Archive for the ‘news’ Category

confirming crits

Friday, November 30th, 2012

One of the first D&D houserules I encountered was the “crit to kill” rule: if you roll a natural 20 on an attack, roll another d20. On a second 20, the guy dies.

In Jon Peterson’s Playing at the World, I found a reference to a 1975 ancestor of that houserule, published in 1975 by Gary Switzer, the guy who wrote the first version of the Thief class. Peterson says, “On each melee swing, the attacker rolls an additional d20, which if it scores a ‘0’ (bearing in mind that early d20s had two 0’s), results in a critical. It is the main attack die which determines whether this is a critical hit or a trip—if the attack roll succeeds, then a hit has occurred, otherwise it is a trip.”

That extra die roll never made it into D&D canon, but 3e introduced the idea of “confirming crits:” rolling to see if your natural 20 was really a crit or not. (I think it introduced it. As I’ve mentioned before, my weakness is 2nd edition rules.)

I don’t like any of these rules very much in actual play, but not for game balance reasons. Sure, an insta-kill on 1 in 400 attacks adds wackiness and mitigates against PC survivability, and confirming crits only helps in bizarre corner cases where goblins crit on 100% of hits against dragons. The reason I don’t like them, though, is because they add anticlimax rolls.

In the “crit to kill” variant: You crit! Roll another d20. On a 1-19: Oh well, at least I got a crit. With the confirming a crit rule: I rolled a 20, but failed on the confirmation roll! Oh well, my crit didn’t happen.

4e’s solution was to have a crit always do max damage, and then throw some extra damage dice into the mix. That was not a bad solution: the extra dice always felt like bonus damage, even if you rolled poorly.

I COULD imagine bringing back the “crit to kill” rule in a modified form.

Recently, I’ve experimented with rolling d20s (and even d100s!) for special-effect damage. It’s fun! In my proposed variant, when you roll a crit, you don’t double or max your damage; you throw in a d20 along with all your other damage dice. If that die rolls a 20, you insta-kill. Otherwise, it just adds its damage to your hit (an average of 10 extra damage).

If the 1-in-400 chance of an insta-kill is too silly for you, you could instead make it an exploding d20 roll: on a crit-die roll of 20, you add 20 damage and roll again. Against all but high-level opponents, it will come to the same thing. However, this tweak gives 20th-level fighters some protection against 400 goblin archers.

d&d it up for christmas

Wednesday, November 28th, 2012

My Renaissance Man sister Laura is an artist, published author, D&D player, blog of holding commenter, gadabout, and the creator of the prancing elf for my kickstarter stickers. She’s making something you probably need this winter: D&D-themed Christmas cards, available in halfling, orc, dwarf, and elf. All the profits will be going to globalgiving.org, so the cards are like the bonus rewards you get for making a charitable donation.

Obviously you need at least one set, for your D&D group. The question is, is this the year you send D&D cards to everyone, even your grandma?

have you read Playing at the World yet?

Friday, November 16th, 2012

I thought I knew a reasonable amount of D&D history, but after reading Jon Peterson’s Playing At the World, I feel a sort of amused contempt for my past self, that poor ignorant yokel. I no more knew the ingredients of D&D than I did the secret recipe of Coca-Cola. You should read it so you can feel smug too.

Why should a book that’s concerned largely with D&D prehistory be interesting to D&D players? My new favorite author Jon Peterson puts it well: “For all its long-windedness, Dungeons & Dragons is hugely underspecified: many of the core principles of its system are tacit ones, so familiar to the authors that they were blind to the need to record them. Only by a very close reading of the earliest rules, and by placing elements in their proper context in the tradition of wargaming systems, can we even conjecture about the intention behind these ambiguities and omissions. As usual, our familiarity with later versions of the game hinders us rather than helps us; we must forget what the game became in order to discover how and why it got there.”

Here’s how good this book is. Peterson’s book is 720 pages, and while I was reading it, I was constantly wishing it was longer.

This book shed light on a lot of things that I’ve wondered about, sometimes on this blog.

In 2010, I wondered, “What is a midgard?” and wished I could get the rules for one. http://blogofholding.com/?p=265 Now I know a lot about the spread of midgard-style games, the play-by-mail milieu in which they existed, and the reasons that most of them petered out before they really began.

In 2012, I thought, “Look at all these dowels in the Chain Mail rules! That’s cool!” Now I know that the use of dowels to mark altitude comes from the Fletcher Pratt naval game, where “airplane models are attached to a notched pole, where each notch measures a level of elevation at which craft may fly.”

