interrupting spells in 4e

January 14th, 2011

“He’s a dark elf wizard and he’s put some kind of hold on Derek!” Elistan cried. “Keep him from casting spells!”

-The Magic of Krynn (Dragonlance Tales, Volume 1)

Every D&D rule change comes with tradeoffs. In 4th edition, wizards were rebalanced. The advantage is that they are no longer overpowered compared to other classes. The disadvantage is that they are no longer overpowered compared to other classes.

I kind of miss the panic that set in when earlier-edition parties met a wizard, and all the maneuvering (by the party and the DM) to hit a wizard before he finishes his spell. However, honestly, 4th edition works perfectly well without it.

That’s not a reason to tinker with what ain’t broke, though. I’d like to try to return wizards to their place as fearsome super-artillery without overpowering them (much). Here’s my plan.

4e wizards may cast attack spells normally, or they may cast them as a “rite” (sort of halfway between an attack spell and a ritual, and analagous to 3rd edition spells with a full-round casting time). Casting a spell as a rite ends your turn and has no immediate effect.

On your next turn, you may finish the rite as a standard action. You cast the spell normally, except that any hit by the spell is a guaranteed critical hit.

During your casting of the spell, you are saying magic words, performing ritual gestures, and doing other wizardy things. If your concentration is broken, you lose the spell. Non-damaging forced movement, being knocked prone, being grabbed, etc. forces an Endurance check of 5 + 1/2 the attacker’s level to avoid breaking concentration. If damage is done to the wizard, the DC of the Endurance check is equal to the damage.

Is this option too underpowered (never used) or overpowered (always used)? It seems to me that it will be situational. Spending two turns to do slightly more than double damage starts out pretty balanced; if it’s successfully used with a daily power, it’s quite good indeed. However, if there is any chance of the rite being interrupted, it might be too risky to use it. Wizards might only use it when they’re in a position where they think they can avoid attack for a turn.

Rites might be used by the DM more often than they are used by PC wizards. A wizard who has begun a rite becomes a fearsome threat and may cause an abrupt change in the PCs’ tactics.

the mountains are coming

January 13th, 2011

From my folder of half-conceived plot hooks:

a diviner has a dream, and is terrified. All he does is repeat “The mountains are coming!”

Rory’s Pocket Guide to D&D – Choosing the Right Humanoid

January 12th, 2011

D&D isn’t choosy; it appropriates basically every monster that has ever been referenced anywhere in ANY lore and then adds to that confused jumble a bunch of original monsters that just can’t seem to go away from previous editions. Thus, as a DM when you want to throw some kind of monstrous humanoid at your party, you have a massive list to choose from. Some DMs solve this problem by only having a couple different types of monstrous humanoids in their game, such as just goblins and orcs. I believe this is a sign of weakness and poor breeding. It is much more fun to handpick the monstrous humanoid you want to use based on the exact type of encounter you want to facilitate, both in tactics and theme. Below I list several monstrous humanoids and give a short description of them, common ways I tend to use them, and a specific example of how I have used them in my campaign world:

1. Orcs

  • Short Description: Simple, straightforward, and violent.
  • Uses: Raiders in dangerous areas and minions of powerful villains.
  • Example from my Campaign: A band of Orcs led by a powerful Oni inhabited the Flaming Marsh, attacking all who traveled through its lands.

2. Goblins

  • Short Description: Sneaky (goblins), militaristic (hobgoblins), strong (bugbears), and generally numerous.
  • Uses: Military force bent on taking over the world or inhabitants hiding in crumbling ruins clinging to memories of an ancient empire.
  • Example from my Campaign: Goblins reside in the Rusty Ruins, which they overwhelmed hundreds of years ago, hiding beneath the earth and in ruined structures, ambushing those foolish enough to disturb them.

3. Kobolds

  • Short Description: Clever, zealous, encountered in hordes.
  • Uses: Protectors of Dragons lairs, mostly!
  • Example from my Campaign: Malifas, an ancient and powerful dragon, has a group of devoted kobolds who worship him and protect his lair with deadly traps.

