I have to say I am thrilled that WotC is offering a limited-run reprint of the AD&D core rulebooks. I've got my set already reserved at the Fantasy Shop. Those guys are great.
While I did manage to snag the AD&D Monster Manual, Monster Manual II, and Fiend Folio at their Used Gaming Auction last weekend, I was outbid for the Players Handbook and DM Guide. I'm definitely looking forward to getting brand spanking new copies of these core books.
What does this mean for the OSR? I'm not sure. I think a lot of these copies will be snatched up quickly by folks already involved in old-school gaming. The price point is too high to lure in new players, and I don't think they'll be sitting on the shelves for very long at all. Perhaps all the talk of a new edition will sell some of these to folks who haven't played since the 80s, but who knows?
I hope they sell out quick. I hope WotC makes a bunch of money to share with the Gygax Memorial Fund. If WotC comes out ahead on this one, I bet we'll see more of the old material re-released pretty quickly. Hey, if there's a market for it (and the fact that the OSR exists is proof of that), some penny-pincher at Hasbro will figure out a way to make some money off all those old files taking up space on their hard drives. The market for these books is certainly driven by more than nostalgia. These are products that will see use at a lot of game tables.
My money's on a big fat Ravenloft book next. A hardbound reprint of several of those modules would move quickly. I'd plop down $50 or $60 in a heartbeat.
Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts
Friday, January 20, 2012
Thursday, January 12, 2012
Microlite Doesn't Suck
Seems like everyone in the OSR is debating whether or not 1st level characters in D&D "suck", and I have a few things to say about that.
Heroes ought to be just a cut above the average joe to start out. The necessary resolve it requires in a person to have the guts or be crazy enough to risk their life on a daily basis fighting monsters and braving trap-filled dungeons simply necessitates it. The ability to swing a sword well, pick a trapped lock, or even cast simple magic spells automatically places the people who can do these things a cut above the rest of the general population of smithies, farmers, and merchants.
First-level characters do not suck. They aren't awesome enough to face down the Balrog yet, or cleave an orc cleanly in two, but they'll get there if they're lucky and smart.
This is one of the reasons I'm enjoying Microlite so much. PC's aren't easy to kill unless they do something really stupid. At first level they can stand up to several encounters before resting, but the threat of death is still there if they're not careful or smart. They can handle a mess of goblins and with good teamwork overcome tougher monsters as well. Saving throws are still hard to make, but not overwhelmingly so. My kids have never felt like they "sucked", even when they have to run away. Maybe that has more to do with their complete lack of experience playing at higher levels, but I think it's also built into the system at-large. In a word, it works.
Heroes ought to be just a cut above the average joe to start out. The necessary resolve it requires in a person to have the guts or be crazy enough to risk their life on a daily basis fighting monsters and braving trap-filled dungeons simply necessitates it. The ability to swing a sword well, pick a trapped lock, or even cast simple magic spells automatically places the people who can do these things a cut above the rest of the general population of smithies, farmers, and merchants.
First-level characters do not suck. They aren't awesome enough to face down the Balrog yet, or cleave an orc cleanly in two, but they'll get there if they're lucky and smart.
This is one of the reasons I'm enjoying Microlite so much. PC's aren't easy to kill unless they do something really stupid. At first level they can stand up to several encounters before resting, but the threat of death is still there if they're not careful or smart. They can handle a mess of goblins and with good teamwork overcome tougher monsters as well. Saving throws are still hard to make, but not overwhelmingly so. My kids have never felt like they "sucked", even when they have to run away. Maybe that has more to do with their complete lack of experience playing at higher levels, but I think it's also built into the system at-large. In a word, it works.
Monday, January 2, 2012
Help!
Over at Your Dungeon Is Rock! I am compiling a couple of resources for old-school D&D gamers. One is a set of links to free, downloadable PDFs that bloggers have put together. The other is a listing of links to random charts. Obviously, this will be a constantly updating thing, as random charts are constantly being created by the blogosphere, and it seems there are more and more free PDF resources available every month.
I know I'm going to miss a lot of stuff. I know there's a lot out there that I'm not even really aware of at all. I need your help. If there is a free PDF resource out there you use that you think I ought to link to, send me an email at sully33 at gmail dot com or leave a comment here or here. Ditto for random charts.
Also, I'm not looking to compile a list of the free D&D retroclones. Tenkar has already done a great job of that.
I know I'm going to miss a lot of stuff. I know there's a lot out there that I'm not even really aware of at all. I need your help. If there is a free PDF resource out there you use that you think I ought to link to, send me an email at sully33 at gmail dot com or leave a comment here or here. Ditto for random charts.
