Showing posts with label system. Show all posts
Showing posts with label system. Show all posts

Tuesday, August 19, 2014

First Impressions: Player’s Handbook, Fifth Edition

I haven't been posting a lot on this blog, mostly because I've haven't been as involved in the tabletop gaming community since my son was born. I've been playing a lot of League of Legends, and failing at it rather spectacularly. You can read about that here.

But I picked up the new Player’s Handbook at Warp One today. I am always interested in a new edition, even if I'm not particularly hyped on playing it, and Fifth is no different. I haven’t delved deeply into it yet, but I figured I’d set out my initial impressions.

The front cover of the book features a female adventurer in an action pose fighting some sort of bone-clad giant. Very cool. The logos are clean, the typeface very legible, and the borderless art makes the whole
cover look very modern while retaining a distinctive D&D feel. The only issue I have with the design is the small red splash in the bottom left where they put “Dungeons & Dragons” when they could have just put that at the top of the cover where the D&D logo is.

The content background is a skeumorphic parchment deal, the sort of thing you expect from any fantasy role-playing game with any production value. Chapter breaks are full-page art pieces and maintain the level of quality I expect from Wizards of the Coast. There are a lot of great examples of race and gender diversity, which is nice to see.

The book’s chapter layout returns to the terrible Third Edition style. Building a wizard will require you to keep three different pages bookmarked as you reference between them. Combat rules exist between your spellcasting classes and your spell lists, as a particular point of ugh. The overview of character creation is brief and to the point, and seems to assume a level of familiarity with role-playing games and how they work.  

The integration with Faerun really shows through in the Races section, where the tropes from that setting are very apparent. To quote the section on dark elves: “Were it not for one renowned exception the race of drow would be universally reviled.” It does not make allowances for settings like Eberon (in which drow are the mysterious denizens of darkest Xen’Drik), but instead fully embraces the Forgotten Realms as its assumed setting. I’m not a fan of the Forgotten Realms books, which may make this point stand out for me more than others, but it lacks some of the versatility I expect from the game’s basic setting. Greyhawk is generic enough a setting that any basic fantasy tropes can be crowbarred in without much work, where I feel
like the Forgotten Realms requires a level of specificity that reduces the game’s reach.

The return of the half-orc and half-elf as crossbreeds, rather than as fully established races in their own regard, is a step in the wrong direction, I feel.

All of the Third Edition classes are in evidence, along with the addition of the warlock. The omission of the warlord class is notable. It’s difficult to really speak to things like class balance or niche protection without really delving into the game, but it seems to take a more Third Edition approach to both at first glance (which is to say little of either).

The lack of skill lists is a conspicuous departure from previous editions. Instead, players select a background, and that background provides access to skill proficiencies. Those proficiencies add a bonus to ability checks in situations where the skill would be relevant.

The equipment chapter is massive, with charts and descriptions for more stuff than you’ll probably ever need. Weapons, armor, adventuring gear, containers, tools, mounts and vehicles, and trade goods are all in evidence. There is a section on living a certain lifestyle. There’s even a section for “trinkets” which are simple items with a dash of mystery thrown in, to be used as possible adventure hooks or to add character to a player’s belongings.

Multiclassing is a two-page matter, now, and is much simpler than Fourth Edition multiclassing was.

Feats are back and seem more flavorful than in previous editions. Some of them are just “You’re pretty good at wrestling,” but others add new and interesting levels to the game. Lucky allows you to spend a small pool of points to roll another die if you roll poorly. Some of them increase your abilities by a point. One lets you give your party temporary hit points by speechifying at them. One gives you a bonus to use certain tools or skills. They’re interesting, and again would require a deeper delving into the book to really analyze.

There isn’t really anything sparkly or new in the Playing the Game or Adventuring sections of the book. Basic rules for rolling dice and movement and the like. Combat is quick and dirty in a Second Edition sort of way. No miniatures are needed, but I still generally like playing with them to keep track of stuff like who is flanking whom. Mounted combat gets some love in the last part of the chapter.

Spells have specific shapes again, and there’s a cute graphic of a gnome pointing at a chalk board with a cone, cube, sphere and cylinder on it. I’m assuming those same shapes will be used for stuff like dragon’s breath, as well. The spell list is three and a half pages long.

The replacement of the Astral Sea as it was envisioned in Fourth Edition is probably one of the most egregious mistakes of this edition so far. The Astral Sea was an incredible concept for adventuring at a multi-planar phase of a character’s career, and while Fourth failed in Paragon in a lot of ways, the Astral Sea was not one of those. My games will likely retain it, because it’s just too good to not use. The cosmology in general has gone back to a much more drab and boring place, which is a shame to see. The retention of the Shadowfell and Feywild make the loss of the Astral Sea all the more disappointing.

The sketches of the Conditions in the appendix are all basically perfect, and I appreciate that there are some critters to fight in the back of the book, though I don’t feel that it makes up for the wonky release schedule of a core book every month. I really liked being able to buy all three core books at once in the form of a boxed set on release, and I was under the impression that the new edition would be released the same way.

Initial Conclusions


The book is pretty and well designed, even if the chapter layout is something of a misstep. There are some things from Fourth Edition I feel are missing without good cause, while a lot of the choices made in the game’s design seem intent on bringing things back to a Third Edition place, which can be both a good thing and a bad thing. There is plenty of interesting design space, but the basic setting being one as notable as the Forgotten Realms feels like it might be holding some of that potential back. There were some choices made that seemed a little too safe, and others that seemed very strange. It feels like Dungeons & Dragons, but it also feels like it doesn’t have anything new to say. 

