dungeons and wyverns

June 20th, 2012

If you’re in Asheville, NC, and you’re not quite sure how to randomly generate a dungeon, you should go by The Wyvern’s Tale, a FLGS that just opened this weekend. I mention it because the owner sent me some pictures from the opening day celebrations, including one of my posters.

Here is what my posters looks like in front of a Pathfinder Society:

And here are some other pictures from the opening day. Looks nice! I’d totally go by if it weren’t a 12 hour drive.

Anyone else have pictures of the Random Dungeon or Monster posters in the wild?

new 5e info from mike mearls’ q&a

June 18th, 2012

Mike Mearls answered D&D questions on Reddit last week. He answered over 100 questions. In this post, I’m not providing a full transcript: we already know that Next is going to be modular, that they want our feedback, and that Mike has a charming personality. Here, I’m just including the Qs and As that reveal new game rules information about D&D Next.

GokaiCant: I loved the advantage mechanic at first glance, looked like a really elegant way of handling attack bonuses and penalties. Until I had to make 36 rolls a turn for some mice. What approach, if any, will D&D 5e take to make Advantage/Disadvantage bearable with large encounters?

mikemearls: Ah yes, the rats. Sometimes, playtests reveal subtle issues. Other times, they hit you over the head.

This is a pretty big issue, because the monster design is aiming to keep hordes of orcs/goblins/etc a viable threat at high levels. So, at level 1 it might be 18 rats, but at level 10 it might be 18 orcs.
I’d like to incorporate a core “swarm” rule into the game, an easy way for DMs to group up monsters into single attacks. For instance, something that lets you combine X attacks into one die roll, with some small amount of damage even on a miss to make that an appealing option.

Hopefully, that solves the rat issue and also the humanoid horde issue at higher levels.

themanwhowas: Are you actually going to include modules for 4E fans who want flexible, intelligent, veteran fighters? With maneuvers, combinations and techniques like real swordsmen? Powers that are designed by game designers to be balanced as well as fun? That give consistency across tables, sessions and DMs? Or are we going to be forced to settle for dumb-as-brick fighters because that’s what the old guard want for nostalgia’s sake?

Question 2: On a similar note, encounter powers can make a lot of sense in-game. Tricks you can only pull once before enemies become prepared for it, like sand in the eye, trips, taunts, unexpected maneuvers and so on. Is there going to be a module that includes these, not just for fighters but for other classes as well? And don’t say I can improvise them already, I want mechanics that I can rely on.

mikemearls: Fighters – We have a maneuver system in design that we’re playtesting here in the office. In my Monday game, Chris Perkins’ fighter could choose between an inaccurate but high damage attack, a defensive attack that force an enemy to pay attention to him, and a second defensive option that boosted his AC. That’s just the surface of what we have going on in there.

I’d also like to extend the maneuver idea to other areas of the game – social maneuvers, rogue tricks, things like that. Our goal is to make a wide variety of characters possible, rather than stick each class into a limited box. Just as we’re moving roles out of class, we’re also moving complexity limits out of class as much as we can.

Encounter Powers – We’re looking at a mechanic that draws on the idea of pushing yourself beyond your limits between rests, basically a stamina-based mechanic. This is precisely the kind of more complex option that we place in the game for players who want to take on that sort of approach.

SleepyFingers
How does D&DNext plan to balance magical and non-magical classes and avoid caster-supremacy?
Also, on another note, I’ve heard that skills are almost non-existant as of the current builds and might just be a module that comes out. I know that skills is the hardest point to do because it lacks any consistency across editions, but the taking away of skills seems to put a huge focus on combat, which can be a bad thing. Though you probably don’t want to speak too concretely, I’d like to know what the current plan for skills actually is.

mikemearls: For caster supremacy, the key lies in attacking it from both ends. We can do a lot by reining in the most abusive spells and making it harder for casters to chain things together in abusive combos. The other end is making sure that we make an honest comparison of the casters to the non-casters.

For instance, if a wizard can turn invisible we have to be cool with rogues having an almost entirely assured chance of success to hide or sneak up on people. It’s unbalanced if the guy who is supposed to be stealthy has a real chance of failure, while the wizard’s magic has 100% chance of success of turning someone invisible.

For skills, we definitely will have them in some form to give people pointers to the non-combat stuff they are good at. Right now, classes give skills as appropriate but most of your skills come form your background. Backgrounds are not linked to class, so a fighter can choose the criminal background to become stealthy or good at picking locks.

The key discussion we’re having right now with skills boils down to this – does a skill make you better than you otherwise would be at something, or does it make you strictly good at it?

