Ranger’s Apprentice

August 26th, 2010

I’ve mentioned that recent young-adult fantasy book/movie series are beginning to look like teen origin stories in a D&D party. Harry Potter is the teen wizard, Percy Jackson is the teen fighter, the Sorcerer’s Apprentice, whatever’s his name, is the teen sorcerer.

The newest member of the party is Will Treaty from “Ranger’s Apprentice”. This series already consists of nine books, and there is a movie in the works.

Not a bad party – still light on leaders and heavy on ranged strikers, but all in all, we have a lot of ugly ducklings whose latent heroic gifts make them very special swans – swans with explicit D&D classes.

As far as I know, D&D isn’t really big among young-adult fantasy readers – I think it’s bigger among guys who were young-adult fantasy readers about 30 years ago. But I’m pretty sure that the kids who read and watch these books and movies would like playing D&D – if they knew what it was.

I don’t know if WOTC will be able to capitalize on this market. I don’t think they have the money to put commercials for the Essentials starter set in front of the “Ranger’s Apprentice” movie; get back-page ads in young-adult fantasy novels; get tie-in games with the Artemis Fowl, Inkheart, and Septimus Heap franchises. Too bad, because it would be cool to see what another generation would make of D&D.

D&D 4e Post Errata House Rules

August 25th, 2010

UPDATE 9/21/2010: I changed the Expertise section to make it so players get a new feat called Expertise as a bonus feat at 1st level that gives a +1 feat bonus to all attacks per tier. Similar feats may not be taken.

UPDATE 9/12/2010: With the advent of Essentials feats and some more thought in general, I’ve made some tweaks to this list of house rules. Expertise, Item Bonuses to Damage, and Item Properties got updated, and I made a new entry for Damage Focus.

I realized my old house rules list was a little outdated since the latest errata, so I’ve created this new one instead.

This errata includes many of the item changes I hinted at in Item Issues. I should note that many of the item changes might not qualify strictly as errata with the new item rarity rules (since the DM has a lot of control over what items are given out), but could instead be considered as advice regarding which items tend to be very powerful and should be given out sparingly if at all:

  1. Expertise: All players get a feat called Expertise at 1st level that gives a +1 feat bonus to attacks per tier. No other Expertise feats may be taken. Reason: The Expertise feats are must takes for every character, which makes them boring. Also, they were included to fix a problem with attack bonuses not scaling properly with defenses so they might as well be inherent abilities. This house rule allows non weapon/implement attacks to benefit from the attack bonus too, such as racial attacks, and it supports the use of multiple weapons and implements. I considered allowing players to get bonuses from the new feats in Heroes of the Fallen Lands but decided against it since the feats don’t balance very well with each other and because that’s a lot of a punch to get with a bonus feat. Updated: 9/21/2010.
  2. Item Bonuses to Damage: All items that give an item bonus to damage no longer do so (making most such items useless). However, all PCs have a trinket that they acquired early in their adventuring career. The trinket takes up no slot (unless it’s something that would, like a hat), and it gives a +1 item bonus to damage per tier. If a PC loses the trinket somehow (if it is stolen from them, for example, or they give it away), the PC may not acquire a new trinket until they level up. Reason: Items that give item bonuses are super powerful and basically must haves for every class. Furthermore, different items give different item bonuses to damage, making for discrepancies in how much damage a class can do with certain weapons/implements. However, I don’t want to ban this entirely since more damage means faster combats, which is usually nice. Plus, I like the idea of players having a personal item that gives them strength, and which they may have had since the beginning of their adventuring life! Updated: 9/12/2010. Read the rest of this entry »

earn your magic perks

August 24th, 2010

The more I think about it, the more I think the Essentials magic item rarity system is a huge game fix.

Common Items: no more socks for Christmas

Let’s take a 16th-level party. +3 weapons, armor and amulets are necessities. But all other magic item abilities are perks. D&D is a game about earning perks. In a game about earning perks, we don’t give out unearned perks.

Right now, characters have access to every item, and because players can spend a lot of time poring over the Character Builder, they always end up starting with, or buying, their capstone item. Once someone has the +2 Sword of Meshing Perfectly With Their Other Broken Abilities, no other +2 sword is going to interest them. In fact, they might prefer it to any +3 sword (except the +3 Sword of Meshing Perfectly With Their Other Broken Abilities). A DM has no way to please players but by staying on-wishlist, which is boring. Wishlists limit the number of D&D items in the universe from about a million to about 20.

As a DM, when I’m placing treasure, I’m thinking about what perks to give my players. If every character starts with a +2 weapon or implement with no abilities, I know that a +2 weapon, with any ability, will be valued. As it is, though, I often place cool items all over the dungeon; players find them; they decide their current gear is better; and everyone gets a “socks-for-Christmas” letdown.