4. Gnolls

  • Short Description: Insane, demonic, utterly without fear.
  • Uses: A plague of destruction sweeping through civilized lands or as minions to powerful demons!
  • Example from my Campaign: Gnolls led by a powerful Immolith swept through villages and towns, burning them to the ground and leaving no survivors.

5. Lizardfolk

  • Short Description: Alien, mysterious, and amoral.
  • Uses: Good for slavers or mercenaries who would be hired out by powerful villains.
  • Example from my Campaign: A group of lizardfolk slavers captured children and sold them to a powerful mindflayer.

6. Sahuagin

  • Short Description: Creepy, vicious, marine creatures.
  • Uses: As raiders at Sea!
  • Example from my Campaign: Sahuagin specially adapted to the extreme temperatures of the Boilding Sea raid merchant ships for food and valuables.

7. Bullywugs

  • Short Description: Pathetic monstrosities that should be wiped off the face of the earth.
  • Uses: Good low level nuisances to show that an area has truly suffered hard times if these creatures are allowed to exist within its boundaries. Disheartening to encounter but a joy to kill.
  • Example from my Campaign: Bullywugs inhabit the Inkroot swamps, which is home to several struggling villages, a wretched reminder that the area is no longer safe. They are a danger to travelers and woodsmen and hunters who stray too far from the safety of their villages.

level 1 nuke spell

January 11th, 2011

I must be insane. It occurred to me to give a SPELL THAT AUTO-KILLS EVERYONE to EVERY WIZARD. And I kind of think it’s a good idea.

Let me explain my thinking. Ever since 1e, one of the fundamental conceits of D&D has been that the PCs wander through a dungeon and run into bite-sized encounters. Even if the dungeon is occupied by, say, a tribe of orcs, the orcs never mass into an army: they run into the PCs in dribs and drabs until they are all slaughtered.

It would be pretty stupid to try to find an in-game explanation for this. But let’s start down that dark path. How can we justify this?

If it was well-known that every wizard had a daily spell that allowed them to effortlessly slaughter armies, it would change the world’s military tactics. You wouldn’t mass into an army as much. If you did, you’d risk losing your entire army to one spell. You’d be better off dividing your army into several units which traveled separately. Suddenly, military forces look a lot more like D&D adventuring parties and their adversaries.

What if an adventuring party invaded your dungeon? You’d have your units widely spread apart, hunkered down in separate rooms. That way, you’d be nullifying the advantage of the wizard’s nuke spell.

OK, that’s my “simulationist” thinking. Here’s my “gamist” thinking.
Read the rest of this entry »

mazed in monsters

January 10th, 2011

OK, we’ve got pretty much a complete game out of Mazes and Monsters. We’ve figured out combat, skills and spells: everything we need for a generic sword-and-sorcery game.

All that’s remaining are a few Mazes-and-Monsters-specific rules hints dropped by the characters. Frankly, a lot of them don’t receive a lot of rules support in the movie at all, and some almost seem like offhand fake-jargon that’s being made up on the spot. But we know that
THAT’S
NOT
TRUE.

There is Underlying Truth to be found here: we just have to dig it up.

Get your shovels!

Mazed

One of the focuses of Mazes and Monsters is the thin line between fantasy and reality.

Equally thin is the line between players and characters. Both players and characters can become confused about what’s real and what’s not.

We’ve determined that when a character is confused, they enter the “Mazed” condition. A Mazed character’s mini is placed in a special square on the Mazes and Monsters gameboard, which I will call the “Maze Prison”.

Mazes and Monsters boardWhen a character is Mazed, their perception of reality can be skewed by whoever is imposing the condition. Friends may appear enemies and vice versa; an open door may appear to be a solid wall; or the character may be totally immersed in a fantasy world that has no connection to reality (or, technically, a fantasy world that has no connection to the shared fantasy world of Mazes and Monsters: a higher level of fantasy, if you will.) All details of the fantasy are determined by the creature or effect that imposes it.

The power of a Maze is measured by the RONA check to escape it. Like other RONAs, it ranges from 3 (Easy) to 9 (Hard).