Making you better would be a +3 bonus, which is then stacked on top of an ability modifier. So, a Wis 9 rogue (ahem) would be better at finding traps, but still only at +2.

The second path removes abilities from the equation. The rogue would just have +5 to find traps. You’d use either an ability mod or your skill, rather than stacking them.

We’ve been arguing back and forth on which path works better. Neither has emerged as a clear front runner.

beckermt: With the return of Vancian casting are you planning on giving non-magical characters some sort of “pull out the stops” type of abilties?

I know the fighter has twice per day do 2 actions, but that’s not… you know, exciting, per se. The magic stuff allows casters to perform new and different abilities, even at a limited level.

Second Question: Is there any intention to add a Attacks of Opportunity system or somesuch to give players a more effective way to control the battlefield?

mikemearls: Yes, we’re looking at a set of maneuvers that characters can dip into to gain more concrete options in fights, along with options that you can use to push yourself beyond your limits for an action or two per encounter.

We’re strongly considering adding a free attack if someone breaks away from a melee. The playtest feedback has been a little soured on letting people move around without consequence. However, the rule would be much simpler than attacks of opportunity – likely it’ll be that if you start your turn in someone’s reach, they get an attack on you if you try to leave their reach using an action to withdraw.

Keep in mind that our goal for adding a mechanic like this would be to keep it very, very simple. We are 100% NOT going to give you a long list of things that provoke. It would be moving away from an enemy and nothing else.

SergioSF: Can you give us just a tid bit about bards?

mikemearls: The first pass on bards is going back to their Celtic roots while also looking at making a jack of all trades mechanic that doesn’t make the bard second best at everything. It’s still early, and the final design might be much different, but I really want to give the bard something unique that really speaks to their roots.

HighTechnocrat: With the limited numerical advantages gained by advancing in level, how will high level characters still feel the difference in power when they face foes which were a challenge at previous levels?

mikemearls: We’re working on higher level play in concert with our monster design, but you can expect that each class will have some built-in abilities that help them deal with greater numbers of foes and single, more powerful enemies.

For instance, fighters might have a mechanic that lets them hit several weak enemies at once at the cost of reduced damage. That doesn’t work so well against giants, but it lets a higher level fighter take down numerous, lower-level foes.

OTOH, a rogue might just get better at backstabbing or dueling one guy. It depends on the class’s identity and how we see it interacting with hordes of weaker enemies.

Armored-Saint: A common complaint on the discussion boards is that heavy armor isn’t effective enough when compared to light armor + Dexterity modifier. What plans, if any, are in the works to address this concern?

mikemearls: We’re completely re-working armor. We’re bulking up heavy armor, giving medium armor a better definition, and slightly pulling back on light armor.
Heavy armor allows no Dex bonus but has a high base value. Heavy armor always gives disad on attempts to be stealthy.

Medium armor has +2 Dex max or no Dex allowed. It sits below heavy armor. Classes like the ranger and barbarian are proficient with it. Some medium armors give disad on checks to hide or move silently. Basically, if you play a ranger or barbarian, you can either junk Dex and take a “heavier” medium armor or take a lighter one that lets you be stealthy.

Light armor allows full Dex and has no stealth drawbacks.

Rajion: 1) How much will coins weigh in the next edition? Or will the weight of coins be ignored, like sheets of paper?
2) If they will have weight, will the different varieties of coins have different weights, or will they have the same weight?
3) Will Platinum coins go back to a worth of 10 gold coins like in 3.5, or will they remain equal to 100 gold coins like in 4.0?

mikemearls: 1. Coin weight will likely be X coins/pound.
2. Likely they will all be the same.
3. I believe they are at 10 gold per platinum right now. You can expect a flatter wealth level for characters in 5e.

liblarva 1. Is there any other way to handle humans than the apparent +1 to all stats? It seems rather OP considering the new focus on abilities.
2. Will martial maneuvers be open to all, or limited to fighters? I ask because making subsystems for one or a handful of classes seems like a waste when the fighter can be given a simple bonus to these maneuvers rather than a unique subsystem. Similar to how classes shared spells in prior editions.

mikemearls: 1. Classes also give ability bonuses, so the ideas is that a human is more balanced than other races and that the other races are a little more focused vs. the generalist human.
2. Anyone can take maneuvers.

