Wilderness Survival Guide

April 14th, 2010

I’ve taken Chatty DM’s post as a challenge: how can I make wilderness rules, with lots of dice-rolling for weather and other minutiae, useable in an actual game?

(read the rules)

My first goal was to reduce the Wilderness Survival Guide – everything the players need for adventuring – to one printable page. If you need to flip pages to find anything, the rules are too long. I can imagine separate single-pages for random dungeon or city adventuring, random encounter generation, and random treasure. The players could keep the appropriate page on hand – only one would be needed at once. This would be a fun board-game-style handout.

My second goal was to provide concrete resource-management mechanics for wilderness travel. Ideally I’d like the players to be able to make some strategic decisions. Take the low-level route or the high-level route? The civilized or wild path? The explored or unmapped path?

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Wilderness Survival

April 12th, 2010

In a recent post from Chatty DM, he says:

I bought the Wilderness Survival Guide (X-mas gift I wrapped for myself when I was 15-16) when it came out. I disliked it so much that I threw it away and never used it, disgusted that I would ask my players to roll percentiles EACH DAY for food and shelter.

The 1st Edition Wilderness Survival Guide is also a book I read once and never used. I don’t remember being disgusted with it, but it never fit into any of my games, possibly because nothing important happens in the wilderness.

DMs are in the business of peddling illusions: illusions of meaningful choice to players when they are really on the rails; illusions of danger in a combat when maybe a fraction of a percent result in a TPK. Books like the 1e Wilderness Survival Guide, on the other hand, peddle an illusion to DMs. The illusion is that their campaign world is a real place, run by laws different from, but mirroring, the laws of the actual world. By rolling on the appropriate charts, the DM is running a universe. Many sourcebooks, especially those late in the run of any edition, lavish detailed rule considerations on things that rarely or never come up in play. Some of these make great reading: they allow DMs to imagine the perfect D&D game, with the DM able to raise a glorious edifice of simulated creation, using a million charts, all on hand, for players with infinite appetite for randomly-rolled minutia.

The Wilderness Guide has about 50 charts. I’ll list a few highlights: imagine having one of these situations come up in play and asking players to hold on while you find the appropriate page in the Wilderness Survival Guide.

-Effects of Clothing and Armor on Personal Temperature (for instance, in temperatures of 0 to 30, you are 10 degrees warmer if you are wearing banded mail)
-Damage from Free Fall or Severe Slope (this is a replacement for the classic 1d6 damage per 10 feet fallen rule: damage ramps up more quickly in this chart, maxing out at 20d6 for a 50-foot fall.)
-Grappling Success (I thought at first this was modifiers to the Grappling rules, modified for fighting on a slope, which would be HILARIOUS; but in fact it is chance of using a grappling hook on various slopes, modified by how slippery they are.)
-Chance of Food Spoilage (modified by type of food and temperature)
-Campfire Characteristics (degrees of heat by different types of campfires, provided at 10-foot increments from the fire up to 60 feet: what circumstance ever forces anyone to remain more than 10 feet from the fire?)
-Availability of Fuel (maybe in the desert, you can only make a Small campfire, which is trouble for the guys 40 feet away from it!)
-Reactions of Animals (where you can find out, I kid you not, the effects of odors on a yak! The effects are “6/10/12”)

None of these charts, nor most of the rules, have any relation to what happens in actual play. In a real D&D game, the DM has plot points he wants to hit, encounters he wants to run, and a ton of books open. While the PCs journey from the city to the ruined temple, the DM could remember all the relevant charts in the Wilderness Survival Guide, flip to the appropriate pages, and roll on the various percentile charts – but it’ll be easier to say “Ok, you get there without incident”, which is probably what he’ll do.

It’s too bad: the DM-as-world-simulation is a beautiful illusion.

The Ten Mile Tower

April 7th, 2010

So I’ve been working on an awesome adventure to kick off my new D&D game. The characters are all starting at 11th level, so that calls for something beyond “slay your first orc”, I should think.

The basic idea I have is as follows:

1. The characters receive a mysterious letter from a powerful mage beckoning them to The Ten Mile Tower. She promises to reward them with a powerful artifact if they meet her at the pinnacle of the tower but provides no other details.

