Posts Tagged ‘uncanned’

rolling for hit points in 4e

Wednesday, February 1st, 2012

As you can tell, one of the things I miss in 4e is rolling your attributes. However, I have never missed rolling for hit points.

Rolling your attributes helps throw some randomness into your character concept, and randomness is usually an aid to creativity.

Rolling for hit points doesn’t spark creativity. It has the potential to sabotage a character you like, and it’s such an important roll that, for me at least, it encourages cheating as little else in D&D does. It just doesn’t seem fair that my cool paladin leveled up and rolled 1 hit point.

Here’s a suggestion for those who would like to roll HP in 4e:

1) Start with your normal 4e HP – or a little less.

2) Roll a HP die at the beginning of every level. This is a special pool of bonus Wound Points. If you have any Wound Points left from last level, they’re gone – they don’t stack.

Wound Points can be used instead of HP at any time: typically on an attack where you would go below 0 HP. (But you always have a choice to save your Wound Points, if you don’t mind falling unconscious.)

Wound points cannot be healed in any way. You only get them when you level.

This rule lets you “roll hit points” every level. It also solves a common 4e objection that an extended rest cures all injuries. There are some wounds that only time can cure.

You can also use it to model semi-permanent injuries. If you are ever at 0 Wound Points, you can be considered to have some nagging injury. I’d play this entirely as a flavor thing, but other DMs could hang some random penalty on it if they wanted.

hybrid roll and pointbuy

Monday, January 23rd, 2012

4e expects you to have around an 18 in your best attribute, and a decent secondary attribute. This is very predictably achieved with point buy. 4e is big on not having a single bad roll torpedo your character.

On the other hand, point buy usually leads to your non-class stats being predictably bad. Every single barbarian has a low Intelligence. That means D&D cannot properly render Conan the Barbarian. In a game like Dungeons and Dragons, that’s just about as big a failure as I can imagine.

4e point buy generally gives you a 20, a 16, and a bunch of 10s. You know what’s boring? A bunch of 10s. For the most part, non-class stats aren’t very important for power and balance, but they are important for roleplaying variety.

I really like the 4e Gamma World approach, where your main 2 stats are 18 and 16, and you roll 3d6 down the line for your other stats. Sure, they’ll probably all be pretty close to 10 or 11: but the door is open for the occasional pleasant surprise or hilarious disability.

So here’s my proposal: it introduces a little power creep, but hey, we’re late in the edition here.

Interestingly, the following two stat arrays have the same point cost:
a) 18, 14, 10, 10, 10, 8
b) 17, 16, 10, 10, 10, 8

So, to let’s do this for starting characters: take either
a) 18 in your primary class attribute and 14 in your secondary attribute: roll 3d6 straight down the other attributes; or
b) 17 in your primary class attribute and 16 in your secondary attribute: roll 3d6 for the rest

Now you might just end up with a strong, tough, dextrous, canny barbarian like Conan; or you might get a Raistlin wizard with a hilariously weak Constitution. You probably won’t. You’ll probably roll a bunch of 10s and 11s. But here’s hoping.

rituals and alchemy as daily powers

Monday, January 2nd, 2012

Using money to restrict the use of rituals and alchemical items doesn’t work particularly well: the D&D designers have admitted this and aren’t exploring the ritual/alchemy design space much these days.

Here’s how I intend to fix the issues in my game:

1) Rituals and alchemical recipes are daily powers. You get one free use of each ritual/alchemical recipe you know. You automatically prepare the ritual, potion, or whatever during each extended rest.

During the extended rest, you can decide to prepare more than one use of the ritual or item: each extra use will cost you the item’s normal cost.

2) Rituals and alchemical recipes are given as treasures. Just as most magic items aren’t sold in magic shops, most rituals and recipes are long-lost prizes awaiting brave adventurers. Low-level parties will have access to only a few, while high-level parties, with access to lots of rituals and consumable items, will have a lot of versatility.

