Archive for the ‘4e D&D’ Category

Rites for everyone

Tuesday, January 18th, 2011

I recently posted a “rites” mechanic, where a wizard spends a turn powering-up his spells. I think it might actually be a good general mechanic: every class has a unique way to spend a turn powering up an attack; if successful, all hits become critical hits.

More examples:

Rogue: Skulk. As a turn-ending standard action, a rogue makes a Hide check vs. an opponent. If successful, the first hit on that opponent next turn will be a critical hit.

Fighter: Windup. A fighter begins a combat move. Like the wizard, if the fighter is hit before the next turn, the move is spoiled.

Cleric: Abjure. As a standard action, the cleric flourishes a holy symbol and demands that all enemies retreat. The next turn, an attack on any enemy within 3 squares of the cleric is a critical hit.

interrupting spells in 4e

Friday, January 14th, 2011

“He’s a dark elf wizard and he’s put some kind of hold on Derek!” Elistan cried. “Keep him from casting spells!”

-The Magic of Krynn (Dragonlance Tales, Volume 1)

Every D&D rule change comes with tradeoffs. In 4th edition, wizards were rebalanced. The advantage is that they are no longer overpowered compared to other classes. The disadvantage is that they are no longer overpowered compared to other classes.

I kind of miss the panic that set in when earlier-edition parties met a wizard, and all the maneuvering (by the party and the DM) to hit a wizard before he finishes his spell. However, honestly, 4th edition works perfectly well without it.

That’s not a reason to tinker with what ain’t broke, though. I’d like to try to return wizards to their place as fearsome super-artillery without overpowering them (much). Here’s my plan.

4e wizards may cast attack spells normally, or they may cast them as a “rite” (sort of halfway between an attack spell and a ritual, and analagous to 3rd edition spells with a full-round casting time). Casting a spell as a rite ends your turn and has no immediate effect.

On your next turn, you may finish the rite as a standard action. You cast the spell normally, except that any hit by the spell is a guaranteed critical hit.

During your casting of the spell, you are saying magic words, performing ritual gestures, and doing other wizardy things. If your concentration is broken, you lose the spell. Non-damaging forced movement, being knocked prone, being grabbed, etc. forces an Endurance check of 5 + 1/2 the attacker’s level to avoid breaking concentration. If damage is done to the wizard, the DC of the Endurance check is equal to the damage.

Is this option too underpowered (never used) or overpowered (always used)? It seems to me that it will be situational. Spending two turns to do slightly more than double damage starts out pretty balanced; if it’s successfully used with a daily power, it’s quite good indeed. However, if there is any chance of the rite being interrupted, it might be too risky to use it. Wizards might only use it when they’re in a position where they think they can avoid attack for a turn.

Rites might be used by the DM more often than they are used by PC wizards. A wizard who has begun a rite becomes a fearsome threat and may cause an abrupt change in the PCs’ tactics.

level 1 nuke spell

Tuesday, January 11th, 2011

I must be insane. It occurred to me to give a SPELL THAT AUTO-KILLS EVERYONE to EVERY WIZARD. And I kind of think it’s a good idea.

Let me explain my thinking. Ever since 1e, one of the fundamental conceits of D&D has been that the PCs wander through a dungeon and run into bite-sized encounters. Even if the dungeon is occupied by, say, a tribe of orcs, the orcs never mass into an army: they run into the PCs in dribs and drabs until they are all slaughtered.

It would be pretty stupid to try to find an in-game explanation for this. But let’s start down that dark path. How can we justify this?

If it was well-known that every wizard had a daily spell that allowed them to effortlessly slaughter armies, it would change the world’s military tactics. You wouldn’t mass into an army as much. If you did, you’d risk losing your entire army to one spell. You’d be better off dividing your army into several units which traveled separately. Suddenly, military forces look a lot more like D&D adventuring parties and their adversaries.

