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!

  • combined weapons

    December 10th, 2012

    As a DM, I want to throw in cool magic weapons that people can actually use. On the other hand, I don’t want a formalized 4e-style wishlist. The big selection of D&D weapons actually makes my life difficult. If I want to include a magic sword, do I need to pay attention to who in the party uses a short sword, longsword, bastard sword, and greatsword?

    As I was designing an adventure recently, I thought, “maybe I’ll describe this magic sword as an extra-long longsword, so it can be used as either a longsword or a greatsword, player’s choice.” (beat) “Hey, that’s what a bastard sword is supposed to be!”

    The 1e bastard sword is kind of like that. It comes with a note: “Treat as a long sword if used one-handed.” Used two-handed, though, it’s its own thing. In later editions, the bastard sword is all over the map: for instance, in 3e, it has one set of stats one-handed or two-handed, but it requires a feat to use it one-handed.

    As a DM, here’s how I wish the bastard sword worked: “The wielder can treat it either like a longsword or greatsword.”

    What if this combination-weapon approach were expanded?

    For one thing, the fifty polearms in D&D are basically different combinations and permutations of spears, axes, picks, hammers, and hooks. The very existence of the glaive, the glaive-guisarme, and the guisarme imply that there’s a use for a “combination-weapon” category.

    Here are some weapons that could be turned into combination things:

    Battleaxe: A battleaxe can be used either as a hand axe or a greataxe.
    Bastard sword: A bastard sword can be used as either a longsword or a greatsword.
    Glaive: A glaive can be used as either a greatsword or a spear.
    Halberd: A halberd can be used as either a spear, battleaxe, or hook.
    Morning Star: A morning star can be used either as a flail or a mace.
    Rapier: A rapier can be used either as a shortsword or as a longsword.
    Spiked Chain: A spiked chain can be used either as a whip or as bondage gear.

    By reducing the number of unique weapons, you’re taking away the need to come up with a million slightly-different dice expressions to justify each weapon. You’re also replacing various solutions for “weapon groups”, where special rules are needed to give people proficiency with a large number of similar weapons. With my rule, a guy with longsword specialization can always use whatever rapier, longsword, or bastard sword he picks up (although only as a longsword).

    Side note: You know what I’ve under-appreciated about 4e? How few weapons there are. 33 weapons in the 4e Players Handbook, as opposed to 50 in the 1e PHB, 63 in the 2e PHB, and 72 in the 3e PHB.

    just try to do business with the elves

    December 6th, 2012

    If you don’t have any D&D-themed winter-holiday cards yet, time is running out! Get Laura’s card set, which includes these elven-holiday-celebrating elves.

    On the subject of elven holidays, here’s a chart you can roll on when you need to get the elves to trade with you, or join your fellowship, or honor their promise to send you troops.

    Roll d4:
    1-2: The elves are celebrating an important elven holiday today. Come back tomorrow.
    3: The elves are preparing for an important elven holiday tomorrow. Come back the day after tomorrow.
    4: The elves are so ready for business right now. What’s this about? Let’s do this!

    combat, exploration, interaction, logistics

    December 3rd, 2012

    The D&D Next designers say that the “three pillars” of D&D are combat, exploration, and interaction.

    In Playing At the World, Jon Peterson seems to have independently developed three very similar play modes: combat, exploration, and logistics. “Another key ingredient in Dungeons & Dragons is dramatic pacing, achieved by transitioning between three different game modes: a mode of exploration, a mode of combat and a mode of logistics. Time flows differently in each of these modes.”

    Comparing the D&D Next developers’ and Jon Peterson’s analyses is comparing apples and oranges, so it’s strange that the fruit look so similar. The D&D next pillars are, I think, intended to remind the developers that each character should have something to do in different scenes of the game. Peterson is analyzing the flow of game time in a session, which varies between turns, rounds, and days.

    Now that we know that it’s a bad idea, let’s try merging the two models.

    In Peterson’s model, combat has a game speed that might be significantly slower than real time (depending on whether your rounds are a minute or six seconds long). Even if each round takes a minute of game time, you’re unlikely to get through all the PCs and monsters in that much real time. Exploration is faster than real time, but the scale varies: “we go north for 120 feet” and “we go north for 10 miles” might take the same amount of real time. Logistics is even more variable: shopping for new plate mail and spending a month healing up might both take, say, thirty seconds each.

    Interaction (i. e. conversation, mostly with NPCs) is unique in D&D modes in that it takes roughly the same amount of time in real and game time. There might be variations: a player might consult his notes to remember his character’s wife’s name, and a DM might pause to roll reaction dice, but in general, during interaction, the player and the character are doing roughly the same thing. It doesn’t hurt to throw an interaction mode into a discussion of pacing: I’ve definitely run sessions where the pace suffered from too much or too little interaction.

    Logistics is interesting because I’ve never heard it mentioned as a positive part of a game. If it’s mentioned, it’s as something to be gotten through as quickly as possible. Still, it’s always been a big part of D&D. Gaining levels, or researching spells, or replacing spent arrows, or collecting tax income takes up table (or between-session) time. Peterson convincingly argues that “by rationing the modes carefully a referee guides the players through satisfying cycles of tension, catharsis and banality that mimic the ebb and flow of powerful events.”

    The logistics portion of D&D can be fun in itself. Sometimes you want to be fighting a monster, and sometimes you want to be updating your character sheet. The Adventurer Conqueror King fief-management rules are fun because they embrace logistics as something to be relished.

    How would a “logistics pillar” inform D&D Next development? It seems a little strange to say that each class should have its fair share of bookkeeping, but maybe there’s some truth to that. The wizard class comes with plenty of bookkeeping, with its ever-increasing spell menu to be tweaked each day, along with the most complex spell- and item-creation rules in the game. In 1e, a fighter eventually gets a castle to manage. In 3e, a fighter gets a feat to choose every two levels. Maybe it needs a little more logistics in Next.