You only need to remember things that benefit you

May 21st, 2010

I’m not a cheater (not a conscious one, anyway) but in 3rd edition, I often forgot to keep strict track of the duration of Haste, Rage and similar effects. My group tracked these durations by keeping a d6 face turned to the number of rounds remaining. Often a turn would go by… or three… and it wouldn’t occur to anyone to decrement the die. We’d finish a grueling battle and the Haste counter would still be turned accusingly to 6.

If I had a negative condition on me (blind for 4 turns, for instance), it was a different story. When I took an attack, I’d think about my blindness and about how I wanted to get rid of it, and I would decrement that die.

In the stark watches of the night, the time when, traditionally, good men must come to grips with their ethical failings as D&D players, I tell myself that I’m no more dishonest than other players; it is my subconscious that is a cheater. I think this is a universal human trait.
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OD&D + 2 many classes

May 17th, 2010

I’ve somehow ended up in two weekly 4e games, both of which were cancelled this week. With twice the thwarted D&D energy, I found myself reading OD&D books and speculating on some extreme kitbashing. OD+D + 2 Many Classes

In the past, James Maliszewski has suggested that the cleric class doesn’t have a lot of traction in fantasy literature, and that maybe magic users should absorb the cleric spell list (an idea which didn’t meet with universal approval).

It’s true, most sword-and-sorcery priests (most of whom are evil death priests) look more like wizards than anything else. Christian priests and monks appear in heroic literature, but they don’t have healing abilities: they may have the ability to banish demonic and fey influence, but so does a crucifix or a piece of cold iron, neither of which demand a loot share.

Meanwhile, a lot of OD&D people don’t like the thief class (which was introduced in a supplement anyway; and is a rare example of “power un-creep”.)

Hell, since we’ve already folded cleric into magic-user, let’s give every fighter thief powers! Backstab, climb walls, pickpocket, the works.
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Wealth by level in BECMI D&D

May 13th, 2010

From the Basic D&D Companion set (1984):

When designing adventures to fit the needs of the characters, you don’t need to guess the proper amount of treasure to place; a bit of simple math will help. Use 125,000 XP as the average needed per level. If you want a group of 4 characters, all level 12-25, to advance 1 level after completing 5 successful adventures, then they will need a total of 500,000 XP to do so. They should earn about 1/5 of it (100,000) by defeating monsters and another 1/8 (62,500) by reaching their goal and performance; subtracting that, the remaining 337,500 must be from treasure. Divide that by the number of adventures (5) and you find that each adventure should bring them 55,000 gp-if they play well.

In both 1e and basic, the vast majority of XP comes from treasure. It’s mentioned in the Basic Red Book and again here: 2/3 or more of XP is from treasure. So almost by definition, an adventurer of level X has earned Y amount of money.

Still, this “wealth by adventure” advice from the Companion set, published a year before Unearthed Arcana, is reminiscent of the 3e “wealth-by-level” calculations. The reason for the advice, though, is far different. In 3e (and 4e), you need to have a certain amount of money to make sure your magical gear isn’t over- or underpowered for your level. In Basic, a massive amount of cash doesn’t make you overpowered for your level – it makes you higher level. These “wealth by adventure” guidelines are for pacing.

Basic D&D decided that one level should be 5 “adventures” long. In contrast, 4e says that one level should be 10 encounters long. I know what an “encounter” is, but I wonder how long an “adventure” is? One prepublished module? One dungeon location? One quest? I’d imagine there’s a lot of variation in exactly how much fighting there is in a single “adventure”; a game session with, say, 3 battles might count, as might a 20-encounter clearing of a dungeon. Therefore, since treasure is doled out by adventure, you could say that the vast majority (80%) of XP in the Basic game is “quest XP”: it’s given to you based on how many objectives you’ve solved, not the difficulty in doing so nor in how many enemies you killed along the way.

May rules update highlights

May 10th, 2010

There were some long-overdue updates in the latest 4e errata. Here are my two favorites:

Daggermaster’s Action
Page 127: Replace the class feature with the following text: “When you use a rogue or a daggermaster attack power with a dagger, the power can score a critical hit on a roll of 18–20.” This change updates the feature to reflect the original intent.