Rituals and alchemical recipes will be sharable among anyone who meets the requirement for using them. Knowing a recipe lets you create any version of that item of your level and lower: for instance, if a level 7 character knows the recipe for alchemist’s fire, he or she can create level 1 or level 6 alchemist’s fire.

3) There will be some common rituals and recipes. Just as characters can buy Common magic items like +1 swords, they will be able to buy well-known rituals and alchemical compounds.

Common rituals:
-All level 1 rituals
-Enchant Magic Item
-Brew Potion
-Linked Portal
-Raise Dead

Common alchemical items:
-All level 1 items
-tanglefoot bag
-alchemical silver

And for fun, here’s a new alchemical item:

Glowgas: Glowgas is stored in a vial, and thrown at enemies the same way holy water is. It has the same cost, range, and attack bonuses as holy water. It can also be applied to objects.

On a hit, the target takes no damage, but is surrounded by a swirling golden light. The target casts dim illumination within two squares, and has a -2 penalty to Stealth checks and all defenses. A creature or object in a glowgas cloud can be seen even inside a zone of darkness.

Once a turn, the target may spend a minor action to try to dissipate the gas: this allows a saving throw. Otherwise, the gas does not disperse until the next rest.

The glowgas recipe is used by dwarven drow hunters, and is only shared with those who prove themselves enemies of the drow.

4e: spell scrolls for non-wizards

Wednesday, November 9th, 2011

Monday I talked about re-introducing copyable spell scrolls into 4e D&D, so that PC wizards can drool over the possibility of raiding a rival wizard’s library and finally learning Acid Arrow. This is fine, but it’s sad for non-arcane classes, who don’t learn their attacks from scrolls. It would be cool if the other power sources had ways to learn improved versions of their attacks, in ways that supported their flavor. Here are my ideas.

Expanded spellbook and rare spells for divine classes

Wizards and their friends aren’t the only seekers after lost knowledge. Divine classes, like clerics and paladins, should be able to earn alternate prayers, but it doesn’t make as much sense for them to find them in the library.

I see divine classes gaining powerful versions of at-will prayers by completing holy pilgrimages: visiting the cathedrals of the campaign world and praying at the relics of saints. Each large city might contain a cathedral to each of the major gods, each of which contains its own relic. Each relic might grant a boosted form of a specific at-will spell: for instance, in Greyhawk’s Cathedral of Kord, the hammer of St. Nimbus might grant a +1-per-tier damage bonus to the Storm Hammer power.

While the pilgrimages required to boost at-wills are well known, those required for encounter and daily powers are secreted in hidden shrines in dungeons and in the wilderness. These shrines can be discovered randomly, as a form of treasure analagous to the scrolls of the arcane classes.

Martial classes

Fighters, rogues, rangers, warlords, and other martial classes usually learn new and improved powers from trainers. A great duelist might teach an improved version of Sly Flourish : it does +1 damage if the attacker has high ground.

Some ancient martial moves can be learned from manuals. Each manual teaches one move, and is no longer than 80 pages, because martial types can’t usually finish a book that’s longer than that.

Finally, if your fighter doesn’t want to constantly consult gurus and books, improved powers can be taught by opponents. Elite monsters who use the same power as a fighter might be using an improved version. By seeing it in action, the fighter might learn the improved technique. (This makes martial classes into a sort of Final Fantasy blue-magic specialist.)

Other power sources

Primal classes probably gain new abilities through rites of passage. The barbarian, for instance, has a laundry list of tasks he needs to accomplish in order to unlock new daily powers: killing a dragon, for instance, or winning a wrestling match against a tree spirit. After the task is accomplished, the character needs to have a druidic rite performed (typically involving tattooing or branding) to unlock the new ability.

I don’t really understand the shadow source very well, but it seems to involve death. Shadow characters might have to find the lingering spirits of ancient emperors and cursed wizards and convince them to give up their secrets. This might involve pilgrimages to ancient ruined palaces, haunted houses, or cities in the shadowfell. Or, hey, just go to Hogwarts! There’s like 50 ghosts in there.

