes them uniquely insightful about the emotional states of others. As a computer programmer myself, I utter a single ringing bark of mirthless laughter.

This book was difficult to read, because I couldn’t figure out what was motivating everyone, because everyone’s motivations were derived from pop psychoanalysis. Everyone had a complex or whatever. There was also some sci fi stuff. There was a mystery, and it was solved when it turns out that someone had surgically given themselves devil horns! And that revealed what complex they had? or something?

There’s a tiny germ of a D&D idea here. Someone alters themselves to get tiefling attributes. Why? They must be trying to fool someone: either themselves, or the tieflings, or the non-tieflings (they’re trying to frame the tieflings), or the devils. If they’re trying to fool the devils, then either they are very dumb or the devils are very dumb.

Let’s expand the latter into a D&D mystery adventure. A supernatural disaster strikes the city! Legend has it that this type of disaster can only be caused by a tiefling calling on an ancient devil promise. The PCs must determine which of the handful of tieflings are the guilty one.

Except at the last minute, a human’s hat falls off and his horns are seen! It turns out he has magically given himself tiefling attributes in order to hoodwink the devils into killing his enemies. I guess we’d better make the guilty human young, so we can have met his parents and established his human pedigree.

OK, it’s not the best idea in the world, but this is not the most inspiring book.

Rory’s Pocket Guide to D&D – Make an Encounter in 5 Minutes

Wednesday, February 16th, 2011

In the spirit of the subject matter, I am going to write this article in about 5 minutes!

Did your Players force an encounter on you out of the blue? Or are you just feeling exceptionally lazy? Then it looks like you need to throw a D&D encounter together in 5 minutes or so! Here’s how:

  1. Choose an EL for the encounter. For something so quick I’d say either go for EL +0 for a throwaway encounter or EL +3 for a somewhat challenging encounter.
  2. Count the number of players you have. That’s how many monsters you are going to use.
  3. Choose a monster manual. Look up monsters based on the EL you choose. So if it’s a level 5 party with 3 players and an EL +3 encounter, you will be selecting 3 level 8 monsters to throw at the players.
  4. Choose SOME mix of monsters. Probably a few soldiers or brutes with a controller, skirmisher, or artillery is a good bet. Since you have virtually no prep time you want no more than 2-3 different types of monsters. If you have some theme in mind, it’s okay if the monsters are a level or two off from the EL you had in mind, though maybe drop a monster if it looks like the fight is getting too hard.
  5. If you want, throw in some minions to spice things up. 4-8 minions are easy to kill and can make the fight more epic with virtually no effort on your part to run!
  6. If your comfortable with it, have some other player be making a map while you do all this, as per your general instructions. If not, throw together a map quickly. Focus mainly on blocking terrain and difficult terrain since that is easy to put down. Fit in ONE piece of special terrain somewhere prominent. This can be as simple as a 10 foot pit or a river of lava that does 10 fire damage whenever someone enters it or starts their turn there.
  7. On your first round or two, spend a little more time than normal looking over the powers and abilities of your monsters to make sure you didn’t miss anything. It sucks to miss an aura that would make the battle more challenging and fun!
  8. YOU’RE DONE. GOOD JOB!

trading with legitimate businessmen

Tuesday, February 15th, 2011

A common trope is the sea captain who’s half a merchant, half a pirate, as occasion demands.

Such a captain might be a “fun” NPC to confound high level PCs (name level or paragon level, depending on edition).

A ship sails up to the PCs’ stronghold. The captain wants to trade.

The captain is amusing, urbane, and honest about his dishonesty. He admits he’s half a pirate (or more): and the spoils of his piracy are at the PCs’ disposal. The captain has rare magic items for sale: a few fine items that the PCs can’t easily acquire otherwise. His prices are fair. After a shared meal and a trading session, the trading ship sails off.