Tuesday, July 17, 2012

Plot Blocks

This was written two years ago, and it wasn’t the thing I was hoping it would be.

So I wrote this. It’s what I was hoping it would be. Having read it over, it feels a lot like what skill challenges were really trying to be.

Monday, January 16, 2012

Six-Page Dungeons & Dragons

So, in the first iteration of this project, I made a one-page version of Dungeons & Dragons. It is a version of D&D that would fit on a single page in a novel, or roughly 250 words. This time, I wanted something a little more robust, something that could cover as much of the D&D game as I could while still restricting the amount of space in which I had to design. What I came up with was a version of the Dungeons & Dragons game that fits on a half-dozen novel-sized pages. You can find it below.

Interestingly, much of the space is taken up by character creation. I’m coming to believe that character creation is one of the most important aspects of the Dungeons & Dragons game, and that a great deal of that importance comes from customization, and a good deal of that customization comes from what the characters are able to do. Anyway, as per the last version, I’ll let the design speak for itself.

Creating a Character

Attributes: There are six attributes in this game. Each relates to a different sort of challenge that your character might come across during the course of a session. Those attributes are: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. The scores for these attributes are determined randomly by totaling the roll of three six-sided dice.

 

Attribute Modifiers: Each attribute has an “attribute modifier,” which is the number added to rolls when you are making a check. If your attribute is between the values listed in brackets, your attribute modifier is equal to the value listed to the left of the brackets.

 

(16-18) +2
(13-15) +1
(9-12) 0
(6-8) -1
(3-5) -2

 

Choose a Class: There are four classes in this game, Cleric, Fighter, Mage and Rogue. Each is good at different sorts of things. Pages 2-5 describe each class in depth.

 

Buy Gear: You have 100 gold with which to buy gear. There is a chart with sample equipment on it later.

 

Cleric

Clerics are priests and healers.

 

Hit Points:

· First Level: 1d6+Constitution Score

· Per Level: 1d6+Constitution Modifier

 

Bonuses: None

 

Armor and Weapons: A cleric can only use non-bladed weapons, and can wear any armor.

 

Turn Undead: With a prayer, a cleric can make undead creatures disintegrate. A cleric can destroy up to 1d4 of these creatures per every two levels.

 

Healing: With a prayer, a cleric can heal the wounds and illnesses of their allies. A cleric can heal 1d6 hit points, plus an additional hit point for every other level, starting with level 2.

 

Monastic Knowledge: Clerics know a lot about a lot. Ask a question to which you would like to know the answer and roll a d20 (+1 for every other level, starting at the second). If the result is 18 or higher, you have read something about your query, and can (sort of) remember it.

 

Fighter

 

Fighters excel at stabbing things to death. Their abilities and bonuses reflect this.

 

Hit Points

· First Level: 1d10+Constitution Score

· Per Level: 1d10+Constitution Modifier

 

Bonuses: +1 to hit every two levels, +1 to armor class every two levels, +1 to saving throws every two levels

 

Armor and Weapons: A fighter can use any sort of armor or weapons, including magical varieties.

 

Feats: Every second level, beginning at level 2, a fighter gains a “feat.” A feat is a once-time-use resource that allows the fighter to do something that would be impossible for a normal person. Spending a feat provides an automatic critical hit (double damage), and may have lasting effects in the battle at the Dungeon Master’s discretion.

 

Critical Hit: When a fighter rolls a natural 20 to hit, it automatically hits and deals double damage.

 

Mage

 

Mages use magic spells and call on the forces of darkness to defeat their foes. They are generally quite weak.

 

Hit Points

· First Level: 1d4+Constitution Score

· Per Level: 1d4+Constitution Modifier

 

Bonuses: +2 to saving throws every two levels

 

Armor and Weapons: Mages can only use staves or daggers, and cannot wear armor.

 

Spells: Mages get two spells at first level, and an additional spell every other level starting at level 2. A spell is a once-a-day resource that allows the mage to call on the forces of magic for aid. The effects of the spell are largely left up to the DM, but the more powerful the mage, the more powerful the effects of that mage’s spells should be. Spend some time fleshing out what your mage can and cannot do with your DM. Your spells should have descriptive names.

 

Rogue

 

Rogues are excellent at finding hidden things, disarming traps, and fighting dirty.

 

Hit Points:

· First Level: 1d6+Constitution Score

· Per Level: 1d6+Constitution Modifier

 

Bonuses: +2 to hit when the enemy has been hit by another ally. +2 to hit if you act before your enemy in the initiative order. +1 to hit for every third level starting at level 3.

Find and Disarm: Rogues are very good at finding hidden objects. Declare that you are searching the room and roll a d20 (+1 for every other level, starting at the second). If the result is 18 or higher, you find any hidden compartments, doors or traps in the room. If you find a trap, you may roll again, and a successful roll disarms the trap.

 

Fighting Dirty: When you hit an enemy that has already been hit by one of your allies this turn, you deal an additional 2d6 damage.

Rules:

When making a check: Determine which attribute makes the most sense for the check you are attempting to make. Roll a d20, and add the appropriate modifier plus half your level. If the result is greater than or equal to the difficulty number set by the DM, you succeed. If it is lower, you fail.

Initiative: At the beginning of combat, all combatants roll a d20+Dexterity. Each participant acts in order of highest-to-lowest initiative score.

AC: Your AC is equal to 10+(Dexterity or Constitution, whichever is higher)+(armor).

Combat Turn: During your turn you may move up to six squares (or 30 feet) and either attack or use one of your class abilities.

Death: When you reach zero hit points you die.

 

Going up a Level: When you reach a number of experience points equal to your current level multiplied by one thousand, you go up a level. Your DM will tell you how much experience you’ve gained for any given session of play, but you should usually gain about 10% of the amount of experience you need to gain a level during a session.

