Showing posts with label 4E. Show all posts
Showing posts with label 4E. Show all posts

Thursday, November 23, 2023

Necessary Build-Up: Running High Level 5E

So you're a 5E DM, and you've been suffering many of the problems that that edition suffers at high level? Are combats a hit point slog? Do they take too long? Are players spending more time designing alternate PCs because they're bored with the ones they have? Is it too hard to balance combat encounters or design challenging adventures because of oodles of hit points and so many spells/powers? 

What to do?

Well, sit back and let me try to share some advice. It may not all be good advice, and some of it will definitely not be easy, but don't give up hope!

If you're a 5E (or probably any other more recent edition) D&D DM who isn't yet at the high level of your campaign but want to keep it going at that level, this will be much easier for you. 

The trick to building a long-lasting campaign that can handle high level play is to build up complexity into your game world as you go. Don't just focus on the "story" of this group of heroes. Also don't assume they're by default heroes, but that's a post for another day. You need to world build.

It's fairly easy to grab a map you like off the internet, or even to make your own. You could also use a published adventure setting like Forgotten Realms or Greyhawk or Golarion. Now, you need to start filling in ideas about what is, could, or will be going on in those towns and kingdoms and monster-infested waters when the PCs aren't there. 

No, you don't need to keep track of everything. You don't need to play out the whole world. Take a breath. It's OK. We're gonna get through this. 

You do need to have ideas about who's in charge of what, and what the cultures are like in at least a general sense, and what wars might be brewing, and where powerful monsters lair, and where to find mysterious artifacts. And on the smaller scale, who are the power players in the local area? What are their beefs? How can they help or hinder the PCs? 

If you have a fleshed out game world, even if it's not completely fleshed out yet, and especially if it's sometimes inconsistent (the real world is after all!), you can leverage those elements to provide challenges for your players besides yet another quest to yet another dungeon to slay yet another set of 3-4 balanced encounters of monsters/traps, then a boss fight. 

Here's the trick though, and why it's easier if you're not yet at high level. You don't need all of this to start. You build it up little by little, and layer complexity and detail onto the game world as you play. 

I mentioned in the comments of my last post that I haven't actually run a high level game since I was in high school. And mostly that is because of two things: living the expat life where gamers to play with come and go often, and my own gamer ADHD due to having too many game systems or campaign styles that I'd like to run. With my current game, I'm committed to running it as long as I can, and getting it up into the high levels. I think I'll go into detail in a future post (or posts) on what I remember doing back in high school (lots of PCs were in the level 20s/attack ranks, a few made it into the 30s), as well as what I'm doing now to lay the foundations of long term play in my current campaign (highest PC currently is 4th level).

 For now, though, I'll say this. Pay attention to the game world. Have recurring NPCs and villains. Have at least some idea of the region's politics, even if it's all background and never effects play at low levels. Work on multiple factions/power centers/sides that the PCs may join or oppose (or even ignore), rather than focusing a grand narrative around defeating some Voldemort style baddie. Take notes on what the PCs have been doing, and how it may affect these powers that be. Every now and then, throw in agents of those powers. Have them notice what is happening with the PCs. When they get enough fame and fortune (upper mid levels is a good place for this), have them start getting recruitment offers or else people sent to actively oppose the PCs' efforts. Have townspeople recognize them when they introduce themselves by name, or even have them known by their appearance. If the PCs are antagonizing some power center, have wanted posters or bounty hunters show up. If the PCs are aiding a power source, have offers of aid arrive occasionally. 

Build up some detail in your game world over time. It doesn't have to be fully fleshed out yet. But it should be reactive to what the PCs are doing. Don't just have "town" be like in a video game, where every NPC has one line of dialogue, and the town simply exists as a place to buy/sell, heal, and rest up. Make the setting a character. Build it up as you go. Keep taking notes. Use those notes to make the game world richer in future sessions. 

If you build it up enough, by the time the PCs are high level, the offers of guild memberships, knighthoods, offers to be kept on retainer as a court wizard, etc. will help give them goals and make the players want to invest in the setting as well. And once they're invested, there will be more to do at high level than rinse-and-repeat dungeon raids and hit point slog combats.

Thursday, April 27, 2023

Choosing Your Ruleset as Difficulty Level

This is an idea that's been knocking around in my head for a while, but playing some emulated games with Steven (my 8 year old) this evening* reminded me about it. 

Video games used to have difficulty levels that you could choose before you started the game. I'm sure there are still a few games that use them, but one reason I don't play a lot of video games anymore is that they seem to be designed to either give you "an experience" or else they want you to subscribe/pay lots of microtransactions, so either they are too easy (experience or subscription) or too hard (microtransactions), with no choice. But back in the day, we had this.


