that 5% or 10% XP bonus is pretty irrelevant

October 17th, 2011

Old editions give you a 5% or 10% XP bonus for having a high Primary Attribute. You can argue that it’s realistic – naturally talented people progress faster. You can also argue that it’s overkill – most editions already give you gameplay bonuses for having high primary abilities. In fact, though, it doesn’t make much of a difference.

In the versions of the game with XP bonuses, the XP per level generally doubled or almost doubled, at least until high levels (8 or 9). That meant that the 10% bonus was irrelevant most of the time. 9 out of 10 game sessions, the guy with the 10% bonus was the same level as the clod with 10 in his primary attribute.

Is it worth the math busywork of multiplying every single XP bonus by 1.05% or 1.1% in order to level up a session early every 3 months? Maybe. Levelling is pretty awesome.

In my houserules XP system (every level requires 10 XP, every encounter provides 1 XP) the effects of the 10% XP bonus can be duplicated very easily: characters with 16+ in their primary attribute (or whatever) start the game with 1 XP. Everyone else starts with 0 XP. That 1 bonus XP at character creation will have exactly the same effects as the 10% Primary Attribute bonus – the character is always 10% of a level ahead. Except no multiplication.

conan has been consulting the random harlot table

October 14th, 2011

Trocero: You’ve been too long without a woman, my friend… that’s all. May I venture to suggest that you might do well to set your eyes upon the tavern trulls of Messantia?
Conan: Perhaps there’s something in what you say, Trocero–but the day is past when I’ll bed any slovenly wench who’ll lift her skirts.

Conan loves to roll on the random harlot table, but he hates to roll a 01-10!

don’t make me refuse the ice cream

October 12th, 2011

When you’re asking me what I want for dinner, don’t offer me a choice between, say, carrots and ice cream. And when I’m choosing a feat, don’t make me choose between, say, improved Diplomacy and +1 to hit in combat. Combat is ice cream, and I’ll choose ice cream every time. And I’ll make myself sick.

Separate the combat and noncombat abilities into two different courses. Give me a main course, where my dwarf fighter can choose between, say, the ability to detect new construction or slanted passages. Then for dessert I can choose between +1 to hit or +2 to damage with my trusty axe.

I know a lot of people will say that overindulging on combat abilities is a player problem, not a rules problem. Sure, if you’re disciplined, and you have a strong character concept, you might turn down the cool sword in order to pour money into your barony. And there are always a few people who genuinely prefer the carrots of character flavor to the sundae of combat optimization. But a lot of people are like me: given the choice, we’ll choose the ice cream and then feel disappointed that dinner didn’t feel nourishing at all. The perfect system would save me from my gluttony and force me to eat a balanced diet.

Given “Don’t Make Me Refuse the Ice Cream” as a design principle, here are some requests for 5th edition D&D.

You shouldn’t be able to buy combat-boosting magic items. Rory’s excellent magic items article makes a lot of good points, this among them. If it’s possible to buy a sword with a bigger plus, then that’s the ice cream, sitting there ruining the rest of the menu. Versatility items, like wolfsbane, rituals, and flying carpets, and fun story items, like castles and battleships, shouldn’t have to compete with +5 swords.
Read the rest of this entry »

More Thoughts on Magic Items!

October 10th, 2011

No more +1 Swords?

Monte Cook recently talked in a Legends and Lore article about magic items.

I touched on the idea of going without magic items in a previous article, but I thought it would be worthwhile to consider Monte’s points in more detail.

What would D&D be like if magic items were a reward for clever or lucky play rather than a necessary part of advancement?:

Magic items are more special: If magic items aren’t a necessary part of advancement, one of the big benefits is that it can feel more special when you get one. Basically, you didn’t HAVE to get the item, so finding it feels like a real accomplishment either because you took an extra risk or lucked out in a lucky roll on a table. What does this mean for actual game-play?:

  • Fewer Items: It would be difficult for PCs to get the same number of magic items over the course of a campaign and have them still feel like special unique rewards. As it is, by paragon tier most PCs have their 3 major items covered and most other slots filled as well. The “Christmas Tree Effect”, where players feel like there is a list of must-haves items,  is still around even if some of the items aren’t quite as essential any more (an item bonus to damage and bonuses to defenses still feel pretty important to me). With those “requirements” removed from game-play, one could imagine a system where each PC has only 1 or 2 signature magic items that distinguish them from other characters.
  • Different Items for each PC: In keeping with the theme of making magic items feel special, you probably don’t want to end up with a situation where each PC still has copies of the same item (two flaming swords, for example). This is probably not difficult to accomplish, as rolling on a chart or introducing different magic items into the campaign world will easily allow for a lot of item diversity. However, you would probably want to emphasize making the magic items unique but similar in power, as there will be no mechanism for PCs to self-balance by picking up the same magic items if one is noticeably more powerful than the others. Otherwise, you risk a bunch of players who resent the one who managed to pick up the awesome item that no one else can get.
  • Less Treasure (or alternate ways to spend it): As it is, players are given enough treasure to buy about one magic item a level, which has such an inflated cost that pretty early on an adventurer could probably retire and live like a king for the rest of their life for the mere price of one magic items. If that is no longer the assumption, then players probably are going to be finding less treasure in general, since there is a lot less to spend it on. They could always rob a bank or do something else to get them tons of cash, obviously, since that is one of the perks of removing the monetary system from character advancement. However, if they do get those windfalls or the system is still generally designed to shower them in treasure, then there had better be new stuff to spend it on. Rules for buying castles, hiring troops, and maintaining estates are obvious choices, though you could also imagine cool rules for bribery, maintaining a certain quality of life, etc. Basically, something needs to fill the gap for spending treasure or PCs need to be finding a lot less of it.

Magic Items aren’t necessary for game balance: If magic items aren’t tied in with a character’s advancement, then their acquisition must not be required to keep the game balanced, right? In other words, if I never acquire a magic item during my adventuring career, then I am probably still able to take on level appropriate challenges. Read the rest of this entry »

lowering shipping for od&d poster

October 9th, 2011

I’ve mailed 30+ wandering monster posters so far! After having been to the post office a few times and sending a bunch of international mailer tubes, I’m finding that I’ve been charging too much for international shipping. I’m lowering all int’l shipping by $5: it’s now $5 to US and Canada and $10 to other international destinations. I’m also giving $5 paypal refunds to the Canadians and Brits who already ordered. United Kingdom, consider this my “thank you” for coming up with the Flumph.

I’m also trying two shipping methods: one padded with newspaper and one without. Let me know if you get a poster in non-mint condition, and how it was padded: I’ll send a new one.

how my players rewrote my pantheon without me doing anything

October 7th, 2011

A few weeks ago, I ran a one-shot picaresque game. One of the players decided that her character, a gullible paladin, worshiped “St. Jimmy”, whose tenets were that the world is full of water and every well contains mermaids. She had been tricked into worshiping this nonexistent god by a con man who sold her a snow globe as a holy relic.

This weekend, at the Arneson Game Day event, I ran another one-shot. I recycled a bunch of pre-used level-1 character sheets, including the paladin with “St. Jimmy” written down as the deity.

During the course of the game, the players went through a magical gate into a land that time forgot, stocked with cave men and wooly mammoths. A new player, playing the recycled St. Jimmy-worshiping paladin, took the lead in negotiations. Hijinx ensued (as they so often do), involving:

  • an illusory three-headed red dragon, which one of the PCs could puppeteer with a magical red glove
  • a NPC dwarf (“Stout Stoutheart”) riding a cow (“Muscles”)
  • a fermented milk drink brewed by the party cleric/milkmaid

Between the alcohol, the red dragon and the revelations about animal husbandry, the party successfully proselytized the cave men. They were soon gleefully grunting a pre-verbal approximation of “St. Jimmy” while carrying the PCs around on their shoulders.

When the cavemen indicated that they wanted to commemorate their new god in cave art, and asked what St. Jimmy looked like, the paladin pointed at Muscles the cow.

When the PCs were preparing to return home, they speculated about whether the portal had taken them to a forgotten caveman island or whether they had gone back in time, and, Ray Bradbury-like, totally changed the future.

I had been thinking the portal led to an isolated caveman area, but the time travel option seemed more interesting. When the party returned home, I told them, “You are disappointed to discover that nothing has changed. St. Jimmy is still the dominant deity of the pantheon, worshiped in the form of the Sacred Cow. St. Jimmy’s chief angel is still a three-headed red dragon. And kumiss is still the sacred drink.”