Equipment

 

Armor

Type

Bonus

Cost

Heavy

AC +4

60gp

Medium

AC +3

30gp

Light

AC +2

15gp

None

AC +0

0gp

Weapons

Weapon

Damage

Cost

Longsword

1d8

10gp

Shortsword

1d6

5gp

Battle Axe

1d12

15gp

Hand Axe

1d4

3gp

Dagger

1d4

1gp

Bow & Arrows

1d6 (range 100ft)

10gp (arrows 1gp)

Spear

1d6 (range 50ft)

1gp

 

Misc. Gear

Gear

Price

Ten foot pole

1gp

Ten days iron rations

5gp

Caltrops

2gp

Hammer and pitons

3gp

Rope 50’

1gp

Sacks

2gp

Waterskin

1

Tinderbox

1

Mirror

1

Flask of Oil

2

Lantern

10

Torches (10)

1

Wine (1 liter)

10

 

Magic Items

 

There are two types of magic items: simple and wondrous. A simple magic item is simply a magically enhanced version of a typical item of the same type. So, a magic sword is just a sword, but better (typically providing a bonus to strike or damage). Magical armor is just armor, but better (providing a bonus to AC). For every bonus of +1 to either hit or AC, or +1d6 to damage, a magic item costs 1000gp above and beyond the price of the item itself.

 

Wondrous items are items that are incredible in some way, like a sack that is bigger on the inside than the outside, or a ring that makes you invisible (and then calls the ire of the Dark Lord of All Evil upon you). Those sorts of items are much more rare and generally priceless, the creation of magics far beyond the understanding of current mages. You will typically only find wondrous items in the treasure troves of monsters, and the DM will tell you what those sorts of items do.

 

Monsters

 

Monsters have stats something like those of a player character, but much more simplified. The only things you really need to know about a monster are its AC, hit points, its bonus to hit, and any sort of special abilities it might have. Below, you will find a few monsters you and your friends can fight.

 

Skeletons
AC 14
Hit: +1 (1d6+1 damage)
Hit Points: 10
Special Abilities: Unless pounded into dust, a defeated skeleton will rise again in 1d10 rounds with 2 fewer hit points each time. A skeleton can cause a character to fear it, making that character run away as fast as it can every round for 1d4 rounds unless the target makes a saving throw.

 

Goblins
AC 16
Hit: +2 (1d6+1 damage)
Hit Points: 5
Special Abilities: A goblin can make a saving throw as a reaction to being hit. If it makes the save, it is missed instead.

 

Orcs
AC 12
Hit: +2 (1d10+4 damage)
Hit Points: 15
Special Abilities: Orcs feed off of violence. If an orc kills a character, it may make an immediate attack against another creature beside it.

 

Kobolds
AC 18
Hit: -1 (1d4 damage)
Hit Points: 1
Special Abilities: Each round, if a kobold is still alive, it can call for help. 1d6 more kobolds come to its aid.

 

Ooze
AC 5
Hit: +1 (1d4 damage)
Hit Points: 10
Special Abilities: If the ooze is hit by a magical weapon, another ooze appears beside it.

The Simplest D&D I Could Make

I made a one-page fantasy role-playing game.

Today I tried to do the impossible and got it mostly okay. I wanted to boil down Dungeons & Dragons to its most absolute basic. I wanted to design a version of the game that could be printed on a single page in a standard-sized novel, or 250 words. I think I did an okay job of it. I haven’t play-tested it, I haven’t even bothered to edit it, really. I just wanted to answer, for myself, what the essence of Dungeons & Dragons is. This is obviously super-simplified, and it would take at least a half-dozen pages of equal size to really sum up what Dungeons & Dragons should be, but this has helped me find my focus for what I think the game really is somewhat.

For instance, the game below doesn’t have any races in it. No elves, dwarves, halfings. Just the four core classes from the Basic Boxed Set. It also doesn’t have any feats, skills, backgrounds, themes, or other extraneous bits of crunch that make the game take up more space than it absolutely needs to. Are these things important to playing Dungeons & Dragons? I don’t think so, not really.

Still, I’ll let the game speak for itself some.

D&D in One Page (250 Words):

 

Roll 3d6 for each of: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Constitution. These are your attributes, or attribute scores.

 

Beside each write: (3-5) -2; (6-8) -1; (9-12) 0; (13-15) +1; (16-18) +2. These are your attribute modifier numbers. They are important.

 

Choose a Class: Fighter, Mage, Rogue, or Cleric.

 

Fighters have 1d10 plus their Constitution score hit points. They get to add half their level (and at least 1) to their rolls to hit enemies and their armor class.

 

Mages have 1d4 plus their constitution score hit points. Choose a number of spells (you or your DM decide their names and effects) equal to your intelligence modifier plus half your level.

 

Rogues have 1d6 plus their constitution score hit points. They get to roll a die to find traps or secret doors, or disarm traps. They add half their level to this roll.

 

Clerics have 1d8 plus their Constitution score hit points. They can heal an ally for 1d6 + half their level a number of times per day equal to their Wisdom modifier.

 

You have 100 gold with which to buy gear. The DM determines prices for gear, and what that gear does.

 

Rolling Dice: Determine which attribute makes most sense (DM chooses) and roll a d20 and add that attribute modifier. If the result is equal to or greater than ten (or in the case of combat, their AC), you succeed. If lower, you fail.

 

At 0 hit points, you die.

I don't own Dungeons & Dragons, and I’m making no claim to their rights, here. Obviously the game written above is only my interpretation of the simplest, most incredibly basic version of the game that can be distilled from thousands of pages of work by people far smarter and cooler than I am.