So, here are my very subjective and probably wrong estimations of which version of D&D is at which difficulty level. This assumes a few things. One, it's difficulty for the players to play the game, not for the DM to run the game. Two, it assumes you're running things more or less by the book, at least as far as assumptions for things like encounters, healing, goals of play, and the like are concerned. If you play 4E in an "old school style" then that's outside of what I'm talking about here. I'm considering a group that plays 4E (or whatever edition) as the designers intended it to be played. Three, let's leave supplements out of the equation for now, they just complicate things. So no Skills & Powers, no Greyhawk/Blackmoor, no Unearthed Arcana, no Tasha's Cauldron of Everything. Just the core rule books.

And I'll reiterate -- this is just my feeling about it. Feel free to tell me how wrong I am down in the comments. But the next time you start up a campaign, consider selecting the rule set that fits the challenge level you wish to give the players.

 I'm Too Young to Die (Very Easy Mode)

4th Edition D&D This is about as easy as it gets for the players. It's designed so that you would have to go out of your way to create a "suboptimal" character. The play assumptions are two to three easy fights then a tougher but still winnable "boss" fight as an adventure. Magic items are fairly easy to acquire, and you're not expected to have to do much more than ride the railroad from set piece battle to set piece battle, with a few "skill challenges" here and there to spice things up.

5th Edition D&D A bit more challenging than 4E, but still a lot easier than most other editions. It's possible to create a suboptimal character, but the rules tend to be a bit more forgiving with character creation. Advancement is very fast at low levels. Healing is ridiculously easy. And again, the adventures seem to be mostly an assumption of a few easy fights leading up to the boss battle. If players just go along and make sure to rest often, and the DM only places recommended encounter difficulties, it's not too hard at all.

Hey, Not Too Rough (Easy Mode)

2nd Edition AD&D The rules and systems for play, including character creation and character advancement, can lead to challenges for the players. You might get stuck with a suboptimal character through dice rolls as much as through character choice. But, the big mitigating factor of this edition is the design goal that players play "heroes" and go on epic narrative adventures. So while death is very much possible from the way the rules are written, the DM advice suggests that this be mulliganed or nerfed to serve the ends of the story. 

 Hurt Me Plenty (Normal Mode)

BX or BECMI D&D  I'm lumping these two together because while BECMI incorporates a lot more complexity of play at the high levels (not to mention Immortals level play being a completely different and more challenging game), at the earliest levels, play is pretty much the same in them. Character creation by the book can be a challenge (roll 3d6 down the line), but ability score bonuses are more generous than in the AD&D line. There aren't many choices to make at character creation, either. Adventure design assumptions are that encounters are not balanced, and it's up to the players to know when to push on for more and when to quit. But there are also rules that make treasure pretty generous, which speeds up advancement if the characters do survive.

3rd Edition D&D This edition has a lot of the design assumptions of the later editions. Character creation is generous with abilities and ways to optimize the character, but the complexity of the "exception-based rules" design, with all the skill points and feat choices and whatnot make it more of a burden to play than other editions. The adventure design assumptions are not quite so forgiving, but still, healing is fairly easy to get, magic items are easily purchased, and it's pretty easy to get around the "save or die" type effects. If the rules weren't so complex and fiddly, this would be in an easier tier.

Ultra-Violence (Hard Mode)

Original D&D It all started here, and it wasn't easy! Characters were randomly generated and didn't have a lot of "powers" to rely on. Monster encounters can easily be with overpowering odds. There's an assumption of thinking your way through encounters, rather than just hacking and slashing. You're dead at 0 hit points, and healing is not easy to come by. The incompleteness of the rules (remember, this is assuming the base rules only, not the supplements) may also up the difficulty a bit, as the DM will need to make a lot of guesses as to what's an appropriate challenge, and players will have to have their wits about them to survive.

1st Edition AD&D This edition has a good mix of difficulty in character optimization (it's got generous die rolling for ability scores but stingy bonuses for high scores, race/class combo restrictions, ability score restrictions, level caps for demi-humans, etc.) and difficulty in adventure assumptions. Monsters are challenging. Tricks, traps, and whatnot are expected, and can really mess you up. Sure, there are lots of opportunities to find powerful magic items, but the most powerful have serious drawbacks. And the level of detail in the rules give the DM all sorts of ways to make things difficult or more challenging for the players.

Nightmare (Extra Hard Mode)

Holmes D&D Rolling 3d6 down the line for stats and rolling your hit points randomly and you can only go up to 3rd level, but the book expects you might run into all sorts of dragons, vampires, purple worms, and the like? Yeah, this is the most challenging version if you play it straight.