What if an adventuring party invaded your dungeon? You’d have your units widely spread apart, hunkered down in separate rooms. That way, you’d be nullifying the advantage of the wizard’s nuke spell.

OK, that’s my “simulationist” thinking. Here’s my “gamist” thinking.
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The Completely Unofficial Errata and House Rules for Gamma World

Wednesday, January 5th, 2011

It’s no secret that Gamma World is due for some Errata. 4e Gamma World did a great job of updating the rules on its predecessor while still capturing the wacky fun that (I imagine) made the original Gamma World so fun to play!

However, several powers in the core book and in the expansion, Famine in Far-Go, have action types (minor, standard, move) and usage types (at-will, encounter) that are downright strange, and if taken at face-value, make the game a lot less fun to play! Furthermore, I think there are some pretty easy tweaks that can be made to the game system to increase balance and enjoyability!

Quick Note: I really appreciate the wackiness of Gamma World, but I think a certain balance in class powers is essential towards keeping up the fun atmosphere that this game encourages. For example, if I roll up a thematically interesting character but dread playing them because their powers are worse than useless, that hurts everyone’s game experience! So my goal with these errata and house rules is to make as many wacky combinations fun and playable as possible:

1. All [W] single target attack powers (not bursts or blasts) add + TWICE LEVEL to damage instead of + LEVEL. This includes basic melee and ranged attacks.
-Weapon powers fall way behind in damage at higher levels.

2. All [W] attack powers that can target multiple targets (including bursts and blasts) add + LEVEL to damage instead of not adding + LEVEL to damage.
-Weapon powers fall way behind in damage at higher levels.

3. All Novice Powers are STANDARD actions.
-Lodestone Lure is way too powerful as a minor action.

4. All Novice Powers are AT-WILL powers.
-Some powers are listed as Encounter for no obvious reason!

5. The Alien Engineering Power (Famine in Far-Go Page 9) adds 5 + INT + TWICE LEVEL extra damage instead of 5 + INT + LEVEL extra damage.
-This power needs to be updated to reflect change #1.

6. Nuke it From Orbit targets REFLEX instead of DEXTERITY.
-Clearly just a mixup.

7. Big Scary Monster (Famine in Far-Go Page 24) adds +2 to the attack roll vs AC. Multiplicitiy (Core Book Page 38) adds +2 to the attack roll vs AC. Power Dive (Core Book Page 44) adds +2 to the attack roll vs AC.
-Nonweapon attacks versus AC need a bonus, since AC tends to be higher than other defenses.

8. Expert Ape Training (Famine in Far-Go Page 25) DOES NOT have the +2 bonus to attack rolls. Exploit Weakness (Core Book Page 45) DOES NOT have the +2 bonus to attack roles.
-These already have appropriate bonuses to hit and in both cases it looks like the +2 bonus was placed on the wrong side of the page.

the elves of the ruins

Tuesday, December 28th, 2010

The Zimbabwe plateau is filled with monumental stone structures, built during the European medieval and renaissance period. Archaeologists don’t really know what people built them. In the 19th century, archaeologists found that the people currently living in the ruins didn’t know who had built them either, or what they were for. They had just moved into some empty ruins.

African Civilizations by Graham Connah

African Civilizations by Graham Connah

OK, so it would be cool to have a people living in and among the ruins of an unidentified higher civilization. Who should the current inhabitants be?

Old-school elves are surprisingly good candidates.
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let’s drop the 4e level bonus!

Tuesday, December 14th, 2010

So, several years after 4e came out, how is “+1 to everything every two levels” level bonus working out for everyone?

Every time you gain an even level, you have to do a lot of writing on your character sheet (or, more likely, print out a new sheet). You have to add the +1 level bonus to the attack rolls on all of your power cards, add 1 to your defenses and initiative, and update every. single. skill.

I’m starting to wonder whether you couldn’t scrap this level bonus, and just let characters’ abilities climb based on attribute boosts, enhancement bonuses, and other perks.