But if I were to build a modular game, it would be from a skeleton like this. It’s basically compatible with First Edition D&D, it has no mechanics that conflict with Third or Fourth edition Dungeons & Dragons (with some tweaking for difficulty class and hit point total  stuff), and it’s about as elegant as a system can get. Give me a few days and I’ll pound out a 6-page version of the same game, as modular and simple as I can.

Monday, January 09, 2012

Why Fourth Edition Died

So, Dungeons & Dragons 5th Edition has been announced, and the news has struck the sort of reaction I expected it to. People are hoping for this feature or that. Others are expressing their dismay at the fact that a new edition is coming so soon on the heels of D&D: Essentials. Yet others are suggesting that this heralds the end of Dungeons & Dragons, that a new edition will make the already split RPG community even more fractious. There are yet others that have met the news with incredible, soul-crushing apathy. So, there’s that.

To be honest, I’m not even really sure what to say about the development. I could talk about how much 4E and Essentials stuff I have on my shelves right now. Or I could talk about what I want to see from the new D&D. Or I could talk about what I think would be the best possible direction for the game to take (which is quite different from what I want to see, truth be told). I could talk about a lot of things, but I think what I’m going to talk about today is design space, design philosophy, and why Fourth Edition failed.

See, we wouldn’t need a Fifth Edition of Dungeons & Dragons if Fourth Edition was given the sort of design team it deserves. And by that, I don’t mean folks like Monte Cook. Mr. Cook is an incredible designer and makes good game, and for that I think he deserves a stalwart salute and as many dollars as the industry can throw at him. Under his guidance, Third Edition Dungeons & Dragons revitalized the industry, but his is not the sort of hand a design like Fourth Edition needs. Fourth Edition needs someone like Mark Rosewater. Fourth Edition needs someone like Keith Baker. Fourth Edition needs someone like Kenneth Nagle.

You will note that all three of those names are attached to people who design cards. Two of the, Rosewater and Nagle, are Magic: The Gathering designers. Baker is responsible for Gloom, which is incredible and does something no other card game did before he came up with it. This isn’t to say that I think Fourth Edition needs to be treated like a card game, far from it. It needs to be treated in a way that only men of this design tack can treat a game.

The problem with Fourth Edition Dungeons & Dragons, arguably the biggest problem that any edition of D&D has ever faced, is that the people who were designing it didn’t know a goddamned thing about Design Space. I’m not talking about James Wyatt or Mike Mearls. I’m talking about the Matt Sernett’s of the world, the Rob Heinsoo’s. The guys who make Power books and the guys who put out new campaign settings. The people who are the life’s blood of a role-playing game production.

See, Wyatt and Mearls put together a hell of a game. Say what you will about it, it is impossible to deny that the thing was well designed. There are hundreds of moving pieces, thousands of possible combinations, just in the first book, and those things come together beautifully. In many ways, the core Fourth Edition was like the first Magic: The Gathering set, or Gloom. It did things no one had ever done in role-playing games before, and it made an incredible show of it. What’s more, the framework left behind by that first book was amazing. There was design space all over the game, and it was waiting to be plumbed by talented designers. The first showing we had of that was the second Player’s Handbook, where we started to play around with how powers fit together, and how classes were built. There was an incredible and untouched plaza of design waiting to happen around races, with racial feats and racial powers barely touched. There was room left open for the creation and invention of magic items, and the powers framework lent itself to customization beautifully. There was a ton of space in the way monsters were put together (so much so that I found myself drawn to concepts like the Fourthcore Bestiary because of innovative aura designs – understand that for a moment… AURA designs; one tiny little speck in the whole of the game). Seriously, though, let’s take a look at some of the things that weren’t properly explored in Fourth Edition’s brief history:

POWERS

We saw a lot of books filled with powers, and one book that actually did something neat with them. Having loads of powers doesn’t make for customization, having powers that work in strange ways makes for customization. Understand that the only interesting powers in the whole of the game were those in the Player’s Handbook and those in the Player’s Handbook 3. The originals and the _only_ set of powers that were at all different or strange. One could argue for the powers from Essentials, but seriously, fuck one. The powers presented in those books were half-assed concessions to the players lost in the Pathfinder Exodus, and nothing more. If you wanted to make powers interesting, here’s a one-sentence answer to the problem: Magic cards are still interesting.

Seriously, and this is incredibly important, Magic design is where the D&D crew should have looked for more interesting power designs. Not the cards themselves, mind, but the philosophy behind those cards. Magic cards constantly break the rules of the game they’re played in. That’s the whole point of the game. What the designers of D&D tried to do was create a homogenized environment in which none of the powers effectively broke the rules, and that’s really the wrong way to build a game that’s made out of a bunch of crazy powers. You need each power to break the rules of the game in an interesting way that helps you win that game. Then you need to do the same thing to the monsters they’re fighting.

Moreover, there is an element of randomness in Magic: The Gathering that D&D really could have used sometimes. It had this when wizards were forced to memorize their spells each day, because the wizard would try to guess at which spells were going to be needed and prepare those ones in advance. Magic solves this by randomizing your hand. D&D4E solves it by not solving it at all. There was no need to pore over your powers, because after a short nap, you’d have them all back again, right as rain. This isn’t the way to go into this territory at all. There is nothing about this that’s suspenseful or fun. Sure, players like getting all their powers back at once, but what the players want and what is good for the game is seldom the same thing.