The ship returns irregularly, usually with interesting goods to sell. The captain will even do the PCs the occasional favor (give the PCs a ride somewhere, or attack an enemy). However, if the ship ever happens to visit while the PCs are away, and the PCs’ stronghold is weakly defended, the seafarers will sack the stronghold.

Next time the PCs encounter the captain, he will be deeply apologetic. “Just business,” he says. He’ll even offer to sell back the PCs’ stolen goods at a slightly discounted price.

The PCs might decide to fight the captain and his crew then and there, or to let him go in hopes of further profitable business. Either way, they should have strong feelings about this PC.

mazes and monsters playtest concludes

Monday, February 14th, 2011
This entry is part 25 of 34 in the series Mazes and Monsters

Last week, our playtest heroes fought their way through the Crypt of the Twin Kings (one good, one evil), overcoming skeletons, traps, and a sealed room where they’d have to listen to Led Zeppelin… forever.

Now they stood before a magnificently carved ivory door that bore engravings of the Twin Kings fighting monsters! This was undoubtedly the end of the maze, the treasury of the Twin Kings themselves! Next to the door was a decrepit side-passage that terminated in a dead end. On the wall of the dead end were, carved into the stone, words in a strange, unknown language.

Our Holy Man, Sansange, was elated! She had been waiting for a chance to cast her new power, “Read Strange Languages.” There was just one problem: the spell cost 20 spell points. Sansange had 20 spell points at maximum, but had already spent 10 on casting an Instant Heal after a battle with skeletons.

Sansange convinced everyone that the words must be of paramount importance, and everyone should camp out and regain their spell points, and then next morning, Sansange could translate the words.

Here we hit, and fixed, a few rules problems. My initial rules had it that resting overnight restored 1 HP and 1 spell point per character level. We agreed that it might be fine for HP to regenerate at this rate, but that a full night’s sleep should restore all spell points.

We also adjusted the cost of Instant Heal. Initially, all level 1 spells cost 10 Spell Points, so that, for instance, a level 1 Holy Man could cast “Instant Heal” twice per day.

Instant Heal cured 30 points of damage: however, since everyone had 2d12 or 3d12 HP, no one had anything near 30 HP. Sansange felt bad about spending 10 points to cure a minor injury.

We decided that, since Instant Healing was the bread and butter of the Holy Man class, we’d give it a nonstandard Spell Point price. It could now cost any number of Spell Points: it cured that many points of damage. You could use it like D&D’s Lay On Hands to efficiently fix minor injuries. At higher levels, with bigger wounds, it became less efficient, but new healing spells would become available then anyway.

Rules issues resolved, the heroes made camp. Since there were no fatigue rules, Sir Robert, who had spent neither HP nor Spell Points, stayed up all night to guard the camp. And it’s a good thing he did! The camp was attacked by Mystic Skeletons!

Mystic Skeletons were much like the other skeletons the group had fought, except that, instead of attacking, they could try to Maze a player. A Mazed player would see everyone as a skeleton, and wouldn’t know who to attack.

This fight was more grueling for the party than the previous one, with several characters becoming Mazed and attacking their friends. Walmart Jr, hurling daggers at the Sansange the Holy Man, posed the greatest threat. She only stopped when someone gave her a chance to break the Maze by reminding her that “your father threw himself to his death in a pit! If I was really a skeleton, how would I know that?”

When the battle was won, the party got its reward: the chance to finish their sleep and refresh their Spell Points. Sansange cast her spell and read the words written on the wall, which said:
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solving puzzles with steel (not that way)

Friday, February 11th, 2011

Turning to the force field device, I inserted the blade of my sword into the beam emanating from both sides of the green-colored box.

-Warlord of Ghandor

The Earthling hero of Warlord of Ghandor (who, by the way, never seems to lead any armies; he seems to be about as much of a war leader as is the 4e Warlord class), who has found himself on an iron-poor planet, comes upon a force field generator. It can only be deactivated by putting a piece of that ultra-rare metal, “iron”, on both sides of it. The hero has one of the iron keys; lacking the other one, he uses his steel sword he brought from Earth!