Psionic training probably involves traveling to Dagobah and finding a Jedi master.

4e spells as treasure

Monday, November 7th, 2011

In old D&D, spells were like Pokémon; if you encountered one you’d never seen, you could put it into your collection. This is a time-tested, addictive form of gameplay that I miss in 4e. Luckily, it’s easy to add back in.

4e wizards still have a spellbook, in which they can transcribe more daily, utility and encounter spells than they can cast. If there’s a spellbook, we can re-introduce spell scrolls.

spell scrolls for arcane classes

To return wizards to their place as library-ransacking completists, just add a few scrolls containing daily spells into the next treasure haul. As in earlier editions, these scrolls can be used to cast a spell a single time, or be transcribed into a wizard’s spellbook, permanently expanding the wizard’s reportoire.

I’d allow other arcane classes to transcribe scrolls into spellbooks too: they’d gain the wizards’ ability to swap daily powers, but only with spells they found as treasure.

Rare spells

Since 4e wizards already choose their two favorite spells for every spell slot, it’s hard to get excited about expending your spell repertoire: at best, you’re getting your third-favorite spell. Let’s say that some spell scrolls (20%?) might contain improved versions of spells. For instance, a wizard might find a scroll called “Flame Jester’s Improved Fireball”, which teaches a version of the Fireball spell that does +1 damage per tier. The benefit of such an improved spell is limited to that spell, and might be equivalent in power to that of a feat. Possibilities include:

  • +1 to hit or damage

  • adds a new damage type
  • conditionally adds a condition (for instance, dazes targets if you have combat advantage)

There’s a lot of daily spells, so this opens up a lot of design space for treasure. It also allows DMs to boost iconic but mechanically weak spells like Fireball without having to resort to house rules. I’d even think that a character could find an improved version of an at-will power. Gaining +1 damage to an often-used at-will power would be almost as good as finding a new magic weapon.

Research

With improved spells, we can bring back another staple of early D&D: spell research. If a PC can’t find a specific spell, they can research it. DMs and players can go crazy with rules for spending money on research, libraries, and labs.

To keep non-arcane classes from egtting jealous, they might need ways to upgrade their powers too. I’ll have to think about that.

search for traps as an encounter power

Monday, October 24th, 2011

If PCs treat an old-school dungeon with any rational amount of caution, they will search every ten feet of floor for traps, listen at every door, and search every wall for secret doors. In other words, they’ll spam their at-will search abilities.

It’s a problem that Gary Gygax railed against in 1e:

Continual listening becomes a great bother to the
DM. While ear seekers will tend to discourage some, most players will
insist on having their characters listen at doors at every pretense.

4e has a general solution for spammed actions: make them encounter powers.

You could just make searching a regular encounter power, so it can only be done every five minutes, but I think it would be more interesting to make searches into a daily resource to be managed, like Fate points from Spirit of the Century-type games. During the day, you can search carefully for traps. Every time you search, and find nothing, you expend one of your searches. If you search and find something, you don’t expend a search. Furthermore, every time you blunder into a trap, you gain a use of your search power.

It makes sense narratively. If you’ve searched 100 consecutive doors for traps and found nothing, no matter how hard you try, you’re going to relax your vigilance. On the other hand, if you’ve been finding tons of traps, or if you see something about this door that makes you suspicious, you’re going to be far more alert.

We’ll leave all the search rules the way they are: we’ll just add to them. At the beginning of every day, every character gets a number of Search tokens equal to their Perception bonus. Rogues get, say, three extra tokens.

Whenever a PC wants, they can risk a Search token to get a +5 bonus to a Perception check. If the check doesn’t turn up anything interesting, they lose the token. If they find a trap, treasure, a secret door, or anything else hidden, they get to keep their token. Every time a PC falls victim to a trap, they get a Search token BACK. This represents their suddenly-increased attention level.

This system would reward players for searching judiciously, based on clues and intuition, not as part of a mindless sweep.

To compensate the PCs for their extra search power, every Perception DC in the game is 5 points harder.