The design space here is mind-boggling. Off the top of my head: a whole list of Encounter Powers that could be made better by giving up a Daily; Encounter Powers that take two full rounds to use; Daily Powers that change when in certain circumstances (underground, flying, in the sunlight, whatever); a list of At-Will powers you can give up using for the rest of the encounter to make way better; a list of At-Will powers that are as strong as Daily powers, but use up the character’s healing surges as a cost; Lifetime powers, powers that can only ever be used once, ever; uncontrollable powers that go off in certain circumstances, but the player has no control over them; come-back powers that allow you to do incredible things for the cost of an action point; counter-powers that allow a player to stop another player or NPC’s powers from going off as an immediate interrupt; mind-drain powers that steal another character’s powers for a turn, or treat that power as spent; dramatic powers that allow you to influence story events in subtle (or, for dailies, not-so-subtle ways)… Seriously, this is just what I came up with in the time it took me to write this list… I’m sure some of them have been done, or variations on them, but I know a bunch of others have never been touched, and that’s a damned shame.

RACES

One of the things I was most looking forward to in the creation of D&D4E was the promise that races were going to get a lot more attention than they had gotten previously. Elves could be wicked-cool at being rangers, sure, but they could also be wicked-cool at being, y’know, Elves. And I rather liked that idea, being one of those strange kids that enjoyed playing D&D when Elf was a class. We were promised feats, Paragon Paths (which is sort of a suck concept, but I’ll get onto that in a bit), epic destinies, and I thought this was going to be a big deal when they were talking about it.

Turns out, it was just one more path towards optimization, when it could have been so much more. Again, the amount of design space left open by more focus on races and their interactions is staggering. One very simple answer is to make race-specific classes using some of the design space we have available in the POWERS section, but that’s hardly where the buck stops on racial design space.

I mean, design isn’t just a matter of rules, however much that may be unapparent from the way Wizards of the Coast has handled it. A lot of it comes from flavor, and rather than focus on any given flavorful concept (even their own Points of Light flavor, the thing they’ve touted around for so long without actually exploring it at all), the Fourth Edition answer has been Add More Races. Which is problematic, because there are only so many places one can go in that direction, and this trip has ended with People Made of Crystals, which is fucking stupid. And no, the right answer doesn’t lie in making subraces, because the gods alone know I can’t put up with another Kender. No, the answer lies in making interesting and powerful cultures for the people of already established races, and building off of that.

Eberron proved this in Three Point Five. You take elves, just normal everyday, boring fucking elves, and you give them a continent that they rule, and suddenly we have the Undying Court and crazy Inca-inspired magic, and weird-ass traditions and rules that affect elves still living in Khorvair. And we haven’t changed elves at all. They’re still elves, they still have the same bonuses and flaws, they’re still the same elves we know and love and/or hate, nothing has changed about them, but they are entirely, completely different. Same goes for Baker’s treatment of the Drow. Same goes for Weis and Hickman’s decision to put dwarves on horseback and have them ride around nomadically. Same is true of every human culture in every fantasy setting ever written.

And it sort of looked like backgrounds were going to be how this worked itself out, but they backgrounds were generally pretty lame unless they were overpowered schlock from a single campaign that wormed its way into the Character Builder. And then themes looked like they were going to get this figured out, but themes never took off the way they should have. To be perfectly honest, themes are the sorts of things you want in a core book, not a campaign setting, and they’ve never really gotten the spotlight time they deserve.

CLASSES

This is one of the most prominent complaints about Fourth Edition Dungeons & Dragons in my store: it’s not as customizable as players want it to be. Your fighter has a type, and deviating from that type usually means that you are going to be crippled in combat. There are a few good generic powers for each class, but the best usually focus around the template’s specific niche abilities. And that’s just bad game design, guys.

I’m going to, again, look at Magic: The Gathering as a good example of how to do much the same thing. See, the point isn’t to make certain abilities work better with certain templates, the point is to make a bunch of abilities that work on their own, and have a level of synergy that make it desirable to play those things together. I can build a green deck out of whatever the hell I want, but if I’m trying to ramp into a host of big beaters, I’d best be looking for some Llanowar Elves and some Birds of Paradise, ne? There is nothing saying I can’t play Birds of Paradise in any other deck, I certainly can, but if I’m looking to ramp mana, I put birds in my deck.

The same is true of powers in D&D. Every power should work well on its own and do something valuable that the rest of the party can build on, but if you build synergies into your powers, your players will find those things on their own, and they will build their characters according to whatever build they want to make.

The funny thing about this is that it changes exactly nothing. You’re still making templates for your fighters, you’re just not making the powers exclusive to those templates and letting the players suss them out for themselves.

Moreover, there are a lot of things you can do with the class system that simply were not done. Again, I point to racial classes. Again, I point to the way powers were never filled out the way they should have been. And I also point to the fact that there has never been a martial controller. And I also point to the fact that there is a nearly endless number of possible combinations of power-types and class archetypes. They’ve covered the basics, sure, and having an endless number of classes isn’t really all that important, but having a lot more customizability in your classes and having those class combinations rotate around the niche system you’ve established would go a long way towards building a much more playable, designable game.

And with themes, paragon paths, and epic destinies at your disposal, you have a lot of room to build in extra customization as you build your game. Paragon paths in particular were an unplumbed font of design space that could have really changed the history of the game. Prestige Classes defined Third Edition D&D, and the amount of effort that went into creating a whole bloody host of them is evident in the fact that there’s a whole bloody host of them. The number of prestige classes available to a player of 3.5 D&D is “too many to choose from.” Paragon paths, not so much.

And Epic Destinies… Oh man, would I have done the Epic Destiny entirely differently. That may actually require a different post, so let’s not talk about that just yet. Let’s just say “FATE,” and move on.