Now, with players will be able to buy only generic, +x items, they no longer have the ability to ruin Christmas for themselves.

Rare items: cutting the Gordian cake and eating it too

From the article:

The rules assume that the DM hands out one rare item per character per tier. Rare items are meant to be character-defining, powerful objects that help forge the character’s identity in the world. If you find a flame-tongue weapon, you’ve uncovered an important, powerful blade.

People have been long complaining that they want fewer, more meaningful magic items. That’s always been a problem, though, because frequent magic-items drops are one of the big D&D rewards. If Rare items are really character-defining and once-per-tier, then we can have our cake and eat it too: we have a nifty way of giving the epic Excalibur items while still being able to dole out the routine magical junk that gets people back into the dungeons.

Conclusion
So far, the 4e magic system has been very efficient and sturdy without being very exciting, like a German-engineered school bus. I feel like it’s getting an upgrade:

Skills in D&D 4e – Some Simple Math

August 23rd, 2010

I was looking through this thread on the wizards forums and it got me thinking about skills in D&D 4e again. The thread was started in response to the Dragon article by Mike Mearls about Item Rarity. One of the complaints some people mentioned was that with new item rarities, players are basically restricted to minor stuff that give skill bonuses. Thus, skill DCs for skill challenges and other checks will be even crazier and wacky as players fill their slots with skill boosting items.

The thing is, skills have already been like this! Between training, ability scores, backgrounds, racial bonuses, powers, and items, the range of skill modifiers is way to wide to really work for any given DC. The only thing that is really sure is that the current DCs are too low!

Some simple numbers to illustrate my point: Read the rest of this entry »

Mazes and Monsters retro-clone 6: Live Action Maze Exploration

August 23rd, 2010

We’ve come a long way in our exploration of the Mazes and Monsters rules. The old rules. The old, boring, sit-around-the-table rules. But now it’s time for the next stage of the game:

Evolved Mazes & Monsters

As I mentioned last week, JayJay (the guy who wears the hats) had a brain wave while looking for a quiet place to commit suicide: he invented the “next evolution of the game”, which turns out to be LARPing in a cave. This is an event as momentous as the D&D rules branching into Basic and Advanced D&D, and therefore deserves its own section of the rules, if not its own rule book.

Evolved Mazes and Monsters

Read this book second!

At some point, the psychic danger of the terrifying world of Mazes and Monsters, and the physical danger of death by candlefire, may not provide enough of a thrill for you. You and your players will be ready for an evolution of mazes and monsters, at a more sophisticated level.

WARNING: Evolved Mazes and Monsters is only for the most advanced players! If you have never played Mazes and Monsters at at least Level 9, CLOSE THIS BOOK NOW as its contents will certainly drive you into a mental state from which you may never recover!

There. Now that the less advanced players are gone, we can reveal the terrifying secrets of Evolved Mazes and Monsters: players dress in costumes and stand in a cave.

Read the rest of this entry »

every book’s a sourcebook: African Civilizations: Ethiopia

August 20th, 2010

African Civilizations by Graham Connah

African Civilizations by Graham Connah

I love Ethiopia, and not just because Ethiopian restaurants are my favorite restaurants. In ancient times, they had a nation-state with gold, silver and bronze coinage, grand architecture at the same time that the Greeks were building the Parthenon, a queen of Sheba who was rockin’ out with Solomon. Also, Ethiopia lasted continuously and independently until the late 20th century, and they were the longest-lasting Christian nation in the world (converting in the 4th century). Not until the 70s and 80s did they suffer the violence and famines that gave them the reputation as the poster child for third-world misery.

The existence of a powerful Christian nation in Africa may have influenced the medieval Europe myth of Prester John, the magical African king who ruled a land filled with gold and gems where there was no poverty. Apparently envoys to Prester John occasionally delivered their messages to a king of Ethiopia, to his confusion.

Ethiopia has an interesting geography: it’s largely highlands, and the elevation means that there are a lot of climates very close to each other, from Alpine to temperate to swamp to desert to seashore (if you count Eritrea as part of Ethiopia, which it was until the 90s). A campaign set in an Ethiopia-like area would put the PCs in a few day’s travel of almost every terrain type that has its own map icon in the D&D Expert set.

Ethiopian Adventures

Here are some ideas I have for adventures in an Ethiopia-like environment.
Read the rest of this entry »

trust me

August 19th, 2010

You know what’s spooky? Someone whispering in the dark: “Do you trust me?”

In fact, asking for trust in any way is generally off-putting.

Have a NPC, for no apparent reason, ask the PCs for trust. Make it someone who the PCs have no choice but to depend on (guide, patron, provider of bail). Whether or not the NPC is actually treacherous, the PCs will start casting a lot of glances over their shoulders.