Also, I'm not looking to compile a list of the free D&D retroclones. Tenkar has already done a great job of that.
Tuesday, December 27, 2011
Old-School IOS App?
I want some Old-School D&D apps for my iPhone. Is that so wrong? I do a lot of blog postings and other assorted D&D-type work on my iPhone, because, well, it just works well for me.
Reading most PDFs, however, does not work very well. It's not awful, and I'm sure it's a lot nicer on an iPad or Kindle Fire, but I've got this little smart phone.
There are apps for searching the Type-IV D&D Compendium, and for the Pathfinder and D&D 3.5 System Reference Documents. While these do have certain, limited uses for me, what I really would like to see (and would happily pay, say, ten bucks or so for) is OSRIC, or Swords & Wizardry, or LotFP, or any other of the other retroclones, in an easily accessible, searchable app. Specifically, Monsters, Spells, Magic Items and such.
A constantly updating compilation of the countless numerous random charts that get published on all these old-school blogs would be easily worth another ten bucks.
Maybe this niche is too small, but it seems to me if its good enough for the modern publications of the game, surely there is enough DIY know-how floating around in the OSR to put together a few decent apps that we can use. Anyone up to the task? Or is there an app out there I'm missing?
Note: I wrote this article last night and then, like magic, found an app called Old-School DM. Its main function is combat tracker, dice roller, and monster manual. It's being regularly updated. I've yet to use it at the table, but once I do I'll have a proper review up here.
Reading most PDFs, however, does not work very well. It's not awful, and I'm sure it's a lot nicer on an iPad or Kindle Fire, but I've got this little smart phone.
There are apps for searching the Type-IV D&D Compendium, and for the Pathfinder and D&D 3.5 System Reference Documents. While these do have certain, limited uses for me, what I really would like to see (and would happily pay, say, ten bucks or so for) is OSRIC, or Swords & Wizardry, or LotFP, or any other of the other retroclones, in an easily accessible, searchable app. Specifically, Monsters, Spells, Magic Items and such.
A constantly updating compilation of the countless numerous random charts that get published on all these old-school blogs would be easily worth another ten bucks.
Maybe this niche is too small, but it seems to me if its good enough for the modern publications of the game, surely there is enough DIY know-how floating around in the OSR to put together a few decent apps that we can use. Anyone up to the task? Or is there an app out there I'm missing?
Note: I wrote this article last night and then, like magic, found an app called Old-School DM. Its main function is combat tracker, dice roller, and monster manual. It's being regularly updated. I've yet to use it at the table, but once I do I'll have a proper review up here.
Wednesday, October 5, 2011
I want to be a dragon!
Or, at least, have one out there with my namesake! Over at Tenkar's Tavern, one of my favorite blogs, he has a poll up to determine the name of his "Nameless Dragon" he uses in his videocasts. One of the names in the lead is Sully! Hey, that's my name!
So, all you slavering marauders of this Pack of Gnolls, go vote for Sully over at Tenkar's Tavern!
So, all you slavering marauders of this Pack of Gnolls, go vote for Sully over at Tenkar's Tavern!
Friday, September 30, 2011
Microlite74
Microlite74
So, I haven't done much in the way of gaming in the past month, except for my weekly D&D Encounters fix. Schedules around this chaotic household have been pretty hectic, between my working loads of overtime, home-schooling the kids, the wife's knee injury, and running kids around to Scouts and sports events, there hasn't been a lot of time at all to continue the 4E D&D game I started with the kids.
And truth be told, I think I need a simpler system to play with the kids. One thing I discovered while running the game for them is that kids naturally gravitate to the old-school ways, where they are willing to try anything they can imagine, and come up with crazy solutions to the problems placed before them. They don't need to be limited by the power cards in front of them. Nor do I want to constantly have to explain how the rules work for each of their powers.
I've always lurked around the OSR blogs, and started doing some research into the different systems that emulate the first few editions of D&D. We all know there are several out there (just take a look over at the sidebar at Tenkar's Tavern for a pretty comprehensive list of links). I didn't want an exact copy of an earlier edition- I've got my 2E books if I wanted to play that. I also really like the core mechanic of the D20 system in 3E and 4E. To me, the best improvement they made with 3E was the Ascending Armor Class (eliminating THAC0) and the addition of Non-Armor Defenses to replace those clunky saving throw charts.