SKILLS

One of the biggest advances Third Edition D&D made to the game was the introduction of a universal skill system. It wasn’t pretty, and it definitely had its problems, but it made the game flow in a totally different way than any edition previous. And while I don’t think that the introduction of the skill system made Fourth Edition any better (I actually think it made it quite a bit worse), it was a damned fine piece of gaming tech, and I understand why they kept it around.

Having played a bunch of First Edition D&D this year, I think they made a rather incredibly horrible mistake by including skills in the game at all. I often tell people that I think Fourth Edition D&D plays more like First Edition D&D than any edition between them, and I still think that’s very true. The difference, the place where I find Fourth boring, is between battles. In First Edition D&D, you had to be on your toes, you had to be thinking, you had to move carefully from room to room and solve all sorts of insane problems just to survive. And that doesn’t involve much in the way of skill rolls from anyone but the thief, and most of the time your thief isn’t good enough to make any of his or her checks anyway. Skills, as they are presented in Fourth Edition D&D, are a crutch used to hand-wave away problems solving and role-playing. In Third Edition, they absolutely made sense, and they added something great to the game. In Fourth Edition, all they did was make it dull.

And the designers couldn’t have possibly known that going in, and I don’t at all blame them for the choice of including a skill system, but I don’t think I will ever play with skills as they are written in Fourth Edition ever again.

Again, this idea might require an entire post to talk about in any sort of comprehensive way, so I think I’m going to move on to…

FEATS

When I first wrote this, I actually completely forgot about feats, which should give you an idea of how important I think they are to the Fourth Edition of D&D. Like skills, feats were a defining feature of Third Edition D&D. They were, in a word, incredible. In many ways, they allowed you to do things that were, in Fourth Edition, performed via powers. Cleave and Great Cleave were powerhouses of efficient fighting. The meta-magic feats gave magic-users a powerful advantage. Feats meant something to Third Edition.

In Fourth Edition, they’re basically an afterthought, which is a damnable shame, because the amount of design space opened up by feats is insane. I mean, when you break feats down, they’re just a talent tree, with feats building off of other feats to create more powerful combinations down the line. The only feats worth taking half the time, though, were Toughness and the Wintertouched/Lasting Frost combo.

And that is really, deeply stupid.

Like much of what I’ve been talking about today, feats are a layer of character creation that provides a powerful range of customization tools that can be used to make your game better. It’s these layers that add to the fun of building a character, and they’re the sort of thing from which an entire path of feats can be built. When utilized properly (providing actual, wicked-ass bonuses to the people who take them) bonus/flaw systems can be incredible.

What I guess I’m getting at here is that every layer of the D&D game has a bunch of really wicked design space that is laying open for us to tinker with. Class, race, skills, feats, themes, backgrounds, whatever. And the fact that it hasn’t been tinkered with in any meaningful way is really deeply disappointing.

COMBAT

Combat in Fourth Edition D&D is a fucking mess.

I say this with all the love in the world for the designers and the game itself: it is a fucking mess and needs heavy reworking to make it marginally playable. This is especially true of any level over 12, which is entirely disappointing because much of the system was designed to solve the Sweet Spot problem. Dungeons & Dragons Fourth Edition’s sweet spot is levels 1-10.

Combat takes too long. Characters, both the NPCs and the Player Characters, have too many hit points. Figuring out tactics and powers is a time consuming and mind-numbingly dull process. After twelve rounds, even interesting bad guys become a slog and I have players checking their Facebook and Twitter accounts.

There are a few problems with combat in Fourth Edition, but none of those problems are problems of Design Space. Still, they are worth mentioning in the context of “this is what killed Fourth Edition D&D,” so I’ll be taking a brief look at them.

I’m going to make this as simple as I can: when you make a game, include all of the things you need to play in the box. If your game needs dice, include dice. If you game needs miniatures, include miniatures. If your game requires a grid map, you’d best include a grid map. The creeping reliance of Dungeons & Dragons on miniatures is perverse, commercialistic and sad. You didn’t need miniatures to play D&D1E, and you could certainly get away without them in D&D2. It was in D&D3, with the invention of “flanking,” that the miniatures stopped being a good tool and started being a necessary element of play, and Fourth Edition continued this trend with a gusto that bordered on sinister. As a games retailer, I often found that this increased my sales, but not of Dungeons & Dragons product. Chessex got a lot of money from the lack of production inclusion in D&D, and Reaper made most of the rest, especially after Wizards pulled the plug on their miniature lines.

Moreover, miniatures do not make the game more fun.

Maybe I’m in a minority here, but I have always found my imagination is plenty capable of determining what is happening with a crew of wererats, and I find that putting them on a board in front of me dulls the imaginative blitz of combat. Also, fiddling with toys takes time, and the largest factor against D&D combat is that it takes entirely too much time already. Give me a sheet of graph paper and my imagination any day.

Of course, this does reduce one of the branches of power design that was horribly abused while making Fourth Edition: movement and combat advantage (which are, in reality, the same fucking thing). I’m okay losing that space for the sake of a cleaner, faster D&D experience.

Changing gears: we don’t need this many hit points. Killing player characters  is very difficult in Fourth Edition, which is okay. I get it, we’re supposed to be heroic adventurers, not meat for a grinder. Except that without a threat of player character death, combat becomes dull, an exercise in whittling a monster down to zero. Killing player characters more often is not a bad thing. Your players will thank you for combat encounters that take less than an hour.

And one more time: DO YOUR MATH!!! Paragon tier is a mess. Epic gets even worse. And the Monster Vaults only helped marginally. Do your fucking math, guys, figure out how much time it’s going to take for a level 12-14 party to kill a level 13 solo, because I will bet you dollars to doughnuts that it’s longer than your ideal play flow.