CastleCrasher Hey, I played the playtest with a couple friends of mine last weekend and we had a blast! My one question regards healing. I liked most of the mechanics, but I felt like the human cleric couldn’t quite heal enough. I was wondering what your thought process behind the healing kit was, and why you decided to make it an item instead of a class ability.

mikemearls: The idea behind making it an item was to make it something anyone could take. One direction we’re thinking of taking is making a cleric’s healing a separate ability from spells, so that we can give more healing without also having to give more spells in total.

cr0m: Hi Mike,
I’m one of the founders of Red Box Vancouver and a big fan of Basic D&D, so I’m loving the playtest rules–especially the choice of adventure!
Are there any plans for adding monster reaction tables or morale? They’re one of my favorite parts of the old school games. The first one really helps with sandbox play/improv and the second really speeds up combat.

mikemearls: Yup, you can expect both in rules modules. I wrote a set of morale rules for tactical play, and I expect we’ll include reaction tables for our interaction mechanics.

clue_bat: If most of a class’s cool abilities are in the first 3 levels (Rule of Three), might we see a return of 3.5’s level dipping? I’m sure we all remember characters that looked like this:
Fighter 4 / Ranger 2 / PsyWar 3 / Monk 2 / PrcA 2 / PrcB 3

mikemearls: We want to go back to 3e multiclassing, but I think we learned some very valuable things from the hybrid system in 4e.

deathdonut: 1. How do you plan to balance magic item stacking?
2. Will it be possible to permanently increase a stat?
3. Will magic users have items that directly increase their abilities in a way that corresponds to magic weapons for melee?
4. Is there thought given to the “budget” that different class styles will need to spend on equipment to keep up with the balance curve?

mikemearls: 1. We’re hoping to avoid +X items outside of armor, weapons, and shields.
2. Yes.
3. We’re looking to keep implements as items that increase spell accuracy/save DCs.
4. We’re actually looking at making buying equipment optional. Instead, you are given a starting package based on background and class.

shimmertook: How many levels is the current playtest model giving for a character’s entire career?

mikemearls: We’re looking at capping at level 20, but giving a set of options for uncapped advancement beyond that.

PrinceAuryn: How are magic items handled in DnDNext? Will we see a return to awesome extra damage, or will they say “super balanced” and +1 to hit.

mikemearls: We want magic items to feel awesome. I want the +1 or +2 to be something that you might even gloss over, and part of me wants to try designing the game without them.
I’d much rather have a hurricane flail that generates buffeting winds, knocks arrows out of the sky, and summons an air elemental than a +1 weapon. Key is – how many people agree with that? Are +X weapons/armor/etc iconic to D&D?

That said, I think we can have both. We’ll likely limit the maximum plus you can get, and we can then simply start with interesting/cool items and add pluses to those.

MindWandererB: 1. Any comments on Perception and the blind rogue/radar cleric issue? The wisdom=perception still has some bizarre side effects, like the fact that the characters who used to have Listen At Doors as a class feature are now among the deafest characters in the game, and that it’s considered a good choice to spec a cleric, not traditionally known as scouts, for high Perception. (And of course there’s the OotS joke that your hearing and eyesight get better with age, but that’s rarely relevant at the table.)
2) Any second thoughts on Intoxication and the fact that it’s a viable decision at low levels?
3) Any ideas yet about how to balance rogue damage?
4) Please comment on random HP and the decreased, irregular value of a Con bonus on HP.

mikemearls: 1) We’re looking at skills right now and trying to determine if skills make you better than you are (a flat bonus that adds to your ability check) or strictly make you good (a flat bonus that takes the place of your ability modiifer). So, the 8 Wis rogue with perception training might just be at, say, +5, rather than at +3 added to a -1 Wis check.
2) We definitely want to avoid making it abusive, but I think it’s kind of funny that getting drunk and charging into a dungeon might be a good idea.
3) Definitely taking a long look at this one. I’d like to give a rogue a nice but not overpowering bonus that he can get every round, and a BIG bonus (like AD&D backstab) for those once an adventure ambushes or set ups.
4) Random HP will be an option alongside fixed HP. The key to Con is that adding the bonus at each level can overwhelm class contribution to total HP. We need to find a middle ground.


The rest of Mike’s answers are worth reading too: check them out.

currency exchange between gold pieces, dirhams, francs, and dollars

June 15th, 2012

I found this amusing passage in a Kane novel:

“Have you, say, twenty-five mesitsi gold [about two hundred dollars]?” Arbas asked casually. The stranger faked a hesitant pause–no merit in giving the assassin reason to think to ask for more. “I can raise it.”
-Karl Edward Wagner – Darkness Weaves

I don’t know why, but I find the exchange-rate note charming. It also matches with my intuition that buying a 10-GP sword is approximately the same scale of professional expense as, say, buying an $80 electric drill. (Of course, 200 dollars in 1978, when the novel was written, is probably more like $600 in 2012.)

