od&d staves

January 9th, 2013

The standout magic items from OD&D are the staves. They seem like they’re much more powerful than everything else.

Compare the best magic sword with a Staff of Fireballs:

Magic sword: +3 to hit, +0 to damage (so, 1d6 damage).

Staff of Fireballs: Shoots fireballs that do 8d6 damage (save for half). 8d6 is a lot of damage in a game in which the strongest monsters have 12d6 HP. The Purple Worm is the outlier, with 15 Hit Dice, but it will still die in two hits.

And the Staff of Fireball has 100 CHARGES.

Compare that to the equivalent item, Wand of Fireballs, from 3rd edition: it throws 6d6 fireballs and has 50 charges. Furthermore, in 3rd edition, monsters have d8 Hit Dice, and they have more of them. (For instance, dragons have 5-38 HD instead of 5-12 HD.)

Not only that, the Staff of Power is like a Staff of Fireballs with a bunch of other abilities. The Staff of Wizardry is like a Staff of Power with a bunch of other abilities. Between these 3 items, about 10% of staves have the ability to fire 8-die fireballs. You only have a 2% chance of getting the sword +3.

The Staff of Fireballs family might not even be the most game-changing staves in the game. The staff I’d want is “Staff of Secret Doors and Trap Detection.” It has 100% chance of detecting both; it works within 20 feet; and it doesn’t have charges. It’s operational as long as it’s being held. It’s SO MUCH better than having a thief in your party, guys.

Traps (and secret doors) are such a major part of OD&D-style dungeon crawling that I can hardly imagine them removed. Imagine a campaign where that entire aspect of the game was thrown away. I think the DM would have to resort to semi-cheating in order to downplay the staff’s power: “Well technically the lever that turned you all into insects was a TRICK, not a TRAP.” “You detect a trap in the corridor which is THE ONLY WAY OUT OF THE DUNGEON.” “I know you can detect secret doors, but the treasure was hidden behind a CONCEALED DOOR.”

what constitutes an “adventure?”

January 7th, 2013

Earlier editions frequently make references to the “adventure” as if it were a discrete unit of some sort. I’ve never known exactly what it is. Is it, like, one game module? One game session? One game day?

Here’s an interesting passage from the 2e DMG, in which “adventure” seems to be used as a synonym for “game session”:

Most passing time occurs within a single adventure: Spells rarely carry over from adventure to adventure (unless the session is stopped with the characters lost in winding caverns or the like); rounds of combat, while taking several game minutes, don’t affect or spill over into subsequent adventures; days of travel often have no effect other than healing and the consumption of supplies.

If the DM wants, this is the only sort of timekeeping required. Time passed in previous adventures has little or no effect on the current session–each session or adventure is distinct and separate. For example, in one adventure, the characters spend a few hours in the dungeon, get injured, have some success, and return wounded. The night’s game session ends with them returning to their home base. Next game session, the DM announces, “A week or so has passed since you last went out. Everybody is healed and rested. People with spells can pick new ones.” The DM has chosen not to worry about the passage of time in this instance. An entire campaign can be played this way. Here’s another example: In one adventure, a group of characters travels for three weeks and has several encounters, ending camped outside some ruins. The next session starts after the characters have camped for five days, so they can heal their wounds. Several hours pass as they explore the ruins, but no one is particularly hurt when they return to camp, and the game session ends.

The next session starts the morning after their previous adventure, everyone having gotten a good rest. The characters set out again. They spend a week on the road and arrive at a village. Here, the mage insists everyone wait while he researches a vital spell. Again, the game session ends. The next session begins two months later, after the mage has learned his spell and continues from there.

It’s difficult to read “adventure” as anything other than a synonym for “session” in here. If it did, a “session stopped with the characters lost in winding caverns” would not, as it does, constitute two adventures. Also, constructions like “In one adventure… Next game session…” suggest that there is no distinction in the authors’ minds between the concepts.

And what do you make of this advice from the D&D Companion set?

After reaching “Name” level, characters should gain a new level for each 3 to 8 adventures. More adventures can cause player frustration; fewer adventures can make the game too easy, and eventually bore them. If you play twice or more each week, 6 to 8 adventures per level gained is recommended. If your games are once a week or less often, 3 to 5 adventures per level are recommended.

Again, “adventure” here may well be a synonym for “game session”. If not, what’s the relevance of the number of times you play per week? If it doesn’t mean game session, what does it mean? One castle? One dungeon? One module?