*We have a Super Console X, an Android TV box with EmuElec, Retroarch, and about 30 systems emulated, with thousands of games. Tonight, we played some Twisted Metal on PS1 and Gauntlet 4 Quest Mode on Sega Genesis.

Friday, February 17, 2023

Tactical Board Crawl

So thanks to some advice and prodding from cavalier973 and Dean (Tallifer), I took another look at 4E with an eye to run it just as a tactical board game. And they were right. 

Dean suggested that the stat blocks, while complex looking, are actually convenient and lay out all the rules you need to run the monster right there. Now that I've refreshed myself on some of the basics of 4E, and what the stuff in the stat blocks mean, he's right. It's not so bad. 

And cavalier973 suggested that I look at the sample adventure in the back of the DMG. I did so, but then I also pulled out the module Keep on the Shadowfell, which Pat had also given me. The module actually goes over the basics, and I think I could actually run the module without the other rulebooks if I wanted to. I'll probably run that DMG kobold dungeon first, though, then KotS after that. 

And I'll take the more complicated version of things by letting the players (whoever they end up being) make their own PCs. Of course, KotS has some pregen PCs, so if anyone wants to just grab one of them, I'd also allow it. 

Now, I'll probably run this for my boys one of these days. Spring vacation lasts for another week or so. I may also try this with some more adult gamers, if any are willing. I'll ask the crew and see what they think.

Friday, February 10, 2023

What was I thinking? Am I still thinking it? Really?

I mentioned previously that I inherited Pat's 4E books. I tried 4E when it came out, and it wasn't for me. But then Dean ran a pretty fun game using it (before he converted the campaign to 5E), and I had a pretty good time with it...the way Dean ran the game. But honestly, I showed up to more of his games once he converted to 5E, which I like a lot more. 

So we've been playing this campaign style dungeon crawl board game. I mentioned that as well. And I was looking at the 4E books the other day, having played some Heroclix with my younger son last weekend (heavily simplified, because I don't really remember the rules for all the powers that well anymore), and thought, "Why don't I try to use these rules to just run some miniatures skirmish games? That's what these rules really do best, after all."

Then I started looking at the Monster Manual. And I'm not so sure I want to do this after all. 

The monster stat blocks are so complex, with so many fiddly little powers. I understand letting the players have a selection of powers to choose from, but the monsters just seem so...over done. 

I do think a lot of the powers are fairly standardized, so after a bit of experience with it, it will probably get better. But do I really want to spend a bunch of time on this? I could set up some fantasy tactical battles with Chainmail, instead, and that would be a lot simpler. 

Anyway, that's a maybe. The idea is still appealing, but I've probably got better things to do with my time.

____________

Oh, and if anyone's wondering, in the Heroclix game...I was playing with my figures from the 00's. Steven had his figures that he picked up in the US 3 years ago. I had Dr. Doom, Magneto, Kang, Hobgoblin, and Doc Oc. He had Captain America, Iron Man, Thor (Sakkar arena version with swords), Terror, and Hawkeye. I was way over points with my squad, but the newer versions are a lot cheaper for more power. Anyway, he smoked me. Magneto was my only figure to survive, and that's because I had him run away after everyone else went down. I was only able to damage Hawkeye. The game really doesn't work with mixed older and newer figures.

Wednesday, February 1, 2023

Back! Gaming! Happy!

I've been avoiding blogging the past week or so, because of the OGL whoop-de-doo. I said my peace earlier about it, and didn't really have more to add. And now, I've got my TS&R campaign started up again, and am working on notes for the next Star Wars d6 adventure (nearly done). My older boy and I also, at the invitation of a friend, started playing a campaign dungeon crawler board game called Swords & Sorcery: Ancient Chronicles. 



I mentioned this game over on BX Blackrazor's comment section, and it spawned a whole post by JB. I may have some thoughts to add to his post later. For now, though, I want to talk about the game itself.

Like many of these campaign style games, it's fairly rules heavy. The basic mechanics are pretty simple and straightforward. There are red and blue dice (d10s). Red are better offense, blue are better defense. For any task, you roll the number of red and/or blue dice indicated, and try to get the right symbols to come up. When to roll, what to roll for, and how the cards (items, abilities, etc.) interact make it complex. 

One really cool thing about the game is the way it runs monsters. After each player takes their turn, they turn over an Encounter card. This card will say to activate certain types of monsters. All monsters are colored by strength tier green - blue - red - purple, and given their primary attack method (Strength, Faith, Magic, Dexterity). The player characters also have these attack methods. So one card might say "Activate all red creatures -or- activate any two creatures." Any red creatures would then take an action, and if there are none, players decide which two creatures in play take actions instead. And each monster has a card with various if/then statements, combined with all their various attacks and defenses. So if a monster activates, we read its card to see which situation applies, and how they act. 