Oddly, I’ve been noticing a lot of specific expenses in books lately, which I can use to construct a tenuous web of currency equality.

This man used to work in the baths for a daily wage of five dirhams. For Dau’ al-Makan he would spend every day one dirham on sugar, rosewater, violet sherbet and willow-flower water, while for another dirham he would buy chickens.
-Tales of 1,001 Nights

According to D20SRD, “the typical daily wage for laborers, porters, cooks, maids, and other menial workers” is 3 SP, which is not too far from the bath man’s 5 dirhams. Let’s say that a dirham is equal to an SP, and the furnace man’s high pay is because Cairo happens to have a strong economy. After all, says 1001 Nights, Cairo’s “soil is gold; its river is a wonder; its women are houris; its houses are palaces; its climate is mild; and its scent surpasses that of frankincense, which it puts to shame.”

D20SRD is silent on the price of willow-flower water, but a chicken is 2 CP. That means that the bath worker and his wife eat five chickens a day! That seems high to me, but the story goes on to say that, when a guest stays with them, they feed him two chickens a day. So five chickens is plausible!

As a fun bonus, if we take the SRD, Kane, and 1001 Nights as equally valid, we can determine that 10 dirhams = 1 GP = $8 in 1978 = $24 in 2012, and we can infer the important fact that, in 1001 Nights Cairo, a chicken cost 50 cents.

All of this is, of course, nonsense, for many reasons. One of the main reasons is that the US economy is totally incompatible with any historical economy: things used to cost different amounts relative to each other.

Check out this late 19th century letter from Emile Zola to Cezanne:

I’ll reckon out for you what you should spend. A room at 20 francs a month; lunch at 18 sous and dinner at 22, which makes two francs a day, or 60 francs a month.…Then you have the studio to pay for: the Atelier Suisse, one of the least expensive, charges, I think, 10 francs. Add 10 francs for canvas, brushes, colors; that makes 100. So you’ll have 25 francs left for laundry, light, the thousand little needs that turn up.
-Emile Zola via Malcolm Gladwell’s What the Dog Saw

Look at the amounts budgeted for necessities. A starving artist who eats only two meals a day spends three times more on food than on rent. Half of his money is spent on food. That’s almost exactly the reverse of a US budget, where the food budget is typically 1/3 of rent.

That’s why we can’t really convert 25 GP to $200 USD. The modern world is too different from the past. Emile Zola, writing in the 19th century, inhabited a world that was, economically, closer to D&D and 1001 Nights than we are now.

dungeons and dowels

June 13th, 2012

I guess Gary Gygax must have had a bunch of spare dowels in his house, because there are some great dowel-based rules in the Chainmail booklet.

The first rule is for determining the efficacy of cannon fire.

The length of a firing dowel will correspond to the maximum range of the cannon which it represents. Each is colored alternately white and black to represent the flight and bounces of a cannon ball. BEFORE PLACING THE DOWEL THE PLAYER FIRING MUST STATE WHETHER HE IS FIRING SHORT (white) OR LONG (black) AT THE TARGET. All figures that are touched by the named color on the dowell are eliminated.

This is a beautiful, elegant rule. I love the way it simulates the random bouncing of high- and low-ranged cannonballs, both on the same dowel, each using the other’s negative space. It’s like the yin and yang of shooting pretend people.

I Photoshopped this dowel image based on the measurements in the book for a cannon with a range of 36″.

Dowel Rule 2 is in the Fantasy Supplement:

If any number of figures are airborne at one time, it becomes difficult to maintain a side record of their height and course. It is recommended that a number of 36″ dowels be set firmly into 2″ x 4″ bases, and flying figures be secured at the proper height in the dowel by use of a rubber band.

Recording flying creatures’ positions is a bit of a problem in D&D. We’ve used stacks of dice, notes on scraps of paper, and, most frequently, ignoring positioning altogether. I’m not going to rush out and buy dowels, but I recognize that perhaps I SHOULD.

dragons in 5e

June 11th, 2012

2 consecutive tweets from my twitter feed:

 

Rodney Thompson (@wotc_rodney) 10h
RIP, Sooty Rediron, my dwarf rogue who was just melted by an acid breath weapon. The first true casualty of @rjschwalb’s #dndnext playtest.
Bruce Cordell (@BruceCordell) 10h
My dwarf fighter Kormak hovers at -13 hp. It’s possible our 2nd level party shouldn’t’ve fought this green dragon. #DnDNext

The green dragon is breathing acid instead of poison! 5e speculation: Every dragon has swapped breath weapons with another. The Red Dragon’s breath weapon is now a line of blinding light (once belonging to the crystal dragon), and the black dragon has taken over the yellow dragon’s breath weapon: salt water.