On the other hand, “adventure” is sometimes used as a synonym for “module”. The D&D Expert set says, for instance, that “The Isle of Dread is a wilderness adventure designed for use with the D&D Expert rules.” There’s no way that the Isle of Dread is meant to be played in one session. And there’s no way that characters are meant to play through 3 to 8 giant modules like Isle of Dread in order to gain one level.

Is “adventure” one of those words like “level” with a lot of meanings?

I have a feeling that “adventure” usually means something vague: not exactly “game session”, but maybe “the amount of exploration that the DM thinks will take approximately one game session”. But I’m interested in what you guys think. Is there some old-school assumption about this word’s meaning that never made it into a rule book?

Lots of games have explicit game-session mechanics. Savage Worlds give you so many bennies per game session, for instance. Many D&D fans reject the idea of something that artificial as an explicit rules element. However, it seems to me that the game session has been baked into D&D since at least the 80s.

The funny thing is that 5e developers say that they’re thinking of returning to the “adventure” as an explicit challenge-balancing mechanism. If you take them literally, that sounds like a return to the game session as as a game mechanic.

a trapped chest

January 4th, 2013

Here’s a classic D&D-ism from the 1917 pulp novel The Hand of Fu Manchu:

All conversation had ceased, when, just as the muted booming of London’s clocks reached my ears again and Weymouth pulled out his watch, there came a faint click – and I saw that Smith had raised the lid of the coffer! Weymouth and I sprang forward with one accord, and over Smith’s shoulders peered into the interior. There was a second lid of some dull, black wood, apparently of great age, and fastened to it so as to form knobs or handles was an exquisitely carved pair of golden pomegranates!

“They are to raise the wooden lid, Mr. Smith!” cried Weymouth eagerly. “Look! there is a hollow in each to accommodate the fingers!”

“Aren’t you going to open it?” I demanded excitedly – “aren’t you going to open it?”

This is not Nayland Smith’s first time at the rodeo. Smith, who is a sort of racist anti-Chinese version of Sherlock Holmes, notes a subtle clue: a dead man next to the chest.

I examined the peculiarity to which Smith had drawn my attention. The dead man’s fingers were swollen extraordinarily, the index finger of either hand especially being oddly discolored, as though bruised from the nail upward.

“Look into these two cavities where one is expected to thrust one’s fingers!” Weymouth and I craned forward so that our heads came into contact.

“My God!” whispered the Inspector, “we know now what killed him!” Visible, in either little cavity against the edge of the steel handcuff, was the point of a needle, which evidently worked in an exquisitely made socket through which the action of raising the lid caused it to protrude. Underneath the lid, midway between the two pomegranates, as I saw by slowly moving the lamp, was a little receptacle of metal communicating with the base of the hollow needles. The action of lifting the lid not only protruded the points but also operated the hypodermic syringe!

I wouldn’t be too surprised if this passage inspired the ubiquitous poison-needle chest in D&D. I’d be even less surprised if this passage inspired a poison-needle chest in some 1960s pulp sci-fi/fantasy, and that inspired the D&D version.

Gygax Hated Hobbits

January 2nd, 2013

From Men and Magic:

Dwarves: Dwarves may opt only for the fighting class, and they may never progress beyond the 6th level (Myrmidon)…

Elves: Elves can begin as either Fighting-Men or Magic-Users and freely switch class whenever they choose…

Hobbits: Should any player wish to be one, he will be limited to the Fighting-Man class as a hobbit.

GYGAX HATED HOBBITS

From Men and Magic, page 33:

Raise Dead: The Cleric simply points his finger, utters the incantation, and the dead person is raised. This spell works with men, elves, and dwarves only.

GYGAX HATED HOBBITS

Holiday D&D Next Playtest Feedback

January 1st, 2013

The newest version or the D&D Playtest came out a couple weeks ago with many an exciting change! I thought about doing a disgusting Christmas theme and making a list of “naughty” and “nice” features of the new playtest, but my sense of decency prevailed. The good and bad highlights below:

Good:

Fighters, Rogues, and Monks have the same hit progressions, martial damage dice, and bonus damage: Frankly, as far as class features go, these are all pretty barebones and basic, so I am perfectly happy to see these qualities shared by each class. It goes a LONG ways towards balancing them in combat relative to each other, and there is still a lot of room to distinguish them from each other with maneuvers and other abilities.