For example, the first two dungeons had a lot of giant spiders. The spider cards (didn't get a picture of that, so going from memory here) have actions for the spiders if there is a hero in the same area, 1 or 2 areas away, or farther than that. And within those, there are if/then conditionals. If a character is in the same area, and it is slowed (webbed up), the spider uses a special attack. If not, it bites then moves 1 area away. If a hero is 1-2 areas away, it shoots a web. If no heroes are within 2 spaces, it moves closer. 

The interaction between the Encounter cards and the various conditionals on the monster cards make the monster actions unpredictable, and emulate a DM running monsters in D&D fairly well. In fact, the monsters in this game are a lot more challenging and unpredictable than most monsters that I run in D&D... I do sometimes get into the bad habit of having monsters just rely on their main attacks once combat starts, unless I'd specifically prepared some interesting tactics for them beforehand. 

Another thing the game does that mimics D&D or other RPGs is that it has a story book. Certain markers get placed on the board, and when characters move onto them, story events happen. It's also a bit of a choose-your-own-adventure style, in that some of the events are different depending on if we're playing the Lawful or Chaotic versions of the heroes (my hero, the Thief or Alchemist, is always Neutral, so can play with either party). Also, some of the events include actual choices like a CYOA book that we can make. It's not quite the same as playing a proper RPG, but I can see why Adam (the host) prefers this sort of game to an RPG.

The premise of the game is that the gods have awakened these five heroes from their immortal slumber to stop an evil threat. Being already dead, death in the game is not the end. You become a ghost, and can rejuvenate at a shrine. The players fail the dungeon if all four are ghosts at the same time. And of course there are soul points that need to be earned during play, which need to be spent to rejuvenate...but they're also needed to level up your character. 

It's a bit of a learning curve, but we're getting better at it as we play. In the first session, we only managed to get through the introductory adventure and the first town phase (shopping, info gathering, gambling...we lost most of our cash there). The second dungeon took us two whole sessions (the picture above is where we stopped at the second session, halfway through the dungeon crawl. The third session, we managed to finish that dungeon. Each session has been 4 or 5 hours of play. It's a bit smoother, though, and probably our next session (next Monday) will go a bit faster than that. 

After we get through the winter break, we'll only be able to play on weekends, though, so that will probably have some conflicts with my D&D game.

______________

In other news, Pat of the original Busan Board Game group is finally leaving Korea soon. As he prepares to leave, he's getting rid of a lot of stuff. He contacted me the other day and asked if I wanted his RPG books. Of course I said yes. So yesterday, I drove over to his apartment and got them. He had the 2E DMG and Monstrous Compendium (original versions, I only had the black reprint versions until now), a few modules and the Ravenloft Masque of the Red Death box set. 

Also, he gave my his 4E books. That collection includes the PHB, PHB2, DMG and MM, plus three modules and some modular dungeon tiles. 

I'd mentioned to Adam that he might dig 4E more than other editions of D&D, so the books may end up with him in the end. For now though, I'm wondering if I'd like to give them another try, running the game more like this S&S board game than a proper RPG campaign. I think that's what 4E was really designed to do, after all. But I've also got my TS&R campaign, my Star Wars campaign, and I think I'm about ready to take the plunge with a PbP Gamma World game that I've got set up but haven't recruited players for yet. So probably no time for an experiment with 4E.

Tuesday, May 5, 2020

Reconsidering 4E

Dean switched his games from 5E back to 4E a few months back. At first he was still running the 5E game, too, but now he's gone to only 4E. So while I could resist playing 4E when I still had the option of 5E, now that it's only 4E, Dean got me to join.

I think I mentioned this already in the last post. He almost didn't. The first time I tried to make a character, I started looking through the options (and since my only sources are online, there are WAY too many!). For some reason, a Hengeyokai Monk seemed like the character to play. I started to make the PC. But then the WAY too many options as well as unfamiliar jargon got in the way and after maybe two hours wasted, I gave up.

Then a few weeks later, I tried again. This time with a personal character sheet to model provided by Dean, and knowing what I wanted to play already, I made it through the character creation process and created Xuan Lai, Monkey Hengeyokai Stone Fist Monk. Yeah, that's a mouthful.

The monk in 4E is a "striker" with some "control" ability, meaning that on the tactical battle map, my role is to dish out damage and set up the enemies where we can do the most damage, or else maneuver my way across the battlefield where I can do the most good. And unlike the Ranger or Rogue (or other "strikers") my character is designed to deal damage to multiple opponents more than massive damage on single opponents.

And I have to say, when we get into the tactical battles, it is pretty fun to play around and try to use my powers most effectively. And even when we're not fighting, playing a slightly less Chaotic version of Sun Wukong (the Monkey King) is a lot of fun too.