I think this would encourage people to play the way that Gary wanted them to play: to search for traps and listen for monsters judiciously, when they have a reason to be suspicious – and to blunder blindly into the occasional ambush for the DM’s amusement.

My simple XP rules: 1 XP per encounter

Wednesday, October 19th, 2011

I know I’ll never fully embrace OD&D because I hate using charts. I prefer simple, easily internalized rules, like 3e’s Base Attack Bonus, rather than 1e’s Attack Matrix charts. 4e’s XP system still has a big ol’ level-advancement chart at the center of it, along with XP entries for every creature in the Monster Manual (which I often don’t use).

The 4e XP system has been formalized and math-checked, which means one of D&D’s central problems is more obvious than it has ever been: it suffers from “inflating-numbers-that-don’t-do-a-goddamn-thing-itis.” At level 1, you fight 10 battles in order to collect 1,000 XP. At level 10, you fight 10 battles to collect 20,500 XP. The specific amount of XP per battle changes, but the number of battles doesn’t.

There’s a historical reason for that. In old D&D, your XP was tied to your income. Since high-level characters won richer and richer treasures, XP totals per level had to rise. Now that characters don’t get 1 XP per GP earned, however, there’s no reason that XP needs to stick to that inflationary model.

Besides, calculating XP is kind of a pain: it involves flipping around in various books to add XP from monsters and traps, and dividing by the number of PCs.

I can’t be bothered to calculate XP, but I’m not ready to totally dump the idea of leveling up. Having the DM bestow levels arbitrarily takes away some of the treadmill charm of D&D. So here’s the super-simple XP system I use nowadays.

Every level costs 10 XP.

Most battles provide 1 XP. Boss battles provide 2 XP.

Same with quests and skill challenges: 1 XP, or 2 XP for major quests/challenges.

There are some minor variations here from the standard XP system:

  • XP differences between hard and easy battles are not so granular. Personally, I think this is fine, especially since the difficulty of a battle often has as much to do with circumstances and terrain as with the XP budget.
  • Quest XP is vastly higher in my system. In standard 4e, a minor quest gives about 1/5 the XP of one encounter, and a major quest as much XP as one encounter. This is probably a tiny fraction of the XP gathered from battles along the course of the quest. Video game RPGs, on the other hand, often give huge quest XP bonuses. This is great, because it’s weird when saving the world grants much less of a reward than fighting a random encounter.
  • It’s impossible to forget. You can give XP on the fly without consulting any charts. In fact, the players can track the 1 XP for each battle: all you have to do is grant the extra XP for quests and boss battles.
  • The NOOOO! Rule

    Monday, September 12th, 2011

    Following up on the hilarious news that George Lucas “fixed” Return of the Jedi by ADDING a Darth Vader “NOOOO!” (instead of removing one from Revenge of the Sith), here’s a Darth Vader-influenced D&D rule:

    When someone announces an action that is sure to lead to disastrous consequences (whether it be a party member with poor judgment or the villain) (but it will probably be a party member), any PC may try to make an immediate interrupt action. The interruptor must make a special initiative roll, which must be below the interruptee’s current initiative. If successful, the PC may take a single action: a charge, a grab, or a basic attack. On a hit, no damage is inflicted, but the interruptee loses his or her turn.

    The price:

    1) The interruptor spends an action point [or, in pre-4e, loses the next turn], whether or not the initiative roll is successful, and

    2) the interruptor must either do an impression of or play a clip of Darth Vader shouting “NOOOO!” on a phone, ipod, or other device.

    time as a pc resource

    Monday, September 5th, 2011

    I started thinking about D&D timekeeping while reading my swagged copy of Adventurer Conqueror King on the plane back from Gencon.

    There’s all sorts of rules in 1e D&D that require timekeeping: monthly cost of hirelings; spell research; recovery of HP; taxes; building; aging; income from lands. All that stuff is notable in its absence from modern D&D, and seems like it might be a fun addition to paragon-level 4e D&D. The problem is, tracking the passage of days and weeks is not something I do as a DM in 4e, any more than tracking players’ alignments or using charts to determine the weather each morning. I have an inefficient brain and I always forget anything that can be forgotten (I like to dignify this process with the title “streamlining the rules.”)