The level bonus has NO EFFECT on level-appropriate challenges, since the bonuses are applied to attacks and defenses (or skill bonuses and DCs). The main effect of the bonus is to make levels more meaningful. If characters or monsters have a few levels between them, they can’t reasonably compete against each other. Does this make things more fun? Let’s examine every aspect of the level-bonus rule separately.

Attack rolls and defenses: These march in lockstep, so let’s examine them together. The design intent of 4e was that monsters’ defenses would increase by 1 point every level; PC attacks would also increase by 1 every level, .5 from the level bonus and .5 from everything else (ability bonuses, enhancement bonuses, and misc etc). (In fact, the original math was slightly wrong, which means that we’re saddled with the Weapon Expertise fix.)

I don’t actually love the rapid increase of attack bonuses and defenses. Experience with 4e shows that it tends to make the most exciting fights – those against high-level opponents – drag on through miss after miss.

Is that really a fun way to handle a very tough battle? No, it isn’t, as 4e designers recognized. That’s why they developed Elite and Solo monsters, who have the increased HP and damage output of higher-level opponents, but the attacks and defenses of level-appropriate opponents.

What if we removed the level bonus from PC attacks and defenses? (We’d also have to subtract 1 point per two levels from monster attack bonuses and defenses.) Higher-level monsters would still have more HP and do more damage than lower-level foes, but their defenses wouldn’t recede quite as fast into unhittability. We’d effectively be turning every high-level monster into something more like an Elite or Solo monster.

Also, does it make fantasy-logic sense that powerful enemies are unhittable? Maybe a little bit – ogres with thick skin or fast duelists are hard to hurt. But an orc champion might not be much dodgier than an orc grunt. He can just take more damage, and behead you before you get a second attack.

Let’s try removing it!

A level 1 fighter with a +7 attack bonus (+4 strength, +3 weapon proficiency) attacks a level 8 orc. Without the level bonus, the orc’s AC is maybe 18 instead of 22. The PC hits on a 11 or better, instead of a 15 or better.

The orc strikes back! Instead of having a +13 attack bonus, he has a +9, so he hits the fighter’s AC 18 with a roll of 9 instead of needing only a 5.

Suddenly, instead of having a dull, foregone-conclusion combat round, we have some excitement around the combat rolls. Of course, the orc is still going to win the combat, because he hits like a jackhammer. His attacks still do an average of 16+ damage per attack, meaning he can bloody the fighter with one hit: while the fighter, doing possibly 9 or 10 damage per hit, is going to take a while to carve through the orc’s 90 HP. This, to me, seems like a more exciting way to model a one-sided battle.

Skills

Character skill bonuses get higher as characters gain levels, which makes sense: higher-level characters are more competent. However, the current 4e skill paradigm is that skill DCs are relative to the characters’ level anyway. A Hard climb check is always a Hard climb check, no matter the character level: there are only a handful of fixed DCs, like those for jump distance, at which higher-level characters actually improve.

If characters always face level-appropriate skill DCs, what’s the point of laboriously adding 1 to every skill bonus and DC every two levels? Let’s just forget that rigmarole and let PC skills slowly improve as they accrue attribute bonuses and skill-boosting items. We’ll subtract half-level from the giant skill DC chart as well.

This change has no downside (since it actually has virtually no mechanical effect at all), and would save a lot of erasing/reprinting of the character sheet.

Initiative

Since initiative rises steeply with level, it becomes an inevitable part of combat that higher-level opponents go before you. Does this make any sense? Why does a high-level zombie, with a speed of 4, necessarily beat you to the punch?

Also worth noting are the important areas where the level bonus is not used:

Damage Although, for instance, Strength checks and Strength-based skills increase by one point every two levels, Strength-based damage does not (which confused me when I started 4e, and probably confuses other new players). Damage increases are, instead, cooked into attacks: higher-level attacks let you roll more dice.

Hit points Characters and monsters get HP per level via a separate subsystem. The extra HP and damage given to monsters and characters, plus the non-level bonuses to other attributes, might make for more entertaining encounters between opponents of different level.