And that’s how two different groups of players, over the course of two one-shots, created a religion, took it back in time, and gave my campaign world a strange new chief god, without me lifting a finger.

Here’s a question for linguists: What will the name “St. Jimmy” sound like after it’s been passed down for tens of thousands of years? Apply Grimm’s and other applicable laws.

bulk wandering monsters posters 50% off

October 6th, 2011

A couple of people (store owners and others) have bought more than 1 OD&D poster at a time. Sending bulk posters is easy and fun, so if you buy multiple posters, all posters after the first will be half price ($3.25) with no extra shipping. If I can figure out how to do bulk pricing in PayPal, I’ll do that; otherwise I’ll just send you a paypal refund as soon as your order comes in.

buy this OD&D Illustrated Wandering Monster poster!

October 5th, 2011

I originally drew this poster for the Gygax Memorial. I sold out of my first run at Gen Con for $10. Now you can buy them for $7.50!

The 18×24 poster contains the complete rules for random dungeon and wilderness encounters in infographic format, and illustrations of every single OD&D Brown Box monster (200+ monsters), including the rarely-used ones like “thoat,” “thoul” and “titanotheres.”

OD&D Wandering Monster poster
Put this on your rec room wall, and you can use it to generate random encounters without having to flip through books, or just stare at it glassily while descending into a spiral of madness.

Price: $7.50 + shipping

Sold out!

This poster is currently sold out, but I’m running a kickstarter to get it back in print, and also to print a new poster, “Random Dungeon Generator as a Dungeon Map”. Check out the kickstarter and help me get the poster back in print!

real-world taboos and their d&d effects

October 3rd, 2011

If, in D&D, superstition is always right, then cultural taboos are to be doubly respected. Many of the magical ills in the D&D universe arose because someone violated a taboo.

When someone violates a taboo, have them make a saving throw. If they fail, they may contract the curse appropriate to their crime.

cannibalism: If you eat of your own kind, you’re likely to contract a disease that causes your hair to fall out, your flesh to whiten, and your teeth to hunger for more human flesh. In the disease’s final stage, you become a ghoul, and you will spread your disease to those you kill. Let that be a lesson to you: if you’re stuck in a cave-in, the human should eat the elf corpse and vice versa.

murder of kin: The curse attendant on brother murdering brother is attested in one of the oldest sword and sorcery tales of all: the story of Kane, by Karl Edward Wagner. Just kidding. But seriously, kin killing should put you magically outside the pale of society. I’d say that someone who contracts the Kin-Killer’s Mark can’t recover healing surges by sleeping in a settlement, and takes damage, instead of healing, from clerical healing from allies. I wouldn’t be surprised if kin-killing were a necessary part of becoming a death knight, as well.

murder of guests: When you share food with someone, you enter a guest-host relationship in which violence is forbidden. Those who violate this rule are doomed to lose food’s sustaining powers: from now on, they can only sate their hunger with violence and betrayal – in other words, human blood. They become vampires. Consider also vampires’ inability to enter a house without permission: the vampire is constantly forced to enter an explicit guest relationship, and then betray it in a bloody feast, re-enacting the vampires’ initial betrayal of the guest meal.

bestiality: D&D is a world where every monster is half this and half that (or a third!) and it can’t all be the work of mad wizards. Obviously, in D&D, any mating can produce offspring: furthermore, I think that not only will the children be beast-men, but the guilty parents may take on bestial natures as well. This is especially common near the feywild, where every animal species’s nobility can take human form. However, not every satyr goat-herd has the excuse of living near the feywild.

incest: This taboo is most commonly violated by royalty, so much so that its visible effects are often called the King’s Curse. It not only enters the bloodline but affect the parents. The King’s Curse manifests as madness and cruelty. It also often causes extreme physical delicacy (a penalty to fortitude defense).

shoot the sea; play with me

October 1st, 2011

Get your next D&D character portrait at Shoot the Sea, where our friend Anna has drawn tieflings, eladrin, and kobolds so far, and is taking requests.

Also Dave Arneson Game Day is TODAY! Play some D&D, preferably with robots in it! And if you’re in NYC come by and join my 4e game at Brooklyn Strategist.