But then I hit level 2. And I had to go back to the online database to search through it to decide on my Level 2 Utility Power and a feat. And that took a good part of an afternoon. No joke.

We'll see how it goes. Like I said, playing it is fine. Fun even! It's not normal D&D, but I've read plenty of times how it's a good game on its own merits. I see that now. I still have some issues, especially since character creation/leveling takes SO long, and pretty much every level will involve choices like this.

Saturday, April 25, 2020

CoronaBlahs, and a Simple Rule for Black Markets

My coronavirus isolation, plus online teaching, has kept me busy the past month. So not much blogging. I haven't done any more reading of the Immortal Set. Barely worked on my TSR-East project. I did paint a lot of minis, though, and started a play-by-post Star Wars d6 game using the same starting adventure I used with the Busan Gamers. I got some VERY enthusiastic players, and it's going pretty well so far, along with my now long-running but slow posting megadungeon Classic D&D play by post game. And I'm still running West Marches and Star Wars on Hangouts/Roll20. Star Wars tonight! Also, Dean switched back to 4E, his edition of choice, and I think the adventures of our high levle 5E characters, Jack Summerisle and crew, are finished.

Dean finally convinced me to try the 4E game. It took me two attempts to make a character. The first time I gave up in frustration at the overload of options. The second time, I got it done. I now play Xuan Lai, a monkey hengeyokai Monk. Yes, he's the monkey-est monk in Eberron! [Any similarity to Sun Wukong, the Monkey King, is purely coincidental, honestly!]

Anyway, the Star Wars game is heavily involved with Hutts. Both, actually. So I was thinking of ways to simulate black market sales of goods. And I think I have a pretty elegant idea that would work regardless of system, at least for things like odd treasures that don't have a set price. I often do that with treasures, saying it will be worth 1d8 x100 gp, or 2d6 x250gp, or whatever. If players want to shop around for different buyers, they might get a better price than the one first offered (they never do, tending to take the first offer).

For a Black Market, you're selling something illegally gained or illicit, so you want to avoid paperwork/official notice. And you will need to accept a probably lower price for the object to avoid the imperial entanglements or whatever. So roll twice, take the higher roll as the legit sales price, take the lower roll as the black market price.

And for  something with a set value (price in the book, gems/jewelry in D&D with set value, etc.) just decide on a number range and the dice to roll to get that range, with the book value at or near the top. Hey, sometimes something like that might be in demand on the black market, why not give it a chance to be worth slightly more from time to time?


Sunday, March 8, 2020

Does Edition Matter?

Big question, and I don't have a definitive answer (that's your TL/DR), but a few recent things have got me considering the effect of an edition on the play experience.

While I was in Illinois, Dean started a third campaign (still using his fractured fairy tale Eberron setting, I think) but using 4E. Now that I'm back in Korea, he asked if I wanted to join, and I declined because I'm just not that fond of 4E.

Then Jeremy started asking me if I'd play in a 4E game that he wants to run, only instead of using a standard array or point buy for ability scores, adapting my West Marches Classic D&D house rule. My rule is as follows:
  • Players may choose one of two methods to roll ability scores: roll 3d6 six times, and place the scores where you want them to go, or else roll 4d6-lowest die, in order.
This forces players to choose between slightly higher stats but not where they might like, or being sure to play the class you want, but having slightly lower scores on average. It doesn't always work out. As dice are random, sometimes a 3d6 PC has better scores than a 4d6-L PC. It happens. But in general, it works.

Now, for 4E, which was carefully crafted to be "balanced" and not easily allow you to make a crappy character, and every PC should be equally useful in a fight, I wonder if Jeremy's switch would break the game. Not enough to play in it, though, but it did help me think of this topic for a blog post.

The edition matters, I think, in this case. 5E could definitely be played that way without much hassle. The online play-by-post West Marches game that inspired my own uses random ability score rolls instead of point buy, and it plays just fine. 4E, though, I think might break down. Maybe not, though, as it does also seem to be designed for each character to rely on only one primary ability score (or at least to allow you that luxury if you choose your powers right). The fact that the game was designed assuming all characters would have equivalent scores (through the standard array or point buy limits) makes me think randomizing it wouldn't work.

Maybe I'll give it a try and see.

The other thing that got me considering the effects of edition choice on the game was my reading through 1E Dragonlance Adventures. The more I read it, the less likely I think I'd be to run a game set in Krynn using 1E. I much prefer Classic D&D over AD&D anyway, but I don't hate AD&D.

But what I would possibly do would be to try and run a game set in Krynn using 5E.

I'd posted about that idea a few years ago, even came up with rules for the white/red/black robe mages and Knights of Solamnia in 5E.