Skill Dice: These introduce more variance to skill checks, which I tend to prefer, as it evens the playing field between disparate opponents and makes success or failure more uncertain at various difficulty levels (the uncertainty, of course, being why you roll the dice to begin with). Skill dice also address some potential concerns with the rogue. Rerolling skill dice is a nice ability but less powerful than rerolling a d20. Also, spending skill dice provides the rogue with more flexibility in using skills without giving them yet another advantage in the basic success/failure mechanic.

-Rogue Schemes: The alternative options for sneak attack are surprisingly viable, considering how big a part of the class that ability has been in previous editions. Also, requiring the rogue to give up advantage to use sneak attack or assassinate helps balance those abilities and make using them an interesting choice.

Bad:

Feats: A number of feats seem poorly balanced. Two-Weapon Strike and Riposte both seem a bit too powerful, unless I am missing something important. With regards to TWS, guaranteed advantage is tough to pass up, especially for a rogue with sneak attack, and it doesn’t appear to have many downsides (d8 damage die compared to a d12?). Riposte seems like a no-brainer for any tank types, adding to their damage and increasing their chances of using their martial damage dice considerably. Of course, some feats are plain-out underpowered. Weapon focus, for example, adds a mere 1/6 damage per martial damage die!

Cleric hit progression, martial damage dice, and bonus damage: These max out at +2, 4d6, and +5 by level 20, which is considerably less than HALF the bonuses of the fighter, rogue, and monk (+5, 6d6, +20). Now with Divine Power, clerics do improve noticeably to +6, 4d6, +9, but that is still 18 damage behind the other classes. I think the expenditure of a mid to high level spell (depending on what level you are) should even the ground a bit more (or clerics should just be more effective to begin with). The bottom line is that WotC needs to determine if clerics should be capable of being relatively effective melee combatants or not; their current state feels like they are making a promise about the class that they can’t deliver on.

Spell Damage + Effects: Spells still seem a bit underwhelming compared to fighter/rogue/monk damage output. Let’s use a really simple example: a level one fighter with a two-handed sword can do about 13 damage when they hit with their Greatsword (1d12+3+1d6). Rogues and monks are a little lower at 11 (1d8+3+1d6). A wizard, in contrast, does only 5.5 damage + a minor effect with their Cantrip, which is a lot to lag behind; I’d be much more comfortable with them adding their ability mod to cantrip damage to keep up a bit. 1st level spells are similarly lacking: Burning Hands does about 10.5 damage (3d6), with a save for half. With the potential to hit multiple targets and reliably do damage even on a miss, this is certainly better than a normal hit. If a wizard could do this sort of thing at-will, I might say they were a bit overpowered, but with a limit of twice a day I am not impressed. Things don’t appear to change much at higher levels, with a 9th level fireball doing about 42 damage (12d6) versus the 51.5 damage (1d12+4+6d6+20) of the same fighter at level 20. Mike Mearls made a comment that he thought each class should look totally awesome when they do what they are best at; the wizard should wish he was the fighter when he chops enemies in half round after round, but then the fighter should look enviously at the wizard when he blows a ton of enemies apart with a well placed fireball. I’m just not convinced we’re there yet.

 

dwarven cheer!

December 21st, 2012

Wishing a happy hearth to you and your clan! See you in 2013!

berserk men

December 19th, 2012

Monsters and Treasure P 6:

“Berserkers are simply mad men with battle lust.”

what makes your decisions meaningful?

December 17th, 2012

Part of the fun of gaming is measuring yourself against challenges and seeing where you stand. In any game except, like, Pachinko, your wins and losses have to do with the choices you made.

Here are some speculations about what “meaningful choices” might mean to different people in D&D, and how it informs people’s choice of edition.

What makes your character-building choices meaningful? By “character-building” I mean choices about class, race, feats, powers, and maybe equipment: character-sheet stuff. Little variations in character power are best measured by pitting the characters against a standardized challenge. Therefore, versions of D&D with lots of character-building options (like 3e and 4e) are best served by having the characters frequently face opponents similar in power to the PCs. That maximizes the chance that small character-building adjustments will mean the difference between failure and success. And indeed, the 3e and 4e rules do expect that opponents will frequently be the right CR or level.