When an effect Mazes you, you may make an immediate RONA check to shake off the illusion. If you succeed, it exerts no more power over you. If you fail, you are locked into the illusion until some outside force challenges your delusion. Such an event is called a Maze Disruption, and it allows you to make a new RONA check, against the same difficulty, to break free of the illusion. If this new check fails, you incorporate the disruption within the Maze delusion, and that same effect will no longer provide you with a chance to break free.

Example Maze Disruptions:
-If you’ve been Mazed to believe an open door is a solid wall, you may make a new RONA check if someone passes through the door.
-If you’ve been Mazed to think that your friend is a fierce Gorville, you may make a new RONA check if your friend talks to you and reminds you of your shared friendship.

Caution: According to Mazes and Monsters, these are rules for real life as well!

Next week: We’ll cover more movie jargon, “fantasies and scenarios”! Will this be the sexiest Mazes and Monsters article yet??

African Civilizations: best sourcebook ever

January 7th, 2011

African Civilizations by Graham Connah

African Civilizations by Graham Connah

Wow, I got more than a dozen blog posts about game ideas out of this book. This book gave me more D&D inspiration than most WOTC sourcebooks I can remember. Not surprising: books of archaeology and history are likely to spur a lot of campaign settings ideas.

A book about Africa is uniquely suited to D&D idea mining. For one thing, it’s unfamiliar. Your D&D group may have some medieval history buffs in it. Fewer groups have any Africa experts. I never learned about pre-colonial African history in school. (In fact, a lot of its history was entirely unknown until archaeological work in the last few decades.) As far as my familiarity with the subject matter went, the history in this book might as well have been the history of an alternate Earth. Which is basically what a D&D campaign world is: that plus magic.

After my reading, I didn’t end up with an Africa-themed campaign: I still have a typically Western European fantasy world. However, the interaction of these two milieus provided some interesting and peculiar details. The Plateau of Spirits and the Raid Year, the sacrifice of the Stag King, the roadside altars, the Wind of No Return, the Elves of the Ruins, and the dwarven soul discs give specificity to my campaign world.

harvestmen

January 6th, 2011

Have you guys heard the term “harvestmen”?

“Harvestman” seems to be a folk name for what I always called a daddy long-legs: a scarier, more awesome name, I think. It’s ominous even before you know that harvestmen are giant freaky spider-things.

The name “harvestmen” practically comes with a built-in adventure. Imagine a village where people keep on warning the PCs about the coming of the Harvestmen. Maybe no one in the village is older than 30. Then these leggy spider guys finally show up. They’re harvesting the older villagers, including any older PCs.

Real harvestmen have a stink attack that they use when threatened, and their legs continue to twitch after they are severed, which in D&D terms means, I think, that severed legs attack independently.

By the way, harvestmen reproduce sexually. Maybe only female villagers are harvested. Creepy!

The Completely Unofficial Errata and House Rules for Gamma World

January 5th, 2011

It’s no secret that Gamma World is due for some Errata. 4e Gamma World did a great job of updating the rules on its predecessor while still capturing the wacky fun that (I imagine) made the original Gamma World so fun to play!

However, several powers in the core book and in the expansion, Famine in Far-Go, have action types (minor, standard, move) and usage types (at-will, encounter) that are downright strange, and if taken at face-value, make the game a lot less fun to play! Furthermore, I think there are some pretty easy tweaks that can be made to the game system to increase balance and enjoyability!

Quick Note: I really appreciate the wackiness of Gamma World, but I think a certain balance in class powers is essential towards keeping up the fun atmosphere that this game encourages. For example, if I roll up a thematically interesting character but dread playing them because their powers are worse than useless, that hurts everyone’s game experience! So my goal with these errata and house rules is to make as many wacky combinations fun and playable as possible:

1. All [W] single target attack powers (not bursts or blasts) add + TWICE LEVEL to damage instead of + LEVEL. This includes basic melee and ranged attacks.
-Weapon powers fall way behind in damage at higher levels.

2. All [W] attack powers that can target multiple targets (including bursts and blasts) add + LEVEL to damage instead of not adding + LEVEL to damage.
-Weapon powers fall way behind in damage at higher levels.