(Oh man, there are so many B-list breath weapons: hot sand. inebriation gas. shrink ray. apathy gas.)

The speculation is a joke, but the tweets are real. Also for real, I have actually fought dragons in 5e.

I rode Rory’s coattails into the Friends and Family 5e playtest program that preceded the open playtest. There were more monsters in that F+F bestiary, including white and blue dragons. (Don’t be too jealous: the D&D version I played in that early ruleset was much worse than the one we’ve seen in the open playtest. Which means that playtesting is working.)

Like Rodney Thompson and Bruce Cordell, our group was destroyed by the dragon we fought. In that old snapshot of 5e, at least, dragons were TOUGH.

When the white dragon was spotted in the sky, my fifth-level witch wizard, Nelf, crouched on top of a tower, far from the rest of the party. I’d be able to get a fireball off, and, I reasoned, the dragon would rather swoop down and blast the other four party members at once than waste a turn killing one paltry wizard. I was wrong.

My fireball did a lot of damage and got the dragon’s attention. White dragons don’t like fireballs. It changed course and landed next to me on the tower. I’d buffed myself with Resist Energy (Cold), but it didn’t matter, because the dragon launched into a claw/claw/bite routine. I went from full hit points to dead in less than six seconds, and I didn’t even get the dignity of death by breath weapon.

Chewing meditatively on my head, the dragon swooped down on the rest of the party. It unleashed its cone of icy breath. The party died.

The fact that my wizard’s quick death wasn’t a comic freak – that even the party fighters could be flash-frozen in a single round – was, I have to admit, oddly comforting.

But it was a cold comfort.

i really WANT to look at the medusa

June 8th, 2012

The medusa is the figurehead monster for the Good Ship Argument About Save-or-Die Effects. Some people don’t want their character killed by a single failed saving throw, and others argue that if a medusa doesn’t turn onlookers into stone, it’s not a medusa.

The 5e playtest includes a medusa in its bestiary. In this version, gazing upon a medusa is a save-or-die effect, but an optional one; you can always choose to avert your eyes as you fight.

I found this quote in Greg Keyes’ The Charnel Prince: it’s about the gaze of another monster, a basilisk, but it’s worded in such a way that it’s practically game rules.

“They have two blind men with them,” he said. “They serve as its handlers. The rest walk behind. The cage is like an aenan lamp, closed on all sides but one. It makes a light, this thing, and once you have seen it, you can resist only through the greatest contest of will.”

A contest of will? Like a will save? That’s actually a kind of unique mechanic for a turn-you-to-stone monster, which usually attacks fortitude. Say on, Dungeon Master Greg Keyes: how does a basilisk’s gaze force a Will save?

And he saw a light suffusing the landing. It was beautiful, golden, the most perfect light he had ever seen. A promise of absolute peace filled him, and he knew that he could not live without seeing the source of that light.

This is a fun variation on the basilisk/medusa: you see something out of the corner of your eye that’s you know you shouldn’t look at, but you want to. It’s a good excuse to give people two saving throws: a will(/wisdom) save to let them tear away their gaze, followed by a fortitude(/petrification/constitution) save to resist petrification. Personally, I don’t like save-or-die effects, but I don’t actually mind save-or-save-or-die effects.

This effect not only makes the old-school save-or-die medusa less deadly, it could be used to make the 5e medusa more deadly. While you’re fighting that medusa with your eyes averted, you can’t help seeing little glimpses of something – a beautiful light, perhaps, or an angelic face. For some characters, maybe medusa cleavage is all it takes. Every round that you fight with your eyes averted, you need to make an easy will/wisdom save. If you fail, you gaze upon the medusa.

Greg Keyes’ quote also contains another cool idea: an army of blind men who carry a basilisk’s eye (or medusa’s head, or ark of the covenant) before them as a totem. A mercenary company of blind warriors with such a weapon would be quite powerful, although they wouldn’t work very well with allied troops.

Have I seen this idea somewhere else – maybe an Elric book or something? No matter, it’s worth stealing anyway.

a new schooler reads Chainmail

June 6th, 2012

As a new-school D&D player, there’s a lot of D&D history I’ve missed. Editing Cheers Gary, gaming with Mike Mornard, and illustrating the AD&D Dungeon Generator have helped, but there’s a lot in D&D that I still don’t understand. I’m going back to the OD&D texts to see whether they can help my new-school game.