So, after downloading a few free PDFs and perusing rules and blog posts about different systems, I stumbled upon Microlite. There is a new revision of the Microlite ruleset currently under proofreading, and I loved it from the start. Ascending AC, Non-Armor Defenses (with an option to use old-school saving throws instead!), a hit-point draining magic system (something I thought was great from my Dragonquest days), and easy compatibility with all my 2E books (particularly the magic items from the DMG, and the Monstrous Manual). I'll be using the Microlite74 Extended rules, but probably not all of them (things like combat stances won't be used). I really like the 4E nod to hit points fully recovering after a six-hour (Extended) rest, and the Body Points rules for dying are great. The system is still potentially quite lethal, but a single hit won't kill my son's wizard. I may take a deeper look at it and see if I can houserule a few things to include the standard D&D attribute array, as the Extended version of Microlite74 uses only 4 stats.
The best part is I can still mine all my 4E books for all the fluff (which is a big part of what I really love about 4E) because it will be damn easy to convert to Microlite. I'm looking forward to the final release of Microlite74 and am definitely going to start running it for the minions. They could give a damn what "edition" we're using, they just want to play D&D. And their character sheets will actually fit on one sheet!
So, I haven't done much in the way of gaming in the past month, except for my weekly D&D Encounters fix. Schedules around this chaotic household have been pretty hectic, between my working loads of overtime, home-schooling the kids, the wife's knee injury, and running kids around to Scouts and sports events, there hasn't been a lot of time at all to continue the 4E D&D game I started with the kids.
And truth be told, I think I need a simpler system to play with the kids. One thing I discovered while running the game for them is that kids naturally gravitate to the old-school ways, where they are willing to try anything they can imagine, and come up with crazy solutions to the problems placed before them. They don't need to be limited by the power cards in front of them. Nor do I want to constantly have to explain how the rules work for each of their powers.
I've always lurked around the OSR blogs, and started doing some research into the different systems that emulate the first few editions of D&D. We all know there are several out there (just take a look over at the sidebar at Tenkar's Tavern for a pretty comprehensive list of links). I didn't want an exact copy of an earlier edition- I've got my 2E books if I wanted to play that. I also really like the core mechanic of the D20 system in 3E and 4E. To me, the best improvement they made with 3E was the Ascending Armor Class (eliminating THAC0) and the addition of Non-Armor Defenses to replace those clunky saving throw charts.
So, after downloading a few free PDFs and perusing rules and blog posts about different systems, I stumbled upon Microlite. There is a new revision of the Microlite ruleset currently under proofreading, and I loved it from the start. Ascending AC, Non-Armor Defenses (with an option to use old-school saving throws instead!), a hit-point draining magic system (something I thought was great from my Dragonquest days), and easy compatibility with all my 2E books (particularly the magic items from the DMG, and the Monstrous Manual). I'll be using the Microlite74 Extended rules, but probably not all of them (things like combat stances won't be used). I really like the 4E nod to hit points fully recovering after a six-hour (Extended) rest, and the Body Points rules for dying are great. The system is still potentially quite lethal, but a single hit won't kill my son's wizard. I may take a deeper look at it and see if I can houserule a few things to include the standard D&D attribute array, as the Extended version of Microlite74 uses only 4 stats.
The best part is I can still mine all my 4E books for all the fluff (which is a big part of what I really love about 4E) because it will be damn easy to convert to Microlite. I'm looking forward to the final release of Microlite74 and am definitely going to start running it for the minions. They could give a damn what "edition" we're using, they just want to play D&D. And their character sheets will actually fit on one sheet!
Tuesday, June 7, 2011
4E meets AD&D, Part 5: Heroic, not SuperHeroic, and Forget Balance!
So far in this series, we've been looking at what defines "Old School Gaming" and figuring out some ways to apply these maxims to the 4th Edition game. We've examined "Rulings, not Rules" and "Player Skill over Character Abilities", and so far I have found no reason whatsoever that 4E cannot be played in an Old School style.
Next on the list is "Heroic, Not Superheroic". In the Old-School Gaming Primer, the author makes the comparison of Batman to Superman to explain the difference between Heroic and Superheroic type gaming. Superman's actions can regularly change the world. Batman's influence is generally limited to Gotham City.
I will be the first to admit, when I first read through the 4E ruleset, I thought Epic Tier play would be kind of dumb. It's way too over the top. If I wanted to play a Superheroes game, I would play Mutants and Masterminds or Champions or even Heroes Unlimited or maybe Rifts. I just don't think fantasy gaming should be about getting your character to ascend to godhood.
The story of the common man who overcomes terrible odds to triumph over evil is way more interesting than the story of an awesome dude who became more awesome and more awesome and more awesome, ad nauseum. Yawn. PCs shouldn't have to automatically start out a "Cut Above" the common man. They should be the common man! Or woman.
Anyway, this can only really be achieved in 4E if you limit your campaign to the first 15 levels or so. Once you get to the end of the Paragon Tier, you're really looking and superhuman abilities for all characters, and monsters to match.