I’ve definitely been guilty of exploiting the non-rogue daggermaster loophole (critical hits for all!!). It’s really fun to get crits, and so Daggermaster is a tempting option with a lot of classes and builds. I never sunk quite low enough to play the daggermaster sorcerer, but my daggermaster monk, Bolo, will miss critting on an 18-20 with his burst 1 at-will attack. At level 11 he crit every few turns, and he did something like 9d10 bonus damage. This takes a long time to roll if you don’t have extra d10s from your history of White Wolf gaming. Bolo was the second-most annoying character I ever played, after my 3.5 factotum who made a trip attack and a followup melee attack on every. single. turn.

The reduction in scope of Daggermaster will mean that when picking a paragon path, I no longer have to feel like either a rules-exploiting villain or a non-optimized fool.

Aid Another: The creature makes a skill check or an ability check with a DC equal to 10 + one-half the creature’s level.

The 10 DC For Aid Another was inexplicable. It was a weird holdover from 3e, and I have no idea how it survived this long. A 10 DC meant that it was reasonably challenging for unskilled level 1 characters; grew less fearsome as they got to around level 3; and by Paragon level, was basically unfailable. I’m all for different tiers feeling different, but I don’t think “occasional failure to help with a difficult task” needs to be a defining quality of low-level play.

I also note with pleasure that the DC of the check is 10 + 1/2 level, which is the pattern that I’ve been using for all skill checks, instead of the crazy, unlearnable, errata’ed chart. I don’t use a DM screen, and I need reasonable DCs I can calculate in my head whenever players try a skill, which is often. I’m actually hoping for an errata to the errata that will use 10, 15, 20 + 1/2 level for all skills DCs.

Also, there is now a -1 penalty for failing the Aid Another check! This was the other thing Aid Another needed to make it a non-bogus rule. 4e seems to be evolving into my houseruled version of 4e.

(Actually, I do use a DM screen: a first-edition screen our game host has had since childhood. So I’m set in case I need to know an assassination success percentage.)

leveling magic items

May 6th, 2010

I’d written up ideas for levelling up magic items, Weapons of Legacy-style, for 4th edition, but I see that Jeff Rients beat me to the punch by a day or two. His implementation is not specifically for 4th edition, but he expresses some of the same concerns I do about previous attempts (Weapons of Legacy, etc) and both our ideas involve the concept of “awakening” the item. Parallel evolution, I swear!

Jeff says: “First start out by assuming that any magic weapon found in play with just a bonus (i.e. a plain ordinary sword +1, axe+2, etc.) is a dormant weapon.” This is the assumption behind my houserule too, although I descend further into absurdity: every item is dormant, even if it already has a special property.

The things from Jeff’s article I wish I’d thought of are a) the importance of names for magic items and b) illustrating your rules with example characters who don’t make it through the example alive. Not since the sample dungeon adventure in the 1st edition DMG, where the halfling is paralyzed and forced to watch as ghouls eat his innards, has there been such an example-character bloodbath. This has a salutary effect on other example characters, I think.

So here are my rules:
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Mapping the Feywild

May 2nd, 2010

If you DM, you probably have a world map, or at least a continent map or local area map. However, I bet you haven’t made a map of the Feywild!

The Feywild is supposed to be an analogue of the natural world, so you could reasonably take an outline of your world map, color everything green for Forest, and dot it with some cool feywild locations. As an alternative, though, what about using something like this for your Feywild map?

“The Prince’s Quest: A Fairy Race Game” is a boardgame from 1890. It seems to play a bit like Candyland. It is probably not great as a game, but it has nice Victorian fairy art and some interesting locations that could be turned into strange encounters: for instance 28. The Talking Dog, 10. The Goblin Gate or 185. Malachite Bridge.

It seems thematic that the Feywild is all about following permissible paths, not about travelling freely in any direction. You can’t really map Fairyland: it resists definition, and directions and distances may be mutable anyway. The way to get somewhere is not to follow a map but to follow instructions: “Follow the setting sun until you get to the Glass Hill, then throw a straw in the air and travel in the direction it points, until you reach the Oracle, who…” etc.