Turning this into a D&D puzzle: a macguffin can only be activated (or deactivated) by placing objects of some rare metal in two places. Whatever the metal is, the players should have exactly one item of that type, preferably in use as a PC’s main weapon; for instance, if someone has a Cold Iron sword, then cold iron is required. (The item isn’t used up, by the way.)

The players need to find a second piece of cold iron – which may lead to some player-directed questing, giving the DM the opportunity to dangle a few adventure hooks with other pieces of cold iron as bait.

Or, if the PC’s think of it; if they don’t mind giving up a valuable resource; and if there is some urgency to the macguffin-activation, the cold-iron-armed PC can snap his sword in half and use the two pieces to complete the ritual.

I like this incident, culled from what is, on the whole, a fairly ordinary sword-and-planet novel. It’s a mini-puzzle, adventure hook generator, and resource management decision all rolled into one.

I’ve come up with four blog posts from this one book, so you might get the idea that Warlord of Ghandor is worth reading. Let me dispel that idea by quoting the following paragraph:

Mauve in color, the creature was a frightening sight!

Mazes and Monsters playtest: combat!

Thursday, February 10th, 2011
This entry is part 24 of 34 in the series Mazes and Monsters

Last week, we left our heroes down a player, thanks to Wal-Mart the Frenetic’s spectacularly poorly-timed suicide, and outnumbered by skeletons, facing long odds in a totally untested combat system. It was looking dire.

I quickly explained the combat system, which was fairly simple. No initiative, we just take turns clockwise. Tell the Maze Controller what you want to do, and he’ll roll all the dice.

The Cavalry Arrives

By the time I was finished with the explanation, the adventurers were joined by a new hero, Walmart Jr. the Frenetic! Son of Walmart I, and with suspiciously similar gear, Walmart Jr. had been rolled up in less than a minute, and, announced the player, was here to “take revenge.” Revenge on who? On the pit into which Walmart I had jumped? On his dead father, for throwing away a promising life?

We broke out the d12s and ran the first combat. A theme emerged that would characterize the entire session: a statistically improbable number of 11’s (critical fumbles) and 12’s (critical successes) were rolled. An 11 means that you subtract 10 and roll again; a 12 means that you add 10 and roll again. Frequently, people would roll an 11, roll again, and get a 12, putting them right back where they started. Once, someone actually rolled 11, 12, 11, 12, the odds against which are high – one in more than 20,000 – and the results of which are boring – a net of 0.

It’s too early to tell whether this was merely a freak of the dice, or whether some statistical principle of which I am not aware means that d12s always roll high when Tom Hanks is in the picture.

Despite having no particular dice advantage, Sir Robert the Fighter handily destroyed the skeletons, while the frenetics were quite ineffective throwing their mind-controlling fairy dust. This introduced another theme, which would continue throughout the night: Sir Robert was an unstoppable combat behemoth who could do no wrong, while the other characters missed more than they hit. This especially amused everyone because Sir Robert’s player is generally the most combat-optimized character in any RPG system. Even his extraordinarily simple Mazes and Monsters was dominant – entirely, I believe, through a psychic connection with his dice.

Combat against the skeletons was pretty simple, and felt a lot like D&D combat except with d12s. You needed to roll better than 6 on a d12 to hit, and then you rolled damage. Skeletons were resistant to pointy weapons, like thrown daggers, which meant that the damage d12s were rolled twice and the worst roll was taken. The frenetics were armed with daggers and bows, which meant their weapon attacks where fairly futile. Sir Robert soon put away his spear in exchange for a mace from a fallen skeleton. (Over the course of the game, he collected weapons from each fallen foe, until he ended up with one of everything.)