Ahh, there's the kicker. "Monsters to Match." This brings up the issue of balance. The Dungeon Master's Guide states in no uncertain terms how to build successful encounters to challenge your players. I think it's all honky. The whole thing is designed like World of Warcraft, to only throw monsters at you that you have a good chance to defeat, and the only time there's a threat of character death is when they've made a critical mistake with their resources (ie powers, items, etc).
The problem is that the game is designed to ensure that a player will almost always hit the bad guy on a D20 roll of 13 or higher, and quite often on a roll of 10 or more. All the way through the game, 1st level to 30th, that's how it's built, if the DM builds the encounters "correctly".
It is patently absurd to think that the only monsters a group of heroes should encounter are ones that they will be regularly able to defeat. This instills in players a sense of invulnerability and even righteous indignation at the possibility of an "unfair" fight. There is no reason players should expect a fair fight. Ever. They should be able to have the option of escaping, most of the time, if they find themselves over their heads. But if a group of greenback level 1 characters stumble their way into a dragon's lair, that dragon ought to be a big bad-ass dragon that cooks them up for dinner, not a "wyrmling". 4E players are missing out on a critical skill that is deeply ingrained in OSR gaming, and that is knowing when to stay and fight and when to run.
How can we introduce this to the 4E game, though? Ahh, grasshopper, we'll explore that a big more in the next post in this series!
Next on the list is "Heroic, Not Superheroic". In the Old-School Gaming Primer, the author makes the comparison of Batman to Superman to explain the difference between Heroic and Superheroic type gaming. Superman's actions can regularly change the world. Batman's influence is generally limited to Gotham City.
I will be the first to admit, when I first read through the 4E ruleset, I thought Epic Tier play would be kind of dumb. It's way too over the top. If I wanted to play a Superheroes game, I would play Mutants and Masterminds or Champions or even Heroes Unlimited or maybe Rifts. I just don't think fantasy gaming should be about getting your character to ascend to godhood.
The story of the common man who overcomes terrible odds to triumph over evil is way more interesting than the story of an awesome dude who became more awesome and more awesome and more awesome, ad nauseum. Yawn. PCs shouldn't have to automatically start out a "Cut Above" the common man. They should be the common man! Or woman.
Anyway, this can only really be achieved in 4E if you limit your campaign to the first 15 levels or so. Once you get to the end of the Paragon Tier, you're really looking and superhuman abilities for all characters, and monsters to match.
Ahh, there's the kicker. "Monsters to Match." This brings up the issue of balance. The Dungeon Master's Guide states in no uncertain terms how to build successful encounters to challenge your players. I think it's all honky. The whole thing is designed like World of Warcraft, to only throw monsters at you that you have a good chance to defeat, and the only time there's a threat of character death is when they've made a critical mistake with their resources (ie powers, items, etc).
The problem is that the game is designed to ensure that a player will almost always hit the bad guy on a D20 roll of 13 or higher, and quite often on a roll of 10 or more. All the way through the game, 1st level to 30th, that's how it's built, if the DM builds the encounters "correctly".
It is patently absurd to think that the only monsters a group of heroes should encounter are ones that they will be regularly able to defeat. This instills in players a sense of invulnerability and even righteous indignation at the possibility of an "unfair" fight. There is no reason players should expect a fair fight. Ever. They should be able to have the option of escaping, most of the time, if they find themselves over their heads. But if a group of greenback level 1 characters stumble their way into a dragon's lair, that dragon ought to be a big bad-ass dragon that cooks them up for dinner, not a "wyrmling". 4E players are missing out on a critical skill that is deeply ingrained in OSR gaming, and that is knowing when to stay and fight and when to run.
How can we introduce this to the 4E game, though? Ahh, grasshopper, we'll explore that a big more in the next post in this series!
Sunday, June 5, 2011
D&D the CCG: Refigured
I'll have another couple posts concerning 4E meets AD&D over the course of the next week, but this afternoon I wanted to give an update on my little D&D the CCG project that I've been pondering for the last few months.
Epiphany!
Yup, I had a bit of an epiphany the other day, and realized that I was generally going about things all wrong. Attempting to fit WotC's 4E ruleset onto cards works in certain situations, as part of a 4E game, but you can't do it all.
See, the whole point, really, of having the cards is ease of use. No more lugging around a ton of books, no more looking up rules in said books, etc. It wants to be easily portable, so you can sit down with some friends for an hour (like at lunch, perhaps?) and have a good bit of D&D right there. So you want a simple core mechanic, with simple rules right there on the cards for everything your character can do. I've take a liberal amount of inspiration from both 4E and the OSR as I have cobbled this all together, and have made significant progress over the past 5 days or so on how it should all work. Hopefully I'll be able to begin some playtesting on my family pretty soon.