You could either make the players play the game to travel, or just let them travel their speed along the paths.

The gameboard is sold as wrapping paper for $4 from Kate’s Paperie, which is how I got it: around a birthday present.

Heroes of Hesiod

May 1st, 2010

Wizards has a new thing out, Monster Slayers, which is marketed as D&D For Kids!

Really, “D&D For Kids” is like “Jobs For Adults” or “Pince-Nez for Affected Fops!” D&D is already for kids, or was when I was a kid. But I see what they mean. It’s D&D for kids too young for D&D!

It’s an interesting take on D&D: a 14-page PDF, of which about 2 pages are rules, and the rest are monsters, pregenerated characters, an adventure, props and art. The adventure is supposed to take 30 minutes. Imagine running a D&D adventure in 30 minutes! This would be awesome. You could play D&D during lunch hour at work! You could play D&D 8 times in the time it usually takes to play once!

It’s interesting to look at a stripped-down D&D ruleset, especially in light of my earlier thoughts about what I thought was essential to D&D at age 8. D&D gets overcomplicated sometimes. It might be valuable to strip out a bunch of rules and see which ones you miss.

Here’s some notable D&Disms not found in Heroes of Hesiod:
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Class

April 27th, 2010

It occurs me that “class” is not really an obvious word to use to describe the fighter, cleric, etc. Really these are better described as “jobs”. Still, most D&D-influenced games use a “class system” – offhand, the only games I can think of that use “job systems” are some of the Final Fantasy games.

I’ve seen “class” so many times to describe D&D jobs that I almost think it’s an official meaning of the word. Obviously, though, the official meaning being used is “classification”, as in “This character is classified as a fighter.” It’s an interesting implication: classifying something is almost like rating it. It’s a semi-judgment call: like you’re inspecting real heroes and deciding which arbitrary category they best fit into.

I decided to look through the old Chain Mail rules to see if I could find out more of the history of the term. I found that, as is not uncommon, the word is used as a technical term with many different meanings. I guess Gygax had the word “class” in his head when he wrote these rules.

Here are the different meanings of “class”/”classification” in Chain Mail:
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Simple Campaign Idea

April 20th, 2010

So a simple idea I’m trying out for my most recent d&d campaign is as follows:

1. Every player has a public goal, which is one of the big reasons they’re traveling with the party. It’s either in the party’s best interest to pursue the goal or the goal is appropriately noble. Example: Create a center of learning that will draw people from throughout the land!

2. Every player also has a private goal, something that is probably secret and that they don’t really need the group’s help to accomplish. In fact, such a goal might even run contrary to the group’s goals. Example: Become a God!

3. The players are all united by a few principle goals that I set before them (assuming they care about them at all). Example: Discover the mystery as to why the  the boundaries between the planes are breaking down.

4. Because I’ve been really annoyed in the past at having to separate in game knowledge from out of game knowledge I’m instituting a rule where if some piece of information comes out at the gaming table, anyone can invent a reason why they might have figured it out. This is a little silly, but is my best guess for how to actually preserve a sense of intrigue at the table. So if someone is about to have an important conversation, I ask them if they want to have it in another room away from earshot of other players. And people are encouraged to slip me notes and the like.

5. Players all have quests and minor quests associated with their goals (which give XP to the entire group, naturally). Thus, mechanical reasons to pursue your goals!

The main goal is to encourage rich interwoven storytelling where what might seem like a straightforward adventure like exploring a cool tower actually has several layers of subtext. Plus it’s fun in D&D to have a personal sense of accomplishment that goes beyond the mechanical benefits of leveling up and the mundane satisfaction of saving the world yet again!

it’s an important role

April 17th, 2010

“The Lightning Thief” struck me as a natural translation of Harry Potter: teen, troubled in the real world, finds his inner, hereditary potential at a school for… fighters!

I just saw a preview for “The Sorcerer’s Apprentice”. Looks, on the surface, like the same thing, but with a ranged striker, complete with Chaos Bolt.

I’d like to see the Leader version. Whose superpower fantasy is of being the party cleric?