And I'm thinking 5E might be a better fit, especially for the original module series, for a few reasons. First of all, adventures in Krynn don't seem to be strongly "murderhobo." The nations use steel coins, but any ruins or monster lairs are likely to have pre-Cataclysm gold/silver/copper coins, which are pretty much useless to Krynn PCs. And since AD&D relies on treasure for the bulk of XP earned, it's harder to get in Krynn. 5E awards most XP for combat, so that's not a problem there. It actually fits better if you want a game that may actually see mid- to high-level play some day.

Secondly, the more streamlined 5E rule set is probably more suited to the more "narrative" style of an adventure path (or railroad if you prefer that term) series of adventures. Since 1E was designed with streamlining tournament play, IMO it's bogged down with a lot of rules minutia that don't really help make the game better (feel free to disagree, I know some of you will) EXCEPT in the case of tournament play, where exact and consistent rules are needed across multiple, competing tables.

For a home game? Meh.

The only thing that stops me from starting a 5E Dragonlance campaign setting right now is that I really didn't have much fun DMing 5E. But I am considering the following and wondering if it might be fun:
  • Play through the original module series
  • Using 5E with a few modifications for the setting
  • Players who are familiar with 5E and adventure path style games, but not with DL/Krynn

Thursday, January 28, 2016

Migrating to 5th Edition

I'm still sticking with Chanbara play tests for the games I run, of course, but Dean has decided to let his subscription to the WotC online 4E whatever run out, and is going to switch over from 4E to 5E for his G+ games. The next session of the campaign (still his weird, fairy-tale Eberron game) will be this Saturday night, Korean time.

So we had a chance to convert our characters to the new rules. I decided to make a change, actually. I rolled up a brand spanking new 6th level Paladin with the Oath of the Ancients, making him a pagan/Celtic style "Green Knight" named Jack Summerisle. Race-wise I chose half-elf, but going with the more fairy tale themes of the game, he's a changeling in the traditional sense of the word (Eberron has a race of doppelganger descended people also called changelings), swapped for a human baby by some fey from the Feywild and reared by the human family. He later learns of his heritage and becomes a paladin of nature.

I think he'll be fun to play. I'm looking forward to the new game with 5E rules. 4E has some cool things, but it's a bit too mechanical for me. Everything runs like a fine-tuned engine, which makes the game run smoothly, but it's the rougher, more organic feel of older edition games that I crave. Hopefully, 5E will deliver.

I did also update my old 4E character, Ryuden Kenjumon. He's a githzerai 6th level swordmage in 4E. Using a D&D Wiki (unofficial as far as I can tell), I made him a 6th level Fighter Eldritch Knight. I thought about a Monk with the elemental specialty (forget the name off the top of my head), but decided the Eldritch Knight was a closer fit.

Thursday, October 30, 2014

Save vs. Suck

I'm on about saving throws again tonight.  And why not?  Previous posts about saves seem to have been popular, or at least generated good discussions with people (links later).

Jeremy sent me a few links to potential products I might want to use when running a Gamma World game, and suggested I try Swords & Wizardry with a .pdf of random mutation tables.  And really, I didn't even consider it enough to look at the .pdf (which may be cool, if it has mutations beyond the GW/MF lists) because of how saving throws are handled in S&W. 

I really don't like the single save.  If you're going to have saving throws, IMO (and JB gives some good reasons why you might want to ditch them -- link to final post in series, with internal links to all the posts), I feel having different saves versus different types of situations is preferable. 

As I mentioned in this post which inspired JB's series, saves can be evocative and help focus players' imaginations on what's going on in the shared fiction of the game.  The categories are random and not necessarily well thought out.  They may not even make sense.
This is a Save vs. Wands.  There is a different Save vs. Spells. That does not make sense.
They do make for interesting moments in game play.  Where everyone sits up, puts down their smart phones or the Doritos, and takes notice as the DM says, "Alright, save vs. death ray."  Suddenly, everyone's paying attention because there's actually a death ray involved in the game!  And they could be next! 

S&W loses me because while I suppose you can say "Save vs. death ray" while playing, there's no need (unless one class has a bonus against death rays, but I don't remember seeing that).  You can just say, "Make a saving throw."

WotC's versions of the game also lose me with saves because (as I mentioned in the post linked above from last month) they focus on the PC and how you resist whatever effect it is, rather than on the effect.  I know a lot of gamers like that, and maybe it's because I'm not so egotistical, but I don't need the focus to be on me when I'm hit by a special attack. That makes it a not-so-special attack if it's all about me, right? 