Basics
It's basically a D10 system. Characters have your standard D&D stats (STR DEX CON INT WIS CHA), each of which is rolled for randomly on a D10. Choice of race from among human, half elf, elf, dwarf, halfling, gnome, and half-orc, and all of them except humans and half-elves get choices for a boost and a penalty to their stats (example: Elf +2 Dex or Int, -2 Con or Str). Any action a character takes in a game boils down to a D10 roll, plus the relevant Statistic, plus any conditional modifiers (based on cards in hand), and attempting to beat a target number. For example, my big dumb fighter with a STR of 9 and an INT of 2 wants to hit the orc. Roll d10, add 9 for STR, add 2 for training with his sword, and try to beat the Orcs AC of 14. In this example, he'll score a hit 80% of the time. However, if he's trying use his wits, he's pretty much going to have to roll a 10 to accomplish anything of even average difficulty.
I will not include a whole ton of tactical combat rules. We're going old-school, abstract, use your words and your mind to visualize the situation here. Cinematic descriptions are way better than counting squares.
Playtest, Anyone?
I should have some basic play-test cards ready by this evening, as I have already gotten most of my chores done for the day. If anyone is interested in playtesting this, I would be more than happy to make available what I have.
Also, just as a little note, I've started using Springpadit.com to get this whole thing organized and OH MY GOD IT'S AWESOME. I've only used it for taking notes so far and it's been a huge help for tracking thoughts and putting things together.
Epiphany!
Yup, I had a bit of an epiphany the other day, and realized that I was generally going about things all wrong. Attempting to fit WotC's 4E ruleset onto cards works in certain situations, as part of a 4E game, but you can't do it all.
See, the whole point, really, of having the cards is ease of use. No more lugging around a ton of books, no more looking up rules in said books, etc. It wants to be easily portable, so you can sit down with some friends for an hour (like at lunch, perhaps?) and have a good bit of D&D right there. So you want a simple core mechanic, with simple rules right there on the cards for everything your character can do. I've take a liberal amount of inspiration from both 4E and the OSR as I have cobbled this all together, and have made significant progress over the past 5 days or so on how it should all work. Hopefully I'll be able to begin some playtesting on my family pretty soon.
Basics
It's basically a D10 system. Characters have your standard D&D stats (STR DEX CON INT WIS CHA), each of which is rolled for randomly on a D10. Choice of race from among human, half elf, elf, dwarf, halfling, gnome, and half-orc, and all of them except humans and half-elves get choices for a boost and a penalty to their stats (example: Elf +2 Dex or Int, -2 Con or Str). Any action a character takes in a game boils down to a D10 roll, plus the relevant Statistic, plus any conditional modifiers (based on cards in hand), and attempting to beat a target number. For example, my big dumb fighter with a STR of 9 and an INT of 2 wants to hit the orc. Roll d10, add 9 for STR, add 2 for training with his sword, and try to beat the Orcs AC of 14. In this example, he'll score a hit 80% of the time. However, if he's trying use his wits, he's pretty much going to have to roll a 10 to accomplish anything of even average difficulty.
I will not include a whole ton of tactical combat rules. We're going old-school, abstract, use your words and your mind to visualize the situation here. Cinematic descriptions are way better than counting squares.
Playtest, Anyone?
I should have some basic play-test cards ready by this evening, as I have already gotten most of my chores done for the day. If anyone is interested in playtesting this, I would be more than happy to make available what I have.
Also, just as a little note, I've started using Springpadit.com to get this whole thing organized and OH MY GOD IT'S AWESOME. I've only used it for taking notes so far and it's been a huge help for tracking thoughts and putting things together.
Tuesday, May 31, 2011
DDI Article and 4E meets AD&D part 3
Combat Velocity
A couple things today. I haven't reviewed a Dungeons and Dragons Insider Article review in a good long minute, but there was a pretty interesting one published today behind the subscription paywall concerning some things you can do to speed up combat in your 4E game.
Wait, didn't the D&D 4E blogosphere hash this all out a few months ago? Why, yes, yes we did. All over the place! Seemed like everyone except WotC had some suggestions on how to speed up combat. It's about time they got on the bandwagon. Their suggestions are: roleplaying(!), doubling PC damage, doubling all damage, using average damage instead of rolling dice, using fewer monsters, and limiting character options. I think every single one of those options has been bandied about the interwebs at length and ad nauseum. However, there was a really interesting article over at Campaign Mastery last week where Johnn used a timer on all the participants and discovered that, by a significant amount, the DM (himself) was the biggest time-thief at his table.