Ceremony is Always Rite

Tuesday, December 7th, 2010

James Mal has proposed an OD&D gameplay principle: D&D is always right. In other words, if you find an apparent contradiction or nonsensical rule, give it the benefit of the doubt and restructure your gameplay expectations to justify it. I think of this as similar to the fandom practice of creating explanations for apparent errors: for instance, if Star Wars is Always Right, you get to come up with a fun explanation for why the Millenium Falcon can do the Kessel Run in 12 parsecs.

This can be a fun practice, and often leads to interesting and quirky world details that make it seem like a living place.

Here’s another principle: Ceremony is Always Right.

Real old-time superstitions, rituals, and beliefs about magic should be a great source for worldbuilding quirkiness. Assume that any ceremony or ritual is not just ignorant superstition, but has a part in making the world the way it is.

I talked about funeral practices being necessary for speeding souls on their way. The same priests who do funerals probably do weddings too.

weddings in D&D

A wedding’s main function is for legitimizing heirs, right, for inheritance? Besides the legal penalties, what is the magical significance of being born out of wedlock?

I think medieval bastards were perceived as chaotic force. They have no claim on the lifestyle they’re born to. If they want to get anything, they need to upset the social order to get it, like Edmund in King Lear. What if bastard babies have a chance of being possessed by a demon, or being swapped for a changeling or something? A demon-possessed or changeling child will grow up with the goal of disrupting the family, either by seizing power or just killing everybody.

In ancient days, when demons ruled, demon spirits possessed maybe one in 10 children. The wedding ritual, which protects the children of a marriage, was one of the turning points in the war against the demons.

clerics and The Curse of Chalion

Friday, December 3rd, 2010

I picked up this book as the fifth book of a “five for 5 dollars” deal at a used bookstore. I had the vague feeling that I’d heard of the author, Lois McMaster Bujold, before, but had no expectations about the book.

I have an uninformed prejudice against modern (80’s and later) fantasy, so The Curse of Chalion was a pleasant surprise. It’s definitely post-Game of Thrones (lots of court intrigue, and — the big tipoff — knights are called “ser”) but it fits in one regular-sized book and it’s not quite as horrific.

At one point, a character gains the ability to see ghosts, and discovers that they’re everywhere. They’re constantly trying to communicate with the living, but only “saints” can see them.

applying this to your game

D&D 4e cosmology has it that that when anyone dies, they spend a few days or weeks “nearby” before they (mostly) journey on to their final resting places. Imagine if these days are weeks are spent as ghosts, able to observe but not affect the living world. The day after a battle, thousands of ghosts are wandering the battlefield. Meanwhile, dozens of ghosts are ineffectively trying to warn people away from a witch’s house.

What if a character gains the ability to see ghosts? Maybe he or she can do so only when close to death – only when bloodied, for instance. In this case, vital information might only become available halfway through a battle. Outside of battle, the character would have to spend healing surges to conduct spirit research.

What if funeral rituals are the only way to give peace to the dead and prevent undead? Adventuring clerics suddenly gain a lot more importance in the game world. They are the only people who can journey to the dangerous places in the world and perform the burial rituals that release trapped spirits. Perhaps the ability to see spirits when bloodied becomes a clerical class feature, as does the ability to release a spirit from its body.

The ghosts seen by a cleric will have different goals. Most will try to lead the cleric to their bodies so that the cleric can perform a funeral ritual. Some, evil ghosts, will try to lure the cleric into danger or ambush.

Imagined this way, clerics are the ultimate healers: they heal your body while you’re alive, and then they heal your soul’s sickness once you’re dead.

using the Ravenloft board game to make 4e less “board gamey”

Tuesday, November 30th, 2010

Castle Ravenloft uses simplified D&D mechanics. Movement speed and tactical positioning are of reduced importance, so, ironically, the Ravenloft board game points to a version of 4e D&D that can be played off the battlemap, without minis.