2. The Ten Mile tower literally spans 10 miles into the air. It is said that from the top you can see half way around the world and touch the stars.

3. There is a legend about The Ten Mile Tower – that anyone entering its doors must leave the tower within 1 day or the doors will remain closed to them forever, trapping them inside the tower for the rest of their life. I may extend this to mean that the door locks within a day regardless of whether the person is in or outside the tower, meaning anyone may only visit the tower ONCE, but I haven’t made up my mind yet.

4. Different creatures roam the various levels (and there are thousands of levels!). Some of them fled the cruelty of the mortal world, seeking safety within the tower. Others entered the tower for various reasons (treasure, chasing pray, curiosity), stayed too long, and became trapped, unable to leave!

5. There are many stairwells up the various levels. However, at every mile up, there is only one passage up to the next level. It is usually guarded by a powerful monster who rules over the levels under it and decides whether travelers can pass to the next level.

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identify

April 5th, 2010

I applauded the removal of the Identify spell from 4th edition. It didn’t seem to add anything to have a “this item is unusable” period between the acquisition period and the use/sell period. Still, I now miss one thing about Identify: it gave the DM time to think.

I tend to DM pretty off-the-cuff, and I wish there was some way to drop treasure without either sticking slavishly to wishlists or preplanning everything. I’m thinking of changing the rules so that magic items enhancement bonuses are determined right away, but their properties are identified after an extended rest, or possibly at the DM’s discretion. That way I could decide to drop a character’s economy-mandated axe +3, but not have to immediately determine which of the scores of potential axes +3 it is. I could browse the Character Builder while the PCs are exploring or planning; or even react to the PCs’ adventures (a PC who hits with an opportunity attack finds herself holding an Opportunistic Axe).

PAX East Dark Sun Preview

March 29th, 2010

We played in a Dark Sun delve at PAX. We did a standard three-encounter delve through a gladiatorial arena, in which we fought, among other enemies, a savage halfling and some githyanki guards. I grabbed a couple of the 1st-level pregen character sheets (human warlock and goliath fighter) and noted a few fun Dark Sun-specific rules (critical fumbles, inferior equipment, and character templates, which seem to be the heroic-tier equivalent of paragon paths).

World Conceits

Flavor-wise, the world of Athas seems to cleave close to the 2e version: a darker and deadlier D&D; scarce metal; sorcerer-kings; templars; savage halflings; defilers.

New Rules

Inferior Weapons: Because metal is scarce, beginning characters have inferior weapons. Our fighter started with a bone battleaxe, and got a metal battleaxe as treasure during the adventure. The composition of the weapon affects the chance to break a weapon.

Breaking Weapons: If a character wielding an inferior weapon rolls a 1 on an attack roll, they have a choice: they may miss as normal, or they reroll their attack; if they miss again, their weapon shatterings. If the character happens to have a non-inferior (metal) weapon, they may do the same thing, but I think they have a smaller chance to break their weapon (on a roll of 1-5 on the second roll, I believe). This means that rolling a 1 has some of the flavor of a critical fumble, except that it is actually advantageous: it gives you choices.

I’m curious to see the full rules for this. It seems like a fun rule to use in early levels, but once you get a +3 sword you’re probably not going to want to break it in exchange for a reroll. On the whole, I like this rule: I think that something that elicits a cheer should always happen when you roll a 20, and something that elicits mockery should always happen when you roll a 1. Breaking your sword qualifies as mockery-inducing.
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disadvantages

March 23rd, 2010

I’ve been reading the first few issues of the Dungeons and Dragons comic from the 80’s. Spoilers ahead: in the first issue, the paladin fails in battle against the BBEG, and is struck with a Rod of Withering which renders his sword arm useless. Despondent, the paladin abandons his calling and becomes a drunken beggar – until a band of unlikely heroes convince him to return to adventuring!

I thought, this character would be fun to play! A severe combat limitation that would change your battle tactics, coupled with the kind of broad, slightly-overboard characterization you can get across in a RPG session.