SMALLER GRIPES

Item creation is stupid. The economy is wrecked. Character Builder software is basically necessary. And the alignment system is stupid.

WHERE DO WE GO FROM HERE?

This seems pretty obvious to me, but I’m going to spell it out anyway.

We need a very simple, very basic version of Dungeons & Dragons. Abilities, race, class, basic combat powers, hit points, armor class, non-armor defenses… go! I want to see a core Dungeons & Dragons that is so incredibly simple I could teach it to an eight year old in under a half hour. These will be the core and most basic rules of the game, the rules everything else is designed to break.

Then we start in on the options. Hundreds of powers. New races, new classes, new racial classes. Themes, integrated from the beginning of the game. Backgrounds that are good for more than a +2 skill bonus. Feats that actually matter. A skill system. An expanded skill system for things like “profession” and “craft” skills. Magic items that are interesting and strange and setting-defining. A variety of spell/attack/power systems. A couple of interesting morality systems. Fill your boots with optional content, but leave the core of the game as simple, pristine and clean as possible.

Then explore the optional design space ad infinitum.

And I think this is maybe the most important thing in the world: invite your players to do the same. One of the shining achievements of Third Edition D&D was that there were hundreds, maybe thousands of people working on the game at any given time, and that meant that there was an enormous glut of product available to anyone who wanted to find it. I have a book about African adventuring that is both brilliant and terrible (and Eurocentric and insensitive and empowering and informed). That would not have existed, that _could not_ have existed without the framework that the OGL provided for creating new and interesting content. I want to see that sort of exploration go into the newest version of Dungeons & Dragons, and without a specific invitation from the Guys Upstairs, we aren’t going to have it.

Wednesday, September 14, 2011

One Page Role-playing Games


My friends and I like to come up with crazy game ideas all the time. Once in a great while, I'll throw down the gauntlet and challenge people to actually write a goddamn game. Not like, a seven hundred page monstrosity, just a wee little one-page or 24-hour game design. It doesn't have to be great, it doesn't have to be perfect, it just has to be a role-playing game, and you have to finish it. 

So now I'm issuing the challenge to the rest of you: write a role-playing game in less than a thousand words and put it up on your blog. The Rules are only this: It has to be less than 1000 words, it has to have a mechanic I've never seen before (or a kick-ass variation of a mechanic I have seen before), and you have to send me a link, either in the comments here or to my e-mail at friggert@hotmail.com or to my twitter at @warpgames. Go create!  

Wee Little People 
A Role-playing Game in One Page

The Point: You and your friends play the tiny people that live inside your house. Your characters are roughly mouse-sized and must overcome many challenges to simply survive. Also, you must never reveal the existence of your people to the humans, as they will kill you or eat you or something. Humans are terrible.

Tell a Story: One of the players is the Storyteller. He or she describes the situation in which your Wee Little People find themselves. The rest of you play Wee Little People and try to do stuff while the Big People in the house are clumsy and oblivious. Doing Stuff can include collecting food, thiefing things, fighting with the cat, disposing of garbage discretely, pilfering Tim’s weed stash, moving dice to where they will be most likely to be underfoot, building shelters under cupboards, finding water, defending your home against cockroach attacks, invading mouse holes for their supplies… You’ve got options. Alternatively, you could try and tell an epic tale of adventure on a tiny scale. But you already know how to do those.

Character Creation: Choose a thing you are good at, a thing you are bad at, a skill you have learned, and an item you possess. None of these may be the same thing (for instance, you cannot be good at climbing and have that also listed as your skill). When you attempt an action that relates to the thing you’re good at, get a +1 bonus to the roll. When you attempt a thing that relates to the thing you’re bad at, take a -1 from the roll. When you attempt to do a thing that relates to your skill, once per session you can succeed on the roll automatically. When you attempt a thing that relates to the item you possess, you ignore any penalties on that roll unless that penalty comes from the attempt relating to a thing you are bad at.

Rolling Dice: Whenever someone attempts something and the outcome is in doubt, roll a six-sided die. If you roll five or higher (counting all bonuses and penalties), you succeed. If the result is four or less, you fail.
Failing is Bad: Whenever you fail at a thing, mark it off on your character sheet. You are only allowed to fail at something six times over the course of a single session. If you fail more often than that, Bad Things Happen. The Bad Thing is decided by the player to your left, and you are out of the game until the next session.

This is Your House: Wee Little People is set in whatever place you happen to be. The setting is whatever is already around you. If you’re in your living room, for instance, that might include your couch, coffee table, TV stand, bookshelf, and the half-eaten pizza in the box on the floor. The antagonists are you. The Wee Little People cannot make their existence known to you, so whatever it is they’re going about doing, they have to try and sneak around you and your friends to do it. When Jim gets up to grab a soda, the kitchen is no longer a safe place. Scatter!
  
Discovery: If Bad Stuff happens to all of you, you’re discovered. If you are discovered, it can be safely assumed that you and your friends have cashed in on the existence of the Wee Little People and have left them to be tortured by scientists forever. You sick fucks. Or, you could spend the rest of the evening arguing about what you and your group would ACTUALLY do if you found leprechauns in your underwear drawer. Up to you, really.

Sunday, April 25, 2010

Penalties in Skill Challenges

I really like running Skill Challenges. I like how dynamic and different they are from normal combat encounters. I love how they represent a story complication rather than Yet Another Battle. I love how much role-playing goes on during one, and how players come up with new and creative ways to use their skills ("I'm going to use my Thievery to try and 'steal his heart.' Kay?"). They get players invested. They get players thinking. Most importantly, they're fun.