It works the other way too. Right before a combat, have an ally NPC say, “Whatever I seem to be doing, trust me.” Then, during the battle, he switches sides and starts attacking the PCs. “Maybe, just maybe,” the PCs will think, “this is part of some plan to help us.” Is it, or is the NPC just an evil jerk? Who knows!

PC uncertainty in combat can be a lot of fun (for the DM). It works especially well with time limits on how long each PC can spend thinking about their turn. Time for frenzied panic!

D&D 4e Item Issues

August 18th, 2010

One of the announcements at Gen Con was that with the release of essentials  items will now come in three rarities: common, uncommon, and rare. To summarize:

  • Rare items can’t be created by players. They’re very special, and the general idea is that a player will have maybe one of these in their possession at any given time.
  • Uncommon items also can’t be created by players, and are the purview of the DM with maybe a few exceptions. Pretty much all magic items currently available are going to fall into this category (though I suspect your basic “magic item +X” will be common.
  • Common: These are easily purchasable and can be created by players. Again, my suspicion is that these are things like a basic magic item with no frills.

Revisiting items has gotten me thinking about the philosophy change behind items from 3.5 to 4th edition:

  • Christmas Tree Effect: 3.5 suffered from the Christmas tree effect, where players were often more defined by their items than by their abilities. A mid to high level character had a long list of items for boosting various defenses and stats that they basically had to go through to have a viable character. 4e is supposed to solve this by condensing the items a player HAS to take to just a few. Everything else is supposed to be supplementary, adding a cool power or property here or there but not overwhelming anything.
  • Items are special: An added bonus of this is supposed to be that items now feel more special. A +3 flaming sword is a lot cooler if it’s one of my three major magic items rather than one out of twelve or thirteen items I have on my check list as must haves.

So the question is, has 4e succeeded in this noble goal of cutting down the number of items a player needs and making them feel more unique?

My Answer: Yes, but only because the bar was set pretty low by 3.5. A character not only basically require a lot more items than it might appear at first glance, but certain items can dramatically effect the balance of a character, favoring certain builds more than they probably should.

I go through the goods and bads of items in 4e below: Read the rest of this entry »

D&D: vikings with ewers

August 17th, 2010

Inspired perhaps by Greywulf’s badass Thor cleric build from the D&D Essentials cleric preview, I’ve decided to run our Essentials trial game in the viking/Beowulf milieu. Somehow, I have never actually played in a viking game, although it is so 80’s D&D, as illustrated in the following Venn diagram:

With the Essentials Starter Set leaning on the early-D&D nostalgia button (reintroducing the terms “thief” and “backstab”, for instance) I think it’s time to pump up some Viking metal and prepare to journey from the frozen North.

Speaking of 80s nostalgia and Vikings, take another look at the cover of the D&D Essentials Starter set (which uses the same art as the 80s red box).

D&D Essentials starter set

D&D Essentials starter set

Look at that guy fighting the dragon. Look at his horns. They’re like 2 feet long. That guy is a viking. If you’re not playing viking D&D, you’re Doing It Wrong.

This illustration is so classic 80’s D&D that it should really serve as a road map to my Viking adventure. Besides the viking, we have a dragon – a strange-kneed dragon – and the setting is a dungeon floor of tumbled stones, with a vast treasure piled in the rift. Classic!

Take a look at the composition of the treasure though. The predominant treasure type is gold… glittering gold. As it should be. Then there’s what looks like a potion… a chest… and no less than three jugs.

click to zoom in

Are they jugs? Pitchers? Vases? Decanters? I think when they’re in treasure, they might be called ewers? Anyway, there are an excessive number of ewers in this dragon’s hoard.
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Mazes and Monsters retro-clone 5: It’s a Trap!

August 16th, 2010

the cleverest of all sprites

the cleverest of all sprites

Last week’s game session over, we see JJ and Blondie hangin’ out together, painting some miniatures. You know. Like you do, as bros.

Here we see JJ with his magifying glass. It was probably part of, like, a Sherlock Holmes costume (JJ’s schtick is that he loves costumes). Who knows, maybe the magnifying glass will come in handy again if he ever gets a job as Construction Producer on “Handyman Superstar Challenge”.

So apparently Mazes and Monsters minis are made out of paper? or cardboard? Anyway, they’re flimsy — providing nothing like the honest, slightly-toxic solidity of the lead miniature that D&D was using at the same time. Mazes and Monster’s publisher (whoever it was) just never had the money TSR did to produce licensed gamepieces. Luckily, the Mazes and Monsters minis are always conveniently facing the camera, so it looks like they’re not quite as ramshackle as they are.
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