It’s also shocking to see the term “Saving Throw” in Tony Bath’s 1966 medieval combat rules (which inspired Chain Mail). “City militia may only attack heavy infantry if they can throw a 5 or 6. If attacked by them they must throw a 4, 5, 6 to stand, otherwise break and are diced for… If fighting takes place, one throw per 5 men, militia lose half total, no saving throw, cavalry lose one-quarter, saving throw of six.”

There’s lots more good stuff, including many details of Arneson’s original game rules. For instance, Arneson said that “players were not intended to become harder to hit and take more damage as they progress. Instead they were to take the same amount of hits all the time (with the exceptions of spells, magic, etc.) while becoming more talented in inflicting hits and avoiding the same. This has a great equalizing influence.” Imagine a version of D&D where HP stays the same while AC goes up as characters gain levels.

In short: Grab a copy. If you’re a subway commuter reader, like me, get the kindle version: 720 is a lot of pages.

treasure you can’t spend

Friday, November 9th, 2012

In Joseph Conrad’s Nostromo, a character – wait. Are you ready for spoilers? Ready? Ready? Ready? OK, here they come – ends up with a giant shipment of silver bars, each stamped with a symbol indicating its purity. Everyone else believes that silver was sunk at sea. The character is rich – but he can’t figure out how to spend the money. The stamps, which prove the silver’s purity, also indicate its true owner.

There’s a long D&D tradition of presenting players with logistical challenges along with treasure (“how will I move this fortune in copper coins?”) This might be a fun one for players.

Imagine a scenario where the players ended up with similarly-stamped bars of silver. Here are the problems they have to face:

It’s hard for medieval people to exactly determine silver purity. With the stamp, a bar of metal is just as valuable as silver coinage of the same weight. However, honest merchants will not take the metal. Dishonest ones will fence the bars, but take a cut.

If the metal is melted down or the stamp is cut off, the metal will trade at less than its normal value, since it’s hard to determine whether it’s been mixed with lesser metal. Maybe 75% of its real value? Anyway, how will the players melt down the silver? Silver’s melting point is 1760 Farenheit, much hotter than a campfire. Do the characters own a forge? If they travel to a forge, they’ll have to make sure the stamped treasure avoids inspection. If they scrape or blur the stamp, the bars will still arouse suspicion.

Players will have no problem coping with these challenges: they’re extremely clever when it comes to matters of profit. Give them the logistical challenge. See what they come up with.

a history of 50 years of misrule

Friday, November 2nd, 2012


My principal authority for the history of Costaguana is, of course, my venerated friend, the late Don Jose Avellanos, Minister to the Courts of England and Spain, etc., etc., in his impartial and eloquent “History of Fifty Years of Misrule.” That work was never published–the reader will discover why–and I am in fact the only person in the world possessed of its contents. I have mastered them in not a few hours of earnest meditation, and I hope that my accuracy will be trusted.
–Nostromo, by Joseph Conrad

Joseph Conrad’s fictional book “History of Fifty Years of Misrule” is an example of one of the best quest Macguffins ever.

People sometimes underrate the Macguffin (a quest object that the fiction or RPG characters care about more than the viewers or players). A good macguffin does more than act as bait for heroes: it can also generate adversaries.

For instance, a James-Bond-type Macguffin, like the code to a satellite-mounted laser, suggests the types of people who would want it: various governments and terrorist groups. A fantasy macguffin that confers mystic power, like the One Ring, suggests various evil overlords who would like to wield it, misguided people who would like to use it for good, and stalwart folk who wish to destroy it.

Consider the idea of a book called “History of Fifty Years of Misrule”, a memoir written by an honorable, disillusioned politician during a period of petty wars and tragically wasted opportunities. It might contain

stories of political outrage; friends, relatives, ruined, imprisoned, killed in the battles of senseless civil wars, barbarously executed in ferocious proscriptions, as though the government of the country had been a struggle of lust between bands of absurd devils let loose upon the land with sabres and uniforms and grandiloquent phrases.

It’s part of the fruitful “scandalous memoir Macguffin” tradition which I often associate with P. G. Wodehouse (although this one is a lot darker). Like any good Macguffin, this one suggests its own adversaries: throw the manuscript in the PCs’ lap, and they’ll inevitably clash with members of the following groups:

its targets, the greedy, treasonous, or stupid people who don’t want its secrets revealed;

its targets’ enemies, who want them punished. Some are motivated by justice, and some by ambition.

scoundrels who want the document, to use as blackmail, or to publish in the name of widespread chaos.

the author’s friends and relatives, who want it suppressed: if it’s published, the author and his family will accumulate many enemies.