What makes your strategic choices meaningful? By “strategic” I mean high-level decisions made after seeing the opposition. Fight, run, or parley? Hoard resources or go nova with spells? These decisions are most meaningful when the PCs face challenges that can’t always be handled by the same strategy. If every encounter can be handled with a fight, there’s never a reason to run. Therefore, strategic choices are most meaningful when the characters frequently face opponents of varying power relative to the PCs (and the PCs can tell who’s too powerful to fight). Strategic choices are very important in OD&D, where there aren’t a lot of character-building choices, and randomly-encountered monsters have widely varying strengths (especially in the wilderness). Furthermore, in OD&D, there are a limited number of enemy types. You can’t make informed strategic decisions when you’re presented with a constant stream of enemies of unknown capabilities.

What makes your roleplaying choices meaningful? By “roleplaying” I mean making decisons based on your character’s goals, personality, backstory, and relationships with NPCs. These choices are meaningful when the PCs are able to influence the game’s story. If a conversation scene might legitimately make an important NPC a friend or enemy; if the adventure can take an unexpected turn because a PC decides to honor an obligation; if skipping an entire dungeon won’t make the DM mad, then role-playing decisions are meaningful. This happens in games where the characters frequently face NPCs. Apart from skill checks, there aren’t a lot of rules in D&D to handle this sort of thing. During a tense negotiation, a carefully-nuanced speech doesn’t give a mechanical benefit: it relies on the DM’s social sense, gained not from rules mastery but from the DM’s actual experience talking to humans. Roleplaying choices don’t have much to do with rules design and more to do with adventure design. Roleplaying choices can be more important in sandboxy adventures than in linear adventures, like Dragonlance and some of the less flexible adventure-path campaigns.

I’m going to take it as axiomatic that all three types of decision-making are worthwhile (they’re all fun for someone). Every edition of D&D presents character-building, strategic, and roleplaying choices. However, if you’re primarily interested in one of these, that might steer you towards (and away from) a specific system or adventure type.

If you love character-building the most, you should probably play 3e or 4e, and it probably explains why you don’t like the randomness of early D&D.

If you love high-level strategic decisions made during play, you should play early D&D editions or retroclones. You probably don’t like the balanced encounters of later editions.

If you love roleplaying, you can play any edition you want, but you hate DM railroading. Few adventure modules are flexible enough to handle this style well. Your best bet is to find a DM with good improv skills.

I think what’s most interesting about this analysis is how it shows the coherence of various D&D editions. Editions with a lot of character options should provide carefully balanced encounters (and 3e and 4e do). Editions without many character options should provide opponents of random but known strength (and early editions do).

What’s also interesting is what doesn’t cohere according to my analysis: 2e, post-Skills and Powers, has detailed character-building options but doesn’t, I think, have anything like a Challenge Rating system to test yourself against. Lamentations of the Flame Princess concentrates on strategic play, but presents unique monsters of unknown capacities so that you have difficulty making informed decisions.

prices for dungeonbuilding

December 14th, 2012

On the last possible day you could order Random Dungeons before Christmas, here are a couple of excerpts:

For mad wizard PCs who want to construct their own Castle Greyhawk, here are dungeon-construction prices from Tavis and the rest of the Adventurer Conqueror King people:

And here is part of the castle map from my adventure, “The Treasure of Castle Redrill”:

I hesitate to figure out how much Redrill Castle and its dungeons would cost to build according to the price guidelines. It would definitely take a couple of adventures to fund it.

It would be kind of fun to start dungeon-building immediately at level 1: When you find a cache of 100 GP guarded by a fire beetle, immediately go home and start working on the tiny dungeon in your celler. 100 GP, that’s enough for a two-foot-long dungeon corridor! Or two stone doors! Or, best yet, spikes for your 10×10 pit (sold separately)!

Last minute Christmas gift: the Random Dungeons kickstarter book!

December 11th, 2012

If you’d like the real-book version of every printable reward from my Random Dungeon kickstarter, you can get Random Dungeons, a 180-page book containing every reward made for every backing level, for $19.95. Until December 14, you can use the coupon code FELICITAS to get 20% off the price (for a price of around $16) and it should arrive before Christmas if you order, like, today.

It contains

  • the art from the Random Dungeon and Random Monster posters
  • the sticker art by Rich Burlew and other artists
  • the final Dungeon Robber rules
  • Paul’s DM Notebook, a 64-page book on its own
  • the All-Star DM notebook, containing new adventures and game tools by Mike Mornard, Mike Shea, Tavis Allison, James Maliszewski, Jared von Hindman, and myself.

    My adventure is none other than the dungeon crawl that we’re doing in the Mearls sidebar. Watch out for spoilers!

    Buy it here!