The skeletons had 10 HP each: on average, each took about two hits, so it didn’t take too long before the players were victorious. The frenetics and the Holy Man had taken a few points of damage. Brave Sir Robert, of course, was entirely untouched.

Traps and Treasure

After the combat, the players rappelled into the pit to look for treasure. I warned them, “You see what looks like the glittering of gold. It could be treasure – but it could be a trap.” They hesitated, but the lure of treasure overpowered them. They reached for the treasure, and —-

IT WASN’T A TRAP.

The players collected a sackful of Pieces of Twelve, and also found a magical glove. Cautious examination revealed that it was a magic power, “Read Strange Languages!”

Our Holy Man had seen a list of the Holy Man powers, and had been talking up the 2nd level spell, “Read Strange Languages,” all night. The word “strange” struck her as particularly funny. She was elated to discover that this glove was the trinket that let her cast this very spell! From this point on, she would be constantly asking if there were any strange languages in sight.

The party continued on. The came to a four-way intersection, with a lazy-susan floor plate that spun people randomly when they stepped on it. Each branch of the intersection (except the one from which they had come) led to a door.

I warned the players that the doors might lead to treasure, but “could be a trap.” They devised a complicated system for opening the doors that involved tying a rope to a door handle, spinning on the lazy susan, running up a perpendicular corridor, and then tugging the rope. It’s a good thing they did, because the first door they opened fired a spear down the hallway! The players’ paranoid precautions kept everyone safe.

The other two doors revealed a fight with some skeletons, which yielded a key, and a locked door, which opened to the key.

Music Maze

The next room contained my first test of the Maze and Monsters Issues system. According to my dungeon key, when the players entered, a drama mask on the wall would zap a random player with black lightning, and — something would happen. I would play it by ear, but it would involve the Issue that that player had written down on their character sheet.

The black lightning hit Lothar the dwarven frenetic. He confessed his Issue to the group: “Just the other day, I was wishing that, one day, a Led Zeppelin song would come on the radio, and my wife would say, ‘This is a good song! Who is this by?’. She just doesn’t like Led Zeppelin that much.”

Here was a meaty issue that could bear no end of psychological prodding! I just hoped I was up to the task.

I had a giant black dog appear in the room. It put its paw on Lothar’s shoulder and said, “As a boon, I will allow you and your friends to hear the greatest of music — forever.” Walmart Jr.’s lute burst forth into spontaneous electified rock music. At the same time, all the doors swung ponderously shut.

Lothar’s player, who really is quite a Led Zeppelin fan, had “Black Dog” on his iPhone, which he generously played for us… on repeat… for the rest of the scene.

As well as a test of Issues, this was the first test of the Maze system. Lothar was Mazed, which meant he was content to stay in the locked room listening to Led Zeppelin forever. (As was his player, I believe.) The other players had to snap him out of it: but each avenue of aid could only be used once.

Sir Robert had a Trait that allowed him to use a bonus Trait die when “convincing others of his good intentions”, so he gave a speech to the effect that he didn’t want Lothar to deny himself the full range of musical experience by fixating on one – admittedly perfect – song. Sir Robert rolled very well, getting a critical success (as was his wont), and this was really good enough to snap Lothar out of it and continue the adventure. The players, though, really wanted to get into the issue. They continued to discuss it for at least the length of “Black Dog”. Finally, everyone came to the (possibly false) conclusion that, as there is no light without darkness, you couldn’t appreciate a song unless there were people who DIDN’T appreciate that song.

As Maze Controller, I suppressed my belief that this conclusion was logically indefensible, and, in fact, made a mockery of the study of logic itself. The important thing was that Lothar, and his player, had met an issue in the maze, and had defeated it. And along the way, he had probably cleared up some engrams or whatever.

The doors unlocked, and the black dog gravely shook hands with everyone, except Wal-Mart Jr., who insisted on doing a fist-bump.

Next time: The playtest concludes with a bang! Or maybe more like a snap, followed by a prolonged scream.