At the end of the comic, the paladin’s stats were given. If I remember correctly, his post-withering strength was 3.

I thought, wow, that character would not be fun to play at all! Even in 1st edition, a strength of 3 would impose a -3 to attack rolls. In 3rd and 4th edition, that would be -4. In 4e math, where a primary stat of 16 (+3) means about a 50% chance to hit against most creatures of equal level, that would mean a character with 3 strength would hit on an 18-20. Of course, with the penalty to damage, you’d do about 1-2 damage when you did hit. That might be fun for an encounter, but it would be hard to maintain your enthusiasm throughout a combat-heavy adventuring career (or however long it took you to find Gauntlets of Ogre Power).
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A Pleasant Sort of World

March 22nd, 2010

I thought it would make sense to provide a link to the wiki for my campaign world here, since I’ve spend a fair amount of time working on it:

http://www.obsidianportal.com/campaign/a-pleasant-sort-of-world/

It’s pretty boss, and is built around the following general philosophies:

1. Points of Light: I really liked the new D&D points of light idea, and my world definitely runs with that; there are a few cool settlements dotted around the world, but for the most part it’s all wilderness and crazy dangerous places!

2. Heroes Matter: The basic assumption in my world (and this is another 4th edition concept, I believe) is that the world is in rough shape, and there aren’t a lot of badass heroes to keep things together. Enter the player characters who really are the people who keep things from falling apart. When they succeed, civilization continues another day, and they are rewarded heartily for their efforts! When they fail, the consequences are muttled at best and can indeed be quite dire!

3. Magic is powerful, present, and mysterious!: My world is filled with tons of crazy magical and fantastical sites, such as a tower that extends a mile into the air, gates that literally lead into the underworld, a sea that literally boils, and a wasteland that can only be navigated by a madman. However, most of it is incomprehensible or only half understood by ordinary and even educated people. So while magic is ever present, there aren’t a lot of people who can harness it for useful goals, and those who can are often guarded with that knowledge and highly valued.

The wiki is definitely still a work in progress and I add to it whenever new stuff happens in my campaign. I also plan to add a map for the world when I get access to a scanner!

background benefits

March 18th, 2010

WOTC introduced Backgrounds in PHB2, more than a year ago now. In that book, backgrounds were billed as a story element with only minor mechanical effects. Indeed, the mechanical benefits were limited to a piddling +2 to a skill or the ability to train in a cross-class skill – unarguably worse than a feat.

I assumed that the background benefits would inflate in the coming months, but they didn’t. New books are coming out all the time, introducing new backgrounds with new fluff, and all with the same small benefits applied to different combinations of skills. This shows restraint that I’m not used to seeing in D&D or in any frequently-updated game.

The only books that provide non-generic background benefits are campaign books: for instance, Forgotten Realms has location-specific background benefits that are often as good or better than most feats. This implies that non-trivial background benefits are tied to specific parts of a campaign world. This has kind of amazing implications. A DM using a homebrew world, who bans campaign-specific content, has implicit (though unfortunately not explicit) design space: player benefits that are
a) tied to parts of the DM’s campaign, which provides a convenient way to trick players into learning about its history and geography;
b) not in competition with WOTC-designed benefits, so the DM-created content won’t be ignored by players cherrypicking the best mechanics from all the books; and
c) created by the DM, so they can be designed for specific characters that the DM or players would like to see.

PHB3 isn’t out yet; I hope this trend continues, and, if it’s intentional, I hope it’s made official at some point so every DM can start creating their own homegrown backgrounds.

The Essential D&D

March 9th, 2010

WOTC is coming out with “D&D Essentials”, intended to be a 4e version of the D&D Basic line that ran parallel to 1st edition. Seems like a good time to think about what “D&D Essentials” means.

I have a lot of nostalgia for older D&D versions, and I try to be aware of that nostalgia. Still, it’s hard to pick through and figure out which of my favorite things about old D&D editions were actually cool, and should be brought back or included in future versions, and which were accidents, or nonessential parts of its coolness: elements I love, where my love has more to do with my history with D&D than with their objective loveability.