If the PCs end up with such a book, they’ll be the targets of a lot of schemes. The easiest thing they can do is to destroy it right away. Don’t make that an easy decision, though. The book might be worth a lot of money to a crime boss. The book might clear the name of a banished paladin whose daughter is asking the PCs for help. Furthermore, the book may hint that the Sword that Defends the Kingdom might not have been destroyed after all, but might be hidden in the treasure vaults of one of a cabal of corrupt nobles.

The strength of the memoir as a plot device, I think, is that it allows the PCs to predict who’s going to come after them. You don’t need to take pains to introduce the above factions. The PCs can ask questions: “Whose reputation would be damaged by the book? Who would pay for this information?” It allows the PCs a lot of freedom in writing their own plot in a sort of political sandbox adventure. Are the PCs going to right wrongs and punish evildoers? Play villains against each other and milk them all for cash? If the PCs are proactive, the plot is up to them. On the other hand, if they lag, there’s plenty of people chasing them to keep things moving.

Here’s a fun trick: if PCs read the book, describe its contents based on the alignment of the PC. To a lawful good character, it is a depressing work describing the kingdom’s squandered chances. To a lawful evil character, describe it as a fascinating collection of blackmail fodder. To a chaotic neutral character, say it’s a hilarious political farce, especially funny because it’s all true.

“History of Fifty Years of Misrule” didn’t get the star treatment in Nostromo, because that novel already had another Macguffin: a shipment of silver from a contested mine. That’s also a good plot-driver: I might post about that one later.

trading magic items

Friday, October 12th, 2012

More quotes from Sepulchrave’s D&D stories:

Finally, note that the magic item exchange is fairly typical of my campaign. I never allow such things to be purchased on the open market, and generally insist that they are either made by the characters (as time permits), or are exchanged for like items. It tends to effectively limit items in circulation.

This seems like a great idea, and is much more palatable to me as a DM than a world with a magic item store. Trade means that players can still get what they want, but they potentially have to trade away a piece of their own power (a magic item.) It also helps introduce a stable of NPCs with whom the PCs have relationships.

Here’s one of Sepulchrave’s PCs proclaiming his trade goods to a prospective deal partner:

“An Iron Horn, Winged Boots and a bag of emeralds to the value of twenty-eight thousand gold crowns,” Ortwin said in a matter-of-fact way.

Clearly, money can’t be used to buy magic items outright, but it can still be used to sweeten a deal.

the little sisters of the sun

Friday, October 5th, 2012

The Little Sisters of the Sun had caught one group on their mountain and sacrificed the lot, singing the Hymn of Life. Wild bands had eaten another group…
-Leigh Brackett, The Hounds of Skaith

Leigh Brackett can put a lot of horror into a few sentences. The Little Sisters of the Sun, mentioned here in passing, seem sinister enough to deserve their own D&D adventure.

Between the Little Sisters and the wild bands of cannibals, the environment from this passage seems even more dangerous than the average D&D countryside. The wild cannibals puts me in mind of an Oregon Trail journey gone wrong: perhaps my D&D continent has a frontier beyond which there are no patrolled countries or city walls. It’s a higher-level zone, perhaps recently re-discovered like Eberron’s Xen’drik, and its natives are twisted by post-apocalyptic magic. I assume that the Little Sisters of the Sun were, long ago, neutral good, and the tribes of cannibals are the remnants of civilized feudal peoples.

world details from the Sword and the Satchel

Friday, September 28th, 2012

Elizabeth Boyer’s 1980 The Sword and the Satchel, a Scandinavian-mythology fantasy, is a story of a fighter with a magic sword and a wizard with a bag of holding. It has a couple more D&D moves worth pillaging:

The frost giants… shouldered their cudgels and passed swiftly, uprooting a few trees for practice. Their glancing eyes filled the air with snow and their breath was like the coldest night in deepest winter.

This is a beautiful detail: just as snow at night is often only visible under streetlights, there are flurries of snow in a frost giant’s cone of vision. It’s also a useful signal for PCs who are trying to sneak by a frost giant and want to know if they’re unseen. Except if it’s actually snowing. Then they’re screwed.

“A real lingorm!” Kilgore puffed. “Do they really get bigger with every bit of gold they have, or is that an old wives’ tale?” “Old wives aren’t so misinformed,” the wizard retorted.