My Suggestions
Referee, know thy monsters. Use simple ones. Save the one with all the fun tricks to be the boss.
Players, know thy characters. Have a plan of attack in combat. Know what the different funny sized dice are. Know how your powers work.
And here's one that's out of left field: change daily powers (class and magic item) to be 1x per encounter powers. Make red encounter powers usable twice per encounter. This will eliminate a lot of player waffling over which power to use, is it worth it to spend the daily now, should I save it, I don't know...
That was just a thought I had yesterday. Gonna playtest it soon, see how the players like it. I'll have a more in-depth article on that soon.
Now, back to the Old-School stuff.
Rulings, Not Rules
Of all the Old-School maxims, this is one I often have the most difficulty with. And not because I'm averse to making rulings at the table in any given situation. As I read through my old-school rulebooks, the rules are convoluted and often confusing. Some actions require a D100 roll, some a D20, and still others a D6!
There is no real core mechanic to the system.
For the game to work with "rulings" instead of "rules", the rulings must be able to be applied fairly to all players, given the circumstances. No DM is perfect, of course. We all make mistakes.
4th Edition's Core Mechanic, however, allows for more consistent rulings to be applied by the DM in any given situation. Understanding the rules and the system is key to making rulings. A judge in a courtroom knows the law; that's how she became a judge. Her understanding of the law allows her to make rulings that are consistent with precedent. At the gaming table, the rules are there to help the DM make consistent rulings. If you have to keep looking up rules at the table, YOU'RE DOING IT WRONG! Set a level-appropriate target, have them roll a D20, add the appropriate modifer, and get on with the game. Tie goes to the players. Know (or have an easily accessed cheat sheet) for all the rules you regularly need to reference. The biggest part of that particular trick is knowing your PC's abilities and powers, and knowing the same for your monsters and villains.
One complaint I see old-schoolers make about 4E again and again is that the system limits players with set powers in combat. However, if the DM won't allow a PC to attempt something because he doesn't have the right power, YOU'RE DOING IT WRONG!
That's right. Now, everyone take a deep breath, and if you really want to get a firm grasp on the rules and learn how to make better rulings in any given situation, for anything the PCs want to try, go read At-Will. This website should be required reading for every 4e DM. If you haven't spent a good chunk of time reading his stuff, you are behind the curve. And the webchat there is awesome! Hope to see you there!
A couple things today. I haven't reviewed a Dungeons and Dragons Insider Article review in a good long minute, but there was a pretty interesting one published today behind the subscription paywall concerning some things you can do to speed up combat in your 4E game.
Wait, didn't the D&D 4E blogosphere hash this all out a few months ago? Why, yes, yes we did. All over the place! Seemed like everyone except WotC had some suggestions on how to speed up combat. It's about time they got on the bandwagon. Their suggestions are: roleplaying(!), doubling PC damage, doubling all damage, using average damage instead of rolling dice, using fewer monsters, and limiting character options. I think every single one of those options has been bandied about the interwebs at length and ad nauseum. However, there was a really interesting article over at Campaign Mastery last week where Johnn used a timer on all the participants and discovered that, by a significant amount, the DM (himself) was the biggest time-thief at his table.
My Suggestions
Referee, know thy monsters. Use simple ones. Save the one with all the fun tricks to be the boss.
Players, know thy characters. Have a plan of attack in combat. Know what the different funny sized dice are. Know how your powers work.
And here's one that's out of left field: change daily powers (class and magic item) to be 1x per encounter powers. Make red encounter powers usable twice per encounter. This will eliminate a lot of player waffling over which power to use, is it worth it to spend the daily now, should I save it, I don't know...
That was just a thought I had yesterday. Gonna playtest it soon, see how the players like it. I'll have a more in-depth article on that soon.
Now, back to the Old-School stuff.
Rulings, Not Rules
Of all the Old-School maxims, this is one I often have the most difficulty with. And not because I'm averse to making rulings at the table in any given situation. As I read through my old-school rulebooks, the rules are convoluted and often confusing. Some actions require a D100 roll, some a D20, and still others a D6!
There is no real core mechanic to the system.
For the game to work with "rulings" instead of "rules", the rulings must be able to be applied fairly to all players, given the circumstances. No DM is perfect, of course. We all make mistakes.
4th Edition's Core Mechanic, however, allows for more consistent rulings to be applied by the DM in any given situation. Understanding the rules and the system is key to making rulings. A judge in a courtroom knows the law; that's how she became a judge. Her understanding of the law allows her to make rulings that are consistent with precedent. At the gaming table, the rules are there to help the DM make consistent rulings. If you have to keep looking up rules at the table, YOU'RE DOING IT WRONG! Set a level-appropriate target, have them roll a D20, add the appropriate modifer, and get on with the game. Tie goes to the players. Know (or have an easily accessed cheat sheet) for all the rules you regularly need to reference. The biggest part of that particular trick is knowing your PC's abilities and powers, and knowing the same for your monsters and villains.