Old school D&D sets the target number by my class/level, so I'm still in the equation although the focus is on the source of the attack, but newer D&D versions reverse that.  The special attack's source sets the target number (and can then be forgotten unless you fail the save), and then the focus is on me and how quick/tough/resilient I am as the dice are rolled.  This is not necessarily terrible, but the math screws it up
3E/5E D&D isn't so bad, when the saves aren't screwing it up.
4E...um, they don't really have saves.  Monsters get to attack different armor classes based on the 3E saves, with a generic "death save" that 5E retains and is sort of pointlessly bland.  So we'll just skip that.

Now, don't get me wrong.  I'm not saying the old school five saves with arbitrary categories are the only way to do it, or that I'll only play a game with those types of saves.  But if I have a choice (say, between the Labyrinth Lord-based Mutant Future and Swords & Wizardry with mutations bolted on), I'll choose the variety of save types.  Because they may not make sense, they may be arbitrary, but they add flavor (and the math works).

Tuesday, June 24, 2014

Gamma World Character Creation App?

After a quick bit of googling, I'm again reminded of how unfortunate it is that WotC named their 2010 edition of Gamma World as "4E" since it was built upon the D&D 4E rules.

I was trying to find an online generator for the 4th edition of Gamma World, published in 1992, but all the links I was getting were for the 2010 edition.

Now, the 2010 edition was fun to play, but I was hoping there was a nice simple html generator out there for quickly whipping up some NPCs or opponents for a game.

Maybe no such thing exists.  Bummer.
Art by Maurice Sendak, of course

Monday, March 3, 2014

Having fun before the game begins (March Madness Day 3)


3 Which game had the least or most enjoyable character generation?

Not counting my own Presidents of the Apocalypse (since only a handful of people have ever played it and it's not yet available to the public), I think WotC's 4E Gamma World game had incredibly fun (and sorta silly) character generation. Does that count as D&D, though? I'm not sure if 4E counts as D&D in my opinion (YMMV, save the rancor for another time, please), so I'll include it here.

You make some random rolls rather than carefully crafting your perfect “build” and the results are comical yet cool in many cases. When we played it, I rolled up a “seismic doppelganger” which meant I could do lots of bashing/vibration damage to things on the ground, plus create doubles of myself that ran around causing trouble. 

Random results tend to be more fun for me than flipping through rulebooks and supplements to build the perfect character (although I do enjoy that from time to time, too).

Thursday, May 9, 2013

Development?

Following along with yesterday's post about Clerical healing from OD&D through Classic D&D and to 3E (skipping AD&D because I play it less and didn't feel like opening up more tabs in my pdf reader), I was thinking about Talysman's post I inspired and things I'm doing for Chanbara.

Side note - I did a little more work on Chanbara today, since I finished my academic work sooner than I expected.  Had a whole hour to work on it.  I removed the Kensei as a baked in class, since any Samurai, Ronin, Sohei, Kagemusha or Shinsen could just take the combat maneuvers to focus on one weapon and call themselves a kensei.  I also did some work on the Adventures and Rewards chapter, describing different types of adventure design and guidelines for awarding XP.

So, back to the random navel-gazing post where I speculate wildly and likely piss off some people.

Why did the Cleric develop the way it did over time?  Why have the Fighter and Thief/Rogue developed as they have?  Magic-Users/Wizards have been fairly stable across editions, while the other four base classes have shown greater or lesser change from OD&D up through Pathfinder (4E takes every class in a totally new direction, and I'm not up on the Next playtest stuff to be sure what they're doing with it)?

I took a look at the Cleric yesterday.  Mostly, they've gotten more and more healing powers as the years have gone by.  They've also had increases in spell levels, with only 5 levels of spells in OD&D, up to 10 levels worth of spells in 3E/PF.  Pathfinder also gives Clerics quite a few perk powers, such as the channel energy thing discussed yesterday, and two Domain powers usable 3+stat modifier times per day each.

Thieves were fairly stable across TSR editions.  There were slight changes to the skill progressions (noticeably a lowering of percentages in BECMI to stretch them out to 36 levels, and a slight raise early on in AD&D thanks to Dex and racial mods to the basic scores but high levels were slower than BX).  2E gave Thieves the ability to allocate their skill percentages as they liked, giving flexibility but otherwise leaving the class more or less alone.  Then in 3E, suddenly Rogues became the super-customizable skill class, and also with a lot more combat power thanks to the way Sneak Attack worked compared to Backstab in older editions. 

Fighters have had the least changes over editions, being able combatants from the beginning.  Mostly what they've gained were all the feats in 3E and later editions to tailor their combat style.  That was more or less an extension of Weapon Specialization in UA, and various combat oriented NWP and kit abilities in 2E.  Oh, and there was the Weapon Mastery optional system in the BECMI Masters Set/RC.  They've become flashier in their combat ability over the years, but the class has remained more or less the same.