I decided to start with the original fantasy roleplaying game: Chainmail!

I’m not a war-gamer, so I expected to get bogged down in pages of elliptical rules that only made sense to other wargamers. I have to say, it was much more readable than I thought!

For the most part, Chain Mail uses a simple system, and most of the rules seem like rulings – fairly logical rulings – on corner cases, mostly involving how awesome awesome Swiss and Landsknechte pikemen are.

Double all penalties for poorly trained troops, and half for Swiss/Landsknechte and horse.

Only Swiss and Landsknechte pikemen can form a hedgehog. If ten or more of these troops are in a square-type formation, pikes or pole arms facing outwards in all four directions, a “hedgehog” has been constituted.

Swiss/Landsknechte Pike Charge: Because of the reputation and ferocity of these troops, an enemy charged by Swiss or Landsknechte pikemen (other than like troops) must roll two dice and consult the Loss Table, just as if they had suffered excess casualties.

Swiss and Landsknechte armed with pikes or pole arms facing the enemy automatically stand any charges.

Swiss/Landsknechte attacking in close formation ( 5 x 2 figures minimum) fight as Armored Foot, with extra die for weapons. For every two men so attacking as additional “mass shock” die is added.

At the Battle of Marignano, Swiss pikemen actually fought Landsknecht mercenaries. Because it was impossible for either side to lose, THE BATTLE IS STILL GOING ON.

There are a handful of charts in the back, but the basic melee mechanic seems to be to to convert your soldiers into a d6 dice pool, roll all the dice, and score kills for every success. 6 is always a success, and for better troop types, 5’s and 4’s can be a success as well. It’s all very… White Wolf.

The 45-page book manages to find room for rules for sieges, and … jousting! Not to mention the 13-page Fantasy Supplement that kicked off this whole D&D thing.

There are a few rules that make me scared to play. For instance:

FATIGUE
Continued activity brings on weariness:
1. Moving 5 consecutive turns.
2. Moving 2 consecutive turns, charging, then meleeing.
3. Moving 1 turn, charging, then meleeing 2 rounds.
4. Meleeing three rounds.

(Except of course that Swiss/Landsknechte can go twice as long in every category before getting fatigued. OF COURSE they can.)

When I read these fatigue rules, I realized how much recordkeeping is involved in this game. Every turn, you have to write down every unit’s move – even if you’re not using the optional “written orders” rule variation. Not only that, you have to look back through your notes to see if each of your units have rested in the past 5 turns, etc. I’d think this would slow the pace way down. How are you going to get through Waterloo in one day at this rate?

There’s also a bunch of stuff you have to reevaluate at the half-move (after the unit has moved half its movement rate). Melee and archery can take place at the half-move and at the end of the move. I wondered why every unit’s movement rate wasn’t just cut in half and one turn cut into two. I’m sure there’s a reason, though.

I’m kind of surprised to say this, but I would… play… Chainmail. I’m just throwing that out there, guys. Any beardos in New York with a sand table?

D&D Next Playtest – Progress!

June 4th, 2012

I took part in the Friends and Family playtest for D&D Next, and I was very pleased to see that many of my concerns from that version have been addressed in the public playtest that was released yesterday!

My positive reactions and continuing concerns, both the trivial nitpicks and more troubling issues, are listed below:

Nice Features:

  • Cantrips: Thank god clerics and wizard have at-will cantrips they can cast in battles. For the most part, these were not present in the previous playtest and it was a serious problem. If you can only cast 2-3 spells in a day then there are going to be several rounds and even whole fights where you can’t contribute meaningfully. At-wills like Shocking grasp, radiant lance, magic missile, and ray of frost give both clerics and wizards meaningful options in combat when they are not able or willing to let loose one of their precious daily-use spells.
  • Constitution and Hit Points: I am glad to see that Con doesn’t add directly to hit points every level anymore. It seems like Con is still a useful stat now, but I won’t feel like a total fool for not making it my secondary stat, which was a serious gripe I had with previous editions and the last version of the playtest.
  • Mundane Healing: Spending hit dice out of combat and adding your Con modifier is a great way to handle mundane healing out of combat. It helps soften the blow if you don’t have a cleric and gives a great alternate use for Constitution. There will be obvious comparisons to the healing surge mechanic, but this feels like a more limited resource and one that is less coldly tied to other forms of healing (such as a cleric healing spell), which was my main gripe with healing surges, that once you were out of them, basically all your options for healing were out of window.
  • Themes: Tentatively themes seem pretty cool. They all seem to give solid powerful effects. My only concern would be that when we see the full list of themes, a small number will tend to dominate over potentially more interesting but notably less powerful themes since they do have obvious and powerful game mechanic effects.
  • Backgrounds: I like that backgrounds feel pretty separate from the combat area of the game. I want to be able to play a commoner without feeling like an idiot. At the same time, they give skill bonuses and other effects, so they have a noticeable impact on the game, just not one that pertains very much to combat.
  • Spells: I am not a big fan of vancian magic, but all in all, these spells seem much more balanced than their counterparts in 3.5. I am not 100% sold on hit point requirements for spell effects, since I don’t like the weird annoyance that comes when guessing how effective your spell will be. This could, of course, be easily addressed by a magical trinket that allows the wizard or cleric to determine if their spell would be fully effective or not. I DO like the mechanic of a spell being limited in power when an enemy is at full health or is higher level. It allows for fun teamwork, for example, where the fighter hacks an ogre down to below 4o hit points so the wizard can cast Hold Person and allow the rogue to finish it off with sneak attack without taking damage from future attacks.
  • Flatter Attack, Defense, and Skill Curve: One of the things from this playtest and the previous version that I really love is flattening out the generic power curve as you level. In 4e, you get a +1 to attack, defense, and all skills every other level, which means that a monster more than 5 levels above or below your level is a completely inappropriate challenge, even when encountered alone or in big groups. 3.5 also had similar problems with attacks and skill points. Earlier editions had the problem with attack progression. In 4e, the  weirdness is most keenly felt in skills, where most skill checks rise in difficulty as you level, making it unclear why you are getting bonuses to the skills in the first place. Those DCs that don’t increase quickly become trivial for even the most unskilled. Flattening everything out by not giving these routine bonuses makes monsters stay challenging for longer and makes skills feel more objective. Generally, it makes things feel more rooted in reality if I can point to reasons I am better at something (I picked up a new skill or my Strength went up) rather than just getting a generic increase to all my stats.

Concerns:

  • The Rogue: The poor rogue. In 4e, he was pretty awesome, with an obvious and effective role. In the PHB1, if it weren’t for the Ranger stealing the spotlight, the Rogue would have been the most fun class to play, with awesome and effective attacks when it could get combat advantage (which it could accomplish every round with a little planning). In the public playtest (and the previous version), it’s just noticeably lacking when it comes to combat. The rogue in this playtest looks okay when you first glance at it. Hide in the shadows to avoid detection. Spring out and attack with much improved combat advantage (two attack rolls and keep the highest!) and dole out some nice sneak attack damage. The problem is that, with the current rules, you can only do that once every other round! Hiding takes an action; it is not part of movement, and there is no other easy way to get combat advantage. So the level 1 halfling rogue, if everything goes well, alternates between hiding in one round, and getting an attack at +5 with combat advantage (roll twice, take highest result) for 2d6+3 damage (10 on average) in the next round. The dwarf fighter, in contrast, attacks at +6 for 2d6+7 damage (14 on average, though it is possible that some mistakes were made when calculating fighter damage) EVERY ROUND. And if they miss, they still do 3 damage from reaper! That’s embarrassing. So essentially the rogue is dishing out considerably less than HALF the damage the fighter can do in combat! Obviously, a rogue could make up for this a bit by not hiding every other round, but that seems to ignore most of their cool abilities. A quick solution I would propose is to gives rogue’s a special ability that lets them make a roll to hide as part of their movement. Thus, if they roll well to hide and position themselves carefully they can do solid sneak attacks every round, which would bring them about up to the power level of the fighter in combat (or close enough), while affording them their own kind of survivability.
  • Rolling for Hit Points: Gah, I really hate rolling for hit points. It means that my character can go from being pretty powerful to extremely fragile (or unusually tough) in the course of one or two levels. Now, I would normally deal with by just giving everyone half their hit die when they level. I did that for 3.5. However, there is a rule that says you get your con modifier at minimum when you roll for hit points. Weird! I guess if this rule stays in, I will likely suck it up and ignore it. If it makes Con slightly less attractive, well I can deal with that. While we are on the subject as Con as a minimum for hit point rolls, that’s kind of a weird rule! If anything, it makes Con MORE attractive for the wizard and rogue who can significantly boost their average rolls with a high Con and LESS attractive for fighters or clerics who are less likely to roll 1st, 2s, and 3s on their hit dice rolls when they level. Generally, I’d advocate ditching the minimum Con for hit points rule and presenting rolling for hit points as an optional rule.

jurgen’s rituals

June 1st, 2012

After writing 99 rituals to gain power over fey creatures, I probably don’t need any more, but I can’t resist collecting them.