3. All Novice Powers are STANDARD actions.
-Lodestone Lure is way too powerful as a minor action.

4. All Novice Powers are AT-WILL powers.
-Some powers are listed as Encounter for no obvious reason!

5. The Alien Engineering Power (Famine in Far-Go Page 9) adds 5 + INT + TWICE LEVEL extra damage instead of 5 + INT + LEVEL extra damage.
-This power needs to be updated to reflect change #1.

6. Nuke it From Orbit targets REFLEX instead of DEXTERITY.
-Clearly just a mixup.

7. Big Scary Monster (Famine in Far-Go Page 24) adds +2 to the attack roll vs AC. Multiplicitiy (Core Book Page 38) adds +2 to the attack roll vs AC. Power Dive (Core Book Page 44) adds +2 to the attack roll vs AC.
-Nonweapon attacks versus AC need a bonus, since AC tends to be higher than other defenses.

8. Expert Ape Training (Famine in Far-Go Page 25) DOES NOT have the +2 bonus to attack rolls. Exploit Weakness (Core Book Page 45) DOES NOT have the +2 bonus to attack roles.
-These already have appropriate bonuses to hit and in both cases it looks like the +2 bonus was placed on the wrong side of the page.

legal battles on the battlegrid

January 4th, 2011

Let’s say you’re running a city campaign, and you decide (for whatever reason) that you don’t want your players to treat your city like a dungeon with no roof, kicking in every door and murdering indiscriminately. On the other hand, everyone likes a fight, and you want to pack in at least one combat per game session! This can send mixed signals to a player. How will they know when it’s “this guy is dangerous, but we can’t just murder him” time and when it’s “kill the threat to the city and get a medal” time?

Bring law onto the battle grid. Historically (or at least historical-fictionally), dangerous cities had codes of acceptable violence. Dueling laws separated honorable heroes from murderers.

The laws don’t have to be complete, and they don’t even have to make much sense. There’s just one quality they need: they must be SHORT. Players don’t have space in their brain for a whole new legal system. The entire law code should be no longer than, say, a feat description.

Here’s one potential law system, or at least the part that’s relevant to players:

The Blood for Blood Law
If you kill someone who has not physically injured you or an ally, you are guilty of murder.

Make this a strict rule in your city. Anyone who breaks it (with witnesses) will face serious consequences. Let the players know that this is the rubric for when they are not allowed to kill people within city limits. (There are other laws, of course. An assassin who is injured by his mark doesn’t get off scot free. At the very least, he’s breaking and entering.)

The lawmakers’ intent behind the Blood for Blood Law was to prevent murders masquerading as duels. If an adventurer forces a shopkeeper into a duel, and kills him, is it a fair fight? If the shopkeeper got in a hit, maybe it is. If the adventurer beats the shopkeeper without taking a scratch, that suggests that the adventurer was far more skilled than the shopkeeper, and it’s MURDER.

Say the PCs are attacked by their enemies: enemies who could be… awkward if left alive. Are the PCs allowed to kill them? Not until the enemies get some hits in. Once they smack a PC for a few points of damage, they become fair game. Also: that guy in the back, shooting arrows at the PCs and missing every time? He’ll have to be dealt with nonlethally. Or you can make a Bluff check to blame a self-inflicted wound on him.

Does it make sense? Not really. But it’s the law of the land. And it works better with D&D than more sensible rules: it doesn’t forbid combat, it just saddles it with arbitrary restrictions.

blog of holding’s first year

December 30th, 2010

We’ve been blogging since mid-February 2010, and in that time we’ve written almost 250 posts. At first, we were posting once or twice a week. There have been occasional hyper moments: sometimes when we went to Gencon or liveblogged Essentials we posted up to 8 posts a day. In recent months, though, we’ve been posting pretty steadily about 4 or 5 posts a week.

Along the way, we’ve done a couple things I’m proud of: put the Monster Manual 3 on a business card, gotten a favorable review from Mike Mearls, re-invented a seminal RPG, and fixed 4e.

All of this supports my theory that Blog of Holding is a bunch of badasses. You can bounce a nickel of the rock hard abs of our RPG musings. And the nickel will come back a dime.

Next year, the goals are: 1) hit 500 posts, and 2) be mentioned favorably in a press conference by the President of the United States.

Also, tour the world with our rock band, “Blog of Holding Dot Com”.