Most Ravenloft monsters move 1 room per turn. Extremely fast ones, like wolves, move 2 rooms. A room is a dungeon tile: it might be, say, four by four squares. At this lower level of granularity, though, we’re usually not dealing with squares; we’re dealing with zones or range bands: concepts used by RPGs that are less finicky and tactical than D&D.

If you applied these movement rules to D&D combats, most combatants will probably end up in the same zone. Suddenly, it becomes pretty easy to track everyone’s position without a map. Chances are, all the melee fighters are going to be in the same zone, and some ranged guys will be one or two zones away. You could track this on a little zone chart, or even in your head.

This is not a ready-to-play 4e D&D houserule: 4e has too many game elements that involve shifts, pushes, pulls, and other square-based movement. It’s more of a wishful fantasy for 5e. Sometimes I like playing a tactical encounter on a battlemat, and sometimes I like to run a combat in everybody’s imagination. In my magical perfect D&D game: let’s call it Pauls and Dragons: every such rule would have two rules writeups, one for battlemat play and one for no-map play. Example:

Battle Push
Tactical map rule: The target is pushed up to 3 squares to a square that is not adjacent to any other creature.
Mapless rule: On the target’s next turn, it must spend a move action before it makes a melee attack.

In this imperfect world, one might want to play mapless 4e even without the full Pauls and Dragons rules being available. Here are some quick rules substitutions for zone-based D&D:

Adjacent: Everyone in the same zone is considered to be adjacent to everyone else.

Combat advantage: Movement can be used to gain abstract positioning.

When a push, pull, slide, or shift power is used, the actor makes a saving throw, with a bonus equal to the number of squares pushed, pulled, slid, or shifted. On a success, the actor gains combat advantage against another creature in the same zone. Combat advantage lasts until the actor or the subject moves again.

Hindering terrain: Pushes, pulls, and slides can move a creature into a pit or other dangerous terrain in the same zone. The pusher/puller/slider makes a saving throw, with a bonus equal to the number of squares pushed, pulled, or slid. On a success, the victim is moved into the hindering terrain. (The victim gets its usual saving throw to avoid being moved into the terrain.)

the bed problem

Wednesday, November 24th, 2010

D&D has an interesting resource-management mechanic, Hit Points, to represent the increasing difficulty of fighting successive battles. However, it’s essentially a toothless system because fighting successive battles is optional.

No edition has offered a mechanical benefit for forging onwards. 4th edition made a vague wave at the idea by doling out Action Points regularly, but it’s still always better to hit the reset button by taking a nap. Sure, the DM can provide story reasons to fight multiple battles, and players may do the honorable thing and journey onward. However, neither DM-based or player-based efforts to route around a rules problem constitute a valid solution to the problem.

The mantra recited by the D&D designers during their pre-4e marketing campaign was “decisions should be interesting.” Now consider this decision:

Should I go to bed?

  • Yes, if I want to be stronger
  • No, if I want to be weaker

    To offer a compelling choice, dwindling HP (or healing surges) need to be opposed with increasing power along some other scale. The choice should be something like:

    Should I go to bed?

  • I’m getting dangerously low on hit points
  • on the other hand, if I go to bed, I’ll lose all these cool advantages I earned

    I haven’t thought of a good fix yet, though I have a feeling it has something to do with action points. The ideal solution would

  • provide just enough motivation to do multiple battles that it was an interesting choice
  • not make the PCs massively overpowered even if they manage to do, say, 8 battles in a day
  • not encourage weird PC behavior, like, say, purposely doing badly in fights in order to get benefits
  • replace the ungainly “1 action point every 2 encounters” rule. I hate keeping track of whether it’s an odd or even encounter.

    I call this problem the “bed problem”. I will award the Bed Prize and 1,000,000 imaginary dollars to whoever comes up with a satisfying, fun solution that will address the points above.

    Note: I pre-reject the solution “The DM should just force the players to do multiple encounters in a day.”