James Branch Cabell’s novel Jurgen is a weird combination of picaresque and high fantasy that takes the usual conceit of the picaresque, “every level of society is absurd and corrupt”, and it extends it to fairyland, heaven, hell, and other planes of existence. I think the book might have a Message, but I was too busy taking notes on the rituals needed to overcome supernatural creatures.

And the notary’s wife followed her to Amneran Heath, and across the heath, to where a cave was. This was a place of abominable repute. A lean hound came to meet them there in the twilight, lolling his tongue: but the notary’s wife struck thrice with her wand, and the silent beast left them.

Characters might learn that being struck thrice with a wand of, say, ash, causes hellhounds to flee. Three strikes requires three melee hits, so there will be an interesting tension between this and the fact that three sword hits might just kill the creature. Of course, the math is different if three strikes with the wand causes the hellhound to SERVE the striker.

The voice of Dame Lisa, now, was thin and wailing, a curiously changed voice. “There is a cross about your neck. You must throw that away.” Jurgen was wearing such a cross, through motives of sentiment, because it had once belonged to his dead mother. But now, to pleasure his wife, he removed the trinket, and hung it on a barberry bush; and with the reflection that this was likely to prove a deplorable business, he followed Dame Lisa into the cave.

In this circumstance, Jurgen is forced to give up what’s obviously a potent protection in order to enter a magical realm. This is the type of decision that monsters may well try to force on PCs. What if you can’t enter the vampire’s castle unless you leave your holy symbol at the door?

“If this Thragnar has any intelligence at all and a reasonable amount of tenacity, he will presently be at hand.”

“Even so, he can do no harm unless we accept a present from him. The difficulty is that he will come in disguise.”

“Why, then, we will accept gifts from nobody.”

“There is, moreover, a sign by which you may distinguish Thragnar. For if you deny what he says, he will promptly concede you are in the right. This was the curse put upon him by Miramon Lluagor, for a detection and a hindrance.”

Two great fairy rituals here. Accepting gifts from someone is an obvious way to put yourself into their power, so you’re probably best off if you never accept gifts or food while in fairyland.

I also like the fact that the creature will always concede to your denials. It’s a quirk that could give personality to a conversation. Even if the PCs don’t know about the weakness beforehand, it’s the kind that they might be able to figure out.

the trapmonkey cleric: basing perception checks on wisdom

May 30th, 2012

5e says that it is going to make attributes more important than skills: if you want to open a door, you roll your Strength. If you want to notice something, you roll your Wisdom.

This really highlights the fact that Perception has been a problem since early D&D, when it was briefly its own attribute. That’s not a great solution, but the 3e+ solution, making it a skill based on Wisdom, is not great either. It’s strange when the cleric is the best member of the party for finding secret doors and noticing ambushes.

This issue was less central in 3e and 4e, where skill points and training bonuses could be used to shore up the Wisdom shortcomings of alert rogues and rangers. But in a system where perception checks are made by a more-or-less unmodified use of your Wisdom stat, we’ll find ourselves in a world where clerics and paladins are scouting ahead of the party to look for traps.

To decide how to deal with perception, I think we should think about what classes we expect to make difficult Perception checks. I think that the best watchmen in the party should be rogues, with their trap sense; rangers, with their keen eyes; and barbarians, with their feral alertness. Clerics should be solidly middle-of-the-pack.

Based on this class-down design, it actually makes sense for perception skills to be folded under the Dexterity attribute. In most editions, rogues and rangers usually have high dexterity. Barbarians can sometimes get away without high dexterity, but they shouldn’t: warriors who wear only loincloths had better be quick.

It’s a bit of a conceptual stretch to jam sharp ears and keen eyes under Dexterity. It might help to rename “perception” to something like “alertness” or “quick wits” that does a better job of implying speed and subtlety.

Moving perception-based skills to Dexterity doesn’t really solve the base problem, which is that perception doesn’t really go with any of the six attributes. It does, however, better model people’s expectations about what characters are good at what.

The other solution? Go OD&D. Get rid of Perception checks altogether. If people are searching a room, ask them where they are searching. If they listen at doors, or try to ambush enemies, give everyone a static 33% chance of success (maybe more if they’re an elf). At least this approach dethrones the hyper-vigilant cleric.