One complaint I see old-schoolers make about 4E again and again is that the system limits players with set powers in combat. However, if the DM won't allow a PC to attempt something because he doesn't have the right power, YOU'RE DOING IT WRONG!
That's right. Now, everyone take a deep breath, and if you really want to get a firm grasp on the rules and learn how to make better rulings in any given situation, for anything the PCs want to try, go read At-Will. This website should be required reading for every 4e DM. If you haven't spent a good chunk of time reading his stuff, you are behind the curve. And the webchat there is awesome! Hope to see you there!
Monday, May 30, 2011
4E meets AD&D (pt 2), or, What is Old-School?
Levels vs Point-Buy
The biggest hurdle with my D&D CCG project is the fact that is it basically a point-buy char-gen system. You spend your accumulated experience points to buy skills and feats to add to your character. Of course, this is completely opposite of the level-based system that has always been core to the D&D experience. When I was a kid, our fantasy gaming system of choice was "Dragonquest", which is a point-buy d100 system. I really loved that system, for a lot of reasons, even though at times it could be kind of clunky.
So really, it doesn't make sense to try to shoe-horn D&D's level progression into a point-buy system. It will only further encourage min-maxing, which is something I want to avoid. Granted, there is still a place for the different cards for characters, but not in the CCG-type of way I had been toying with originally.
What is Old-School, Anyway?
So just what is "Old-School Gaming", anyways? Honestly, that's a question that has been tossed around and debated for a while now. There are a whole shit-load of blogs dedicated to the topic, and I have been reading a lot of them, but from what I can gather, every one of those bloggers seems to have their own particular brand of old-school gaming, be it their retro-clone or heavily house-ruled originally D&D system, the only thing Old School Games seem to have in common is a reliance on a ten-foot pole.
Sorry, that was a cheap shot. But there is a grain of truth in there. One of the most commonly referenced documents is Matthew Finch's Old-School Gaming Primer, which I have read a few times and I think is generally pretty spot on (though I have my own issues with it). But these are the basics.
1) Rulings, not Rules. I go back and forth on this one. A good DM should have a firm enough grasp on the rules of the system that he can make consistently fair rulings. Wasting time looking up rules is not a good thing at all and needs to be avoided, but when you're just learning the game, it's unavoidable. However, 4E is actually incredibly versatile with regard to letting players try anything. Understanding how to apply the rules to different situations is key here. You cannot make a fair ruling without an understanding of the rules in the first place. 4E has plenty of rules that apply to combat, and once you know how they work, you can make fair, consistent rulings. This is how any role-playing game ought to work.
2) Player Skill, not Character Abilities. Yes. Relying on a dice roll to solve a puzzle is boring and is not what the game should be reduced to. But, giving a player a hint because they made a good dice roll on their "spot check" or what-have-you shouldn't be considered out-of-bounds.
3) Heroic, not Superheroic. Again, yes. Honestly, I'm not all that interested in epic-level 4th Edition gaming. Overthrow the evil king? Good. Save the world: well, maybe. Killing gods? A bit over the top, I think.
4) Forget "Game Balance": And again, yes. The "balanced" encounter is boring and predictable and not at all within the realms of verisimilitude. There is no reason for anyone to expect that every encounter they run into will be tailor made for their skill level. (At the same time, any DM who unleashes a Tarrasque on a group of 1st-level adventurers because a random chart told him to is just an asshole).
5) Resource Management. Players keeping track of the resources they have and making decisions based on that is a big part of the game. Do we have enough food/lantern oil/hit points to go further into the dungeon? Do we waste money staying in the Inn again?
These things are all pretty well accepted as the "Way" of the OSR, and generally consistent within the AD&D ruleset. For the rest of the week, I'll be looking at how to implement these things in your Old-School Style 4th Edition D&D game.
The biggest hurdle with my D&D CCG project is the fact that is it basically a point-buy char-gen system. You spend your accumulated experience points to buy skills and feats to add to your character. Of course, this is completely opposite of the level-based system that has always been core to the D&D experience. When I was a kid, our fantasy gaming system of choice was "Dragonquest", which is a point-buy d100 system. I really loved that system, for a lot of reasons, even though at times it could be kind of clunky.
So really, it doesn't make sense to try to shoe-horn D&D's level progression into a point-buy system. It will only further encourage min-maxing, which is something I want to avoid. Granted, there is still a place for the different cards for characters, but not in the CCG-type of way I had been toying with originally.