In D&D, there is a correlation between dragon size/HD and treasure size. It would be interesting if there were causation as well. It would make dragons’ greed for treasure make more sense. It would also explain why Smaug freaked out when Bilbo stole that golden cup. That theft made Smaug diminish, just a little. (Maybe the missing cup caused the missing scale over Smaug’s heart?)

If it seems too extreme for all dragons to get this lore, you could give it just to metallic dragons: a silver dragon’s size is based on the amount of silver she has amassed, for instance. In this case, copper dragons would be totally safe. No one wants their hoard of a million copper pieces.

Three horsemen were riding up the side of the barrow toward a flickering blue light at the top. Kilgore strained his eye against the crack to see better, his heart suddenly thudding. From the ancient folklore of his people, he knew a blue light in a barrow mound meant there was treasure inside.

I don’t know enough about Scandinavian folklore – is this a thing? Whether it is or not, it seems cool.

I wouldn’t automatically put a visible blue light in every dungeon. I might turn this into a spell: someone using some sort of Detect Treasure spell might be able to see the blue glow that let them know this dungeon was worth exploring. It might even be a free-to-cast ritual known to all sorts of adventurous people.

tenth-level cleric spells from The Faerie Queene

Friday, September 21st, 2012

I’ve already plugged Spenser’s amazing 16th-century D&D poem The Faerie Queene.

It’s a pretty decent campaign setting. It already includes most of the D&D races: humans, of course; elves (the main character of book 1 is an elf knight); and dwarves (the dwarves are of the “let the dwarf mount the battlement and give signal on his trumpet!” variety, but you can fudge it). No halflings, sadly.

It also features the four big character classes: fighters and knights and paladins of all kind; a “guilefull great Enchaunter” with “magick bookes and artes”; “a stout and sturdy thiefe”; and clerics.

Here’s a description of Fidelia, the highest-level cleric in the setting:

And that her sacred Booke, with blood ywrit,
That none could read, except she did them teach,
She unto him disclosed every whit,
And heavenly documents thereout did preach,
That weaker wit of man could never reach,
Of God, of grace, of justice, of free will,
That wonder was to heare her goodly speach:
For she was able with her words to kill,
And raise againe to life the hart that she did thrill.

And when she list poure out her larger spright,
She would commaund the hastie Sunne to stay,
Or backward turne his course from heavens hight;
Sometimes great hostes of men she could dismay;
Dry-shod to passe she parts the flouds in tway;
And eke huge mountaines from their native seat
She would commaund, themselves to beare away,
And throw in raging sea with roaring threat.
Almightie God her gave such powre, and puissaunce great.

So what do we have here?

First of all, clerics use spellbooks in this setting, and although Fidelia is Good, her spellbook is written in blood. Bad Ass.

“She was able with her words to kill / And raise againe to life”. She can case Raise Dead, and its reverse Finger of Death.

“Dry-shod to passe she parts the flouds in tway”: This spell is called Control Water, according to the third-edition d20srd.org.

“Sometimes great hostes of men she could dismay;” Fear? Cause Fear? Some sort of epic-level version, like Mass Cause Fear? Note the “sometimes”; clearly the spell has a saving throw.

“She would commaund the hastie Sunne to stay, Or backward turne his course from heavens hight;” Now we’re talking. Either she can stop and even reverse time, or she can command the sun itself. Either way, that sounds more powerful than the most powerful 9th-level spell (Time Stop only lasts 1d4+1 rounds, not long enough to notice an effect on the sun). We’ll call this a 10th level spell.

“And eke huge mountaines from their native seat She would commaund, themselves to beare away, And throw in raging sea with roaring threat.” This is a super-epic version of the 6th level spell Move Earth (which is much weaker: it has a maximum area of 750 feet on a side, and notes that “in no event can rock formations be collapsed or moved”). Since this spell can throw huge mountains around, it is clearly also a 10th-level spell.

There’s a slight possibility that Spenser meant this section as a religious allegory (“faith can move mountains”, etc) and not specifically as D&D spell list for an epic cleric. In my opinion, though, it’s both!

buy Paul’s Dungeon Master Notebook as PDF

Thursday, September 13th, 2012

In case you missed the Random Dungeon kickstarter but would still like to play D&D like Paul does, I put a PDF version of Paul’s Dungeon Master Notebook up on RPGNow. 64 pages, $4.50. Edition agnostic, low to high level play, lavishly illustrated, yada yada.