They also a ton of fun to write. Trying to think about how a particular skill may relate, especially skills that are peripheral to the challenge, is an interesting mental exercise for me. For instance, in Social Encounters, I've come to reorganize Intimidate in my head. It isn't just about scaring people; I mean, it's really good at scaring people, but that's not the whole of it. Where diplomacy is about the art of persuasion and bluff is the art of conversational jujitsu, Intimidate is about force of personality. From now on, Intimidate is the skill I go to for performance, for stealing a crowd, for being a force of nature that people just cannot ignore. I expect that, as I delve deeper into the system, I'll begin to do likewise with other skills as well.

Part of the problem in dealing with a skill challenge, though, is coming up with new and interesting penalties for skill checks. DMG2 gives us some ideas for penalties on a failed skill check, but they're pretty narrow, really. Coming up with a penalty for failing the whole challenge is actually pretty easy ("That thing you wanted, you don't get it."). Making each skill check hold different weight in the challenge is pretty important. It makes failure carry a consequence beyond being one step closer to failing the encounter.

I've been trying to come up with a list of penalties for failure that I can throw into a challenge as I'm writing them. Below, you'll find what I have so far.

From the DMG2

The first set of penalties I want to look at are the ones covered in the published material already. The second Dungeon Master's Guide goes into pretty deep detail on skill challenges and how they can fuck with your players, which is nice. On page 87, they talk about "stages of failure," which is something that I think should be in every skill challenge forever. They suggest the following as ways to penalize players during a skill challenge:

Lose a Healing Surge: This is pretty intense. This is what made me fall in love with Skill Challenges during D&D Encounters. I mean, I'd used them, but I didn't make them nearly as important as I have in recent adventures. The basic idea is that, if a character fails the skill check he or she is attempting, he or she takes damage. That damage is healed with a Healing Surge, so we're just going to do damage directly to the Healing Surges.

Spend Time or Money: So you failed at a thing you were trying to do. You went down the wrong path, talked to the wrong bookie, took an hour examining runes that had nothing to do with what you thought they did, or just hit up the wrong sheriff for information. Now you're going to need to backtrack, maybe grease some palms, and get back on track.

You Broke the Skill: For the rest of the encounter, no one can try to use that skill. You broke the last beaker in the lab, used the last of the gauze, none of the drug dealers will talk to your crew anymore because they think you're a bunch of snitches, whatever.

Take a Status Ailment: This is usually for in-combat skill challenges; you're dazed or immobilized or stunned or helpless or blinded or something. You fucked up, and the thing you fucked up fucked you up even more.

Take a Penalty: You screwed up, and the fact that you screwed up makes the next attempt at the skill even harder. You pissed off the mayor and now you're going to have to convince him to like you again, you sprained your ankle on that last somersault, you pulled a muscle in your arm and still have to lift this thing, your attempt at stitching your buddy up made him bleed more, etc.

My Own Additions

Now, these are pretty solid, but I like a little more variety in the ways I fuck with my players. So I'm going add to this list the following:

Extra Failure: When you fail at this skill check, it counts as two failures against the skill challenge. This effectively cuts the number of possible failures in half, assuming they try (and fail) this skill multiple times. I usually use this on a "limit 1 success" secondary skill, but it's still scary when you lose an extra failure.

Time-Delayed Failure: Failing doesn't actually count against the skill challenge, but the next time you fail a skill check, you accrue an extra failure. If you don't fail again, there's no downside. If you do, it becomes extra-devastating. Again, I usually put this one on secondary skills that normally don't count against the skill challenge when you fail.

Everyone Takes a Pentalty: Rather than just fuck things up for yourself, your failure at this skill check fucks with everyone. Nothing makes people hate you faster. ^_^ This one I usually reserve for primary skills that you can succeed on a few times, with a pretty low DC. It gets frustrating if it's used too much, but it's fun to watch players squirm when they give all of their friends a -2 on their next skill check.

Defense Penalty: For the rest of the day, you take a -1 challenge penalty to your AC, Fortitude, Reflex and/or Will. Failing this skill weakens you, slows your reactions down, frustrates you, and makes you more vulnerable to attack. This lasts until your next Extended Rest.

Speed Penalty: Until the end of the day, you take a -1 challenge penalty to your speed. You have honey on your shoes. You're moping. You're lost in thought or caught in a crisis of faith, and you're just not moving as quickly as you normally do.

Initiative Penalty: As above, except that instead of hindering your mobility, you're just not reacting as quickly to danger as you usually do.

Lose a Daily Power: Daily powers are massive feats of awesome. Sometimes, when you screw something up, it shakes you to your core. Your awesome isn't there, you just can't call on it to get the job done. If you fail this skill check, lose one of your daily powers as though you've used it (and hit with it, in the case of Reliable daily powers).

Lose an Action Point: Like most of the resource-deprivation penalties I've listed here (and that's pretty much the theme of these penalties; you're losing access to a thing you're usually able to rely on), this one steals something from you for failing. In this case, it's an Action Point. If you do not have any Action Points to steal, it will take a Healing Surge instead. I feel like this one should almost always be attached to Arcana for some reason.

Attack Penalty: For the remainder of the day, you take a -1 penalty to hit. This is devastating, people. Don't over-use it. Probably related most often to Acrobatics or Athletics. You've hurt yourself trying to do that cool parkour thing you saw that guy do the other day, and you just aren't as good at hitting people as you could be.

Grant Combat Advantage: For the rest of the day, you grant combat advantage. To everyone. I have a feeling that this one should be attached to Stealth and Streetwise. You've failed to be sneaky, and now the sneaky people are taking advantage of that for the rest of the day.