One of the ways to make this distinction might be to try to separate what I loved when I was a kid newly introduced to D&D, versus what I love now.

My 8-year-old Essentials list:

-Dragons: My first D&D edition was the 1983 red box Basic set, when I was 8 or so. I have a distinct memory of thinking the page of dragons was awesome: their hit die total was so much higher than the other monsters in the bestiary. They were badasses! Also, you could subdue them, which meant that you would have your own dragon. Awesome!
-Dungeons: I liked drawing them as much as playing them. I drew a lot of dungeons, using the dungeon symbol key (squares for doors, dollar-sign S in the wall for secret doors); more dungeons than I ever played.
-Equipment: The idea that you could equip your character for the unknown with wolfsbane and 10′ poles – really be ready for anything – appealed to me. And, of course, I liked the power fantasy of getting magic weapons and items, and the gambling aspects of rolling for treasure on the treasure table.
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More Minions!

March 7th, 2010

Ah minions, such a good idea, in theory! A chump who costs a fraction of the XP of a normal guy, goes down with one hit (like some many of those thugs in movies), good for flanking, chipping away at the player’s hit points, and generally making a battle feel more “epic”.

Unfortunately, minions suffer from a fatal flaw. They’re too easy to kill. This may seem like a silly statement considering they’re supposed to be one hit point chumps, but countless sessions of all the minions dying in the first round of combat has hammered the point home. Anyone who has played with minions past level 5 or so knows that they suck and are pathetically easy to kill. The original design philosophy, as I understand it, is that if a player has to spend their turn to kill a minion, then the minion has done its job. Sounds good to me! Unfortunately, this is rarely the case, even at lower levels:

Let’s take a look at 1st level powers that often nullify the “one turn/one kill” principle:

Minion Killing Powers

At-Wills: The bread and butter of heroic level heroes!

Cleave (fighter): Deal damage to a normal guy and kill the minion right next to them.

Twin Strike (ranger): Kill 1-2 minions with one standard action.

Scorching Burst (wizard): Kill 1-9 minions with one standard action.

Thunderwave (wizard): Kill 1-9 minions with one standard action and push their useless carcasses off a cliff or something.

Encounters: You might say an encounter power is a not uncostly price to pay to kill a handful of minions. You’d not only be wrong (it’s rare to kill or even bloody a normal healthy monster with 1 encounter power yet killing 2-4 minions is often relatively easy) but you’d also be missing the point that you can target one or more minions and/or normal monsters with these level 1 powers:

Divine Glow (cleric): Kill 1-9 minions and give 1-9 allies a +2 power bonus to attack rolls!

Dire Wolverine Strike (ranger): Kill 1-8 minions.

Burning Hands (wizard): Kill 1-25 minions.

Daily: Breaking out a daily to kill some minions is a big use of resources; of course, as usual, minions are just collateral damage when most of these powers come out, killed as an after thought.

Spray of Arrows (ranger): Kill 1-9 minions that just happen to be grouped with your real targets.

Swirling Leaves of Steel (ranger): Kill 1-8 minions.

Blinding Barrage (rogue): Kill 1-9 minions while blinding and damaging your real enemies.

Flaming Sphere (wizard): Perhaps the most obnoxious minion killer out there. Use a move action to sit this thing next to doomed minions and watch them explode into fire when they start their turn. It’s amusing in a kind of macabre way to imagine what goes through a minions head when he sees the flaming sphere mosey over to him. He’s not dead yet, but the end is all but inevitable. He racks his brain trying to remember if any of his allies have slide or shift powers that can save him from harms way; if they do will they bother using them on a pathetic creature like him; will they go before he’s had a chance to act (and thus die) anyway?

The powers included above are only 1st level powers from the players handbook; there are countless others in other source books and the problem just gets worse at higher levels. I’ve run games with no controllers, the classic minion killers, and the group barely blinked at groups of 8-12 minions, using various encounter powers to quickly dispatch them.

The fact that players see a need to dispatch minions quickly does perhaps speak to their danger in combat; an army of extra flankers who can dish out small bits of damage, if left unchecked, is a force to be reckoned with, but they are simply way to easy to kill. Aside from your standard close burst and blast, you’ve also got to contend with automatic damage, which can come from a number of sources. Even 1 HP of damage is enough to rip apart every minion in range.