Like I said above, Magic-Users have been the most consistent.  Weak physically, few spells at low levels, the most powerful characters at high levels.  Spell lists have grown over the years.  Low level spells have increased, but at high levels, BECMI Magic-Users have more spells than their similarly leveled 3E/PF counterparts.  Oh, and while the M-U has remained more or less unchanged, spells have suffered from years of developers deciding such and such creative exploit was overpowering and having the spell restrictions become more and more detailed and limiting.  Spells have changed, but the class is very similar.

Why the changes?  I think it went something like this:

OD&D is really fun to play.  Players want more.  Gygax and co. crank out supplements, making changes and adding to the power curve slightly (new classes, new spells, variable hit dice and weapon damages, new magic items, new monsters, etc.).  Players like this and buy stuff.

D&D/AD&D become big business.  Now, marketing people get in the equation.  They look at the game and try to see what sells.  Lots of modules, lots of supplements, the 2E glut.

WotC buys TSR.  Looking at D&D, they try to figure out what makes it so popular.  Surveys tell them that players find combat exciting.  Marketing realizes that selling books aimed at players should make them more money than the glut of supplements aimed at DMs.  Changes are made to the game.  Now, combat is the focus of all classes, and supplements are written for players as a way to make their characters more effective in combat.

Then we have a split, with the development of 4E and Pathfinder.  4E takes the combat focus to the logical extreme.  The game is really just a series of tactical battles strung together with some roleplay in between.  No, I realize it doesn't always play out that way (Dean's game that I played in was an exception), but that's the way it was presented and marketed.  On the other hand, Pathfinder takes the 3E base and instead of adding endless supplements, gives every class a shitload of options in the core book, so that players can customize their combat-ready classes however they see fit.

Did WotC make the right calls?  Well, 3E/3.5E did really well.  They're so popular that when they brought out 4E, many players stuck with it and now play Pathfinder.  However, the OSR also rose up and showed everyone that sometimes simpler is better.  I don't think WotC was wrong with the direction they took the game, there was obviously demand for it.  However, I do think some of the premises they based it on were wrong.

Those marketing surveys.  I remember taking one out of a Dragon or Dungeon magazine when I was working for Waldenbooks, filling it out, and sending it in.  This was in the late 90's, just after WotC had used their Magic: the Gathering earnings to buy out the bankrupt TSR, but before the Hasbro buyout of WotC, I think.  They were doing the survey to see what people wanted in 3E.  Apparently, lots of players responded that combat is the most fun part of the game.

I think this is a misunderstanding.  Combat is one of the most exciting parts of the game.  It's traditionally been fairly risky.  That risk makes it exciting.  One or two bad die rolls could end your PC's career and send you to your dice bag for 3d6 (or 4d6 depending on how you roll).  Players sit up and notice when things like initiative rolls or saving throws happen.  No doubt, combat is exciting.  But is it really the most fun part of the game? 

It can be, don't get me wrong.  But it's not always the case for me, and I would guess for most other players.  Hanging around a tavern looking for rumors about the next big score, pockets to pick, barmaids or bar-lads to bed, or surly locals to sock in the jaw can be pretty fun too.  So can engaging in a battle of wits with the Archduke in the King's Audience Hall.  So can exploring a ruined city without a single creature to battle, but with all sorts of mysteries and treasures of the ancients to discover. 

Combat is not universally "the most fun" part of D&D.  Yet 3E to an extent, Pathfinder a bit moreso, and 4E to a large extent were created with the idea that combat is where the fun is at, and every class needs to be good at combat so that everyone can have fun.  Not a new insight here, but it bears repeating from time to time.  So, the classes have evolved to be more hearty and more useful in combat situations when originally they were not expected to be worried about combat.  Healing increased, because if combat is the focus, PCs need to heal up to engage in another fight.  But, for example, Pathfinder and 4E both find alternate ways for the Cleric to be the healer but still allow them to do "fun" stuff in combat, because apparently healing your companions is not as fun as knocking around goblins with a mace.

Now, I did say I'd likely piss some people off.  And if you've read this far (this is getting long, I must be channeling JB), just let me say this before you fire off an angry comment.

There's nothing wrong with running a combat heavy campaign.  It can be a lot of fun.  Combat is exciting, and often fun.  If you enjoy a combat heavy game in any edition, that's fine with me.  But just remember that it can also become tedious.  And there are other things to do in the game besides just fight things, and they can be fun, too. 

It's when I'm doing those other things that I remind myself that I don't mind if Magic-Users only get one spell per day at level 1, Thieves have pitifully low chances to use their skills, Clerics aren't healing machines, and even Fighters need to be careful after taking one or two hits because they're at risk of death.  The non-combat parts of the game are just as fun, for me, and no PC needs a ton of special abilities in order to take part in most of the non-combat stuff.