    What if timekeeping were turned over to the players to track? Well, unless time passing were interesting in some way, they wouldn’t do it. What if time were a resource to manage, and they got some benefit from spending it?

    Let’s say that, at the end of any session, the players may choose to spend a month. They can only do this if they’re at a home base where they can reasonably hang out – not if they’re in the middle of a combat or a dungeon. They may only spend one month per session, and they don’t have to spend one at all if they don’t want to.

    The DM can also spend one or more months during a session, if, for instance, the PCs are travelling uneventfully.

    What do the characters get when they spend a month?

  • Why not give them some XP? This would represent training and research outside of the adventure – the way normal people level up. If you gave PCs 3% of the XP towards the next level per month, that would be enough for totally sedentary PCs to get to level 10 over the course of a 30-year career. You could set this up as a money drain. In order to get the benefit of monthly training, they need to spend some amount of money on books/training/carousing.
  • Income from lands! This makes lands and titles an actual type of treasure, not a purely roleplaying reward.
  • Building! Even dwarven engineers can’t upgrade your fort overnight.
  • Politics moves at this scale. A month might be the amount of time it takes for a kingdom to raise an army, a spy to report back from a mission, or a caravan or army to travel from one kingdom to another.
  • Crazy long-lasting magical effects (that are compatible with normal adventuring)! Make a save at the end of every month to see if you are still under the love spell of the Lady of the Fey Grove. On a failure, you spend your non-adventuring time hawking and balladeering with her, and you won’t hear a word against her.
  • If you’re wanted by the law, you might want to lay low for a month or two until the heat dies down.

    Of course, time also takes a toll…

  • Taxes and rents! At low levels, PCs are more likely to have monthly expenses than monthly income, so low-level parties might not want to spend time willy nilly.
  • Aging! In a long-running campaign, a human might actually grow up, maybe have kids. Elves, of course, wouldn’t change at all.

    This system is unlikely to kill off your characters from old age, since, for a weekly group, time passes, at most, at around four times the rate of real time. In fact, between missed sessions and sessions ended in the dungeon, game time is likely to go about the same speed as real time.

    The Month resource allows us some options:

  • I love in-game festivals! If time is actually passing, you can non-arbitrarily have, say, a harvest festival come up, or the dead rise during an eclipse.
  • We could decide that all effects of an extended rest – replenishment of daily powers, full healing – only take place when players spend a month. Sleeping overnight might have some lesser benefit, like getting back some number of surges.
  • You can have time-based campaign challenges. Maybe the orcs raid every winter when their food stores run out. Maybe the treaty with the Empire expires in three months.
  • If you want to run an alchemist character, you probably want to roll on random tables

    Thursday, April 28th, 2011

    Yesterday I proved (to my own satisfaction) that 4e alchemy doesn’t work, and suggested using Gamma World ammo rules as a fix. Today, let’s tackle problem 2: that 4e alchemy is not enough fun for the type of people who want to be alchemists.

    There are two reasons to use alchemical items:
    1) to fill out your party’s abilities with a few situational attacks, for instance burst attacks or attacks with a certain damage type
    2) because you want to play a giggling experimenter, like Dragonlance gnomes or Warcraft goblins

    The first group is pretty well served by the existing alchemy rules, which basically provide wizard-like powers to anyone who can throw a vial.

    The second group is going to be disappointed by alchemy. It’s a predictable power level? I don’t mix anything? I won’t accidentally cause an explosion, from which I will emerge, comically sooty, and pronounce “IT WORKS!”? What kind of alchemy is this, anyway?

    If ever there’s a character archetype who needs random charts to roll on, it’s the alchemist.

    Let’s try this:

    People with the Alchemy feat get access to a new encounter minor action called “Tinker”.
    (more…)