I’ve basically resigned myself to the fact that when I include a group of minions in an encounter, I’m just throwing some free XP at my players, and I usually don’t officially count their XP towards my judge of the difficulty of an encounter.

I’ll be going over Paul’s proposed solutions to make minions have more bite and then moving onto my own solutions and ideas for how to handle these pesky and interesting 4th edition critters.

5 Minions

More minions is kind of a solution to make minions more powerful, and I’ve used this solution in a sense. My feeling is that I’m probably going to give the players the same XP for each minion anyway, since I don’t really care about throwing free XP to players, but it probably wouldn’t hurt to up minion numbers, even though I don’t think it gets to the principle problem: who cares how many minions are clumped together when I do an attack that targets all of them or unleash a blast of auto damage; they’ll die just the same.

Tougher Minions

The double damage on a 20 sounds fun, and I’d probably be up for trying it. It’s depressing as is to roll a 20 AND… still do 4 damage.
As for the minimum threshold… my question is why bother setting one? If the idea is to nerf auto damage, then just say that auto damage only bloodies minions. I’m a little dubious about this because I think the main appeal of powers like cleave is that they do kill minions outright. Cleave is a pretty lame power if it just bloodies a minion. And while fixing auto damage, this doesn’t answer the second half of the problem which is blast and bursts. These powers are a little more “fair” since you are making an attack roll, but I’ve seen combats where 5 or 6 minions were killed by one burst. That’s like one and a half guys killed outright by one power!

More Damaging Minions

I can see some appeal in this, but it doesn’t address my main problem with minions, which is that they are too easy to kill. I’m actually kind of okay with their damage output.

Hoards!

One of my proposed solutions to make minions more challenging and interesting is that when you buy a group of minions, you’re really buying the ability to introduce minions every round of the battle. So say when you buy 4 minions, you’re really buying the ability to roll 1d4 and have those minions appear (either running in from doors or being summoned or rising from the dead) each round. This helps in two ways: it means you’re throwing a lot MORE minions at the players, and it guarantees that there will be minions in the entire battle, not just the first round. It also stops minions from being too clumped together early in the battle, making for easy kills of 4-5 minions, and instead forces players to kill them 1-3 minions at a time.

I have a fun encounter (I hope!) planned where I plan to have 1d4 skeletons rise from the dead every round to attack the heroes. They’ll get XP for each minion they kill (so im kind of breaking this rule in one sense, but as I’ve said I’m not worried about giving out too much XP) and the skeletons won’t stop rising until all the main monsters are dead (they’re wearing pendants that give the place an unholy aura, allowing for the resurrection). I think this should put minions in the correct place, as a nuisance that need to be held off every round, but definitely taking a backseat to the real threats.

Minion Summoning

A related thing I’ve tried out that I believe some new monsters in the MM2 and Dragon Magazine have been doing is to give one or more monsters an ability to be able to summon minions as a minor or move action. So this way, the minion becomes an extension of the monsters power and not a threat unto itself. I’ll leave it up to the individual DMs judgement how to give out XP in these situations (either by working it into the CR of the monster or by just giving out XP per minion killed).

Ranged Minions

There aren’t a ton of ranged minions out there, but when I’ve used them I’ve found them a lot more effective than melee minions. The reason is simple: ranged minions can stand away from other monsters and plink enemies from a relatively safe distance, while melee minions have to come in close and clump together to be a threat. Thus, it’s a lot harder to target and kill a group of spread out ranged minions, while a simple close burst 1 is often enough to take out a hoard of melee guys.

Final Remarks

My favored solutions leave the minion mechanics as is, but allow for a lot more minions to join the battle throughout the combat (not just at the beginning), and favor ranged minions over melee for survivability. I still give out XP for each minion, but don’t weigh the minions as much when calculating EL for an encounter.

I think this keeps minions a threat, while keeping with the thematic principles that make minions appealing in the first place (easy to kill, easy to keep track of, make battles feel more epic).