What is Old-School, Anyway?
So just what is "Old-School Gaming", anyways? Honestly, that's a question that has been tossed around and debated for a while now. There are a whole shit-load of blogs dedicated to the topic, and I have been reading a lot of them, but from what I can gather, every one of those bloggers seems to have their own particular brand of old-school gaming, be it their retro-clone or heavily house-ruled originally D&D system, the only thing Old School Games seem to have in common is a reliance on a ten-foot pole.
Sorry, that was a cheap shot. But there is a grain of truth in there. One of the most commonly referenced documents is Matthew Finch's Old-School Gaming Primer, which I have read a few times and I think is generally pretty spot on (though I have my own issues with it). But these are the basics.
1) Rulings, not Rules. I go back and forth on this one. A good DM should have a firm enough grasp on the rules of the system that he can make consistently fair rulings. Wasting time looking up rules is not a good thing at all and needs to be avoided, but when you're just learning the game, it's unavoidable. However, 4E is actually incredibly versatile with regard to letting players try anything. Understanding how to apply the rules to different situations is key here. You cannot make a fair ruling without an understanding of the rules in the first place. 4E has plenty of rules that apply to combat, and once you know how they work, you can make fair, consistent rulings. This is how any role-playing game ought to work.
2) Player Skill, not Character Abilities. Yes. Relying on a dice roll to solve a puzzle is boring and is not what the game should be reduced to. But, giving a player a hint because they made a good dice roll on their "spot check" or what-have-you shouldn't be considered out-of-bounds.
3) Heroic, not Superheroic. Again, yes. Honestly, I'm not all that interested in epic-level 4th Edition gaming. Overthrow the evil king? Good. Save the world: well, maybe. Killing gods? A bit over the top, I think.
4) Forget "Game Balance": And again, yes. The "balanced" encounter is boring and predictable and not at all within the realms of verisimilitude. There is no reason for anyone to expect that every encounter they run into will be tailor made for their skill level. (At the same time, any DM who unleashes a Tarrasque on a group of 1st-level adventurers because a random chart told him to is just an asshole).
5) Resource Management. Players keeping track of the resources they have and making decisions based on that is a big part of the game. Do we have enough food/lantern oil/hit points to go further into the dungeon? Do we waste money staying in the Inn again?
These things are all pretty well accepted as the "Way" of the OSR, and generally consistent within the AD&D ruleset. For the rest of the week, I'll be looking at how to implement these things in your Old-School Style 4th Edition D&D game.
Sunday, May 29, 2011
4E meets AD&D (pt 1)
Over at Saveversusdeath.com, Sersa has a very cool webcast going all about his whole Fourthcore design philosophy, and the one thing that has really piqued my interest is his 4E/Whitebox game, which he was tweeting about last night. From what he has made available on his website (scroll down on linked page above for player handout PDFs), this game seems to be based on 4th Edition D&D, with some OSR-inspired modifications; specifically, the elimination of Non-Armor Defenses and the return of the saving throws vs wands, breath weapon, gaze attacks, poison, etc, and a limiting of player options to the four basic classes of fighter, rogue, wizard and cleric. From our short conversation via Twitter, it's pretty clear Sersa is bringing his Fourthcore design style to play in that game, which of course only further intrigues me.
This stuff really got me gears rolling, and I was forced to crack open my old-school books again, and the perusal got me thinking about just how the game has changed, mechanically, through the years. Now, I'm not trying to start an edition flame-war here. Instead, I want to take a look at the best parts of the New School and Old School are and figure out how to make it all work together. This can be done, it's just gonna take some clever thinking.
Both 4E and AD&D have things they do very well, and things that are a bit clunky. Let's start by breaking these things down.
What I Like About 4E
The Core Mechanic: anytime you want to do something, roll d20, add the relevant modifiers, and try to hit the target difficulty number. Regardless of whether you're attacking a gnoll, attempting to swing on a chandelier, picking a lock or negotiating with terrorists, your actions can always boil down to a d20 roll. Some people might argue that the negotiations should be part of role-playing and not subject to the roll of a die; I would be one of those people, but the fact of the matter is there are people who aren't interested in that type of character immersion, and that's okay. No, really, it's okay. We're not all playing this game so we can talk with funny voices.
Powers/Exploits/Spells/Prayers: The statblocks for your powers, generally how you attack in combat, work very well. I don't care if you think they are the "WoWification" of D&D. They help make combat a lot more interesting than "I hit it with my axe" or "I shoot it with my bow".
Codified Combat Modifiers: yes, there is a difference between "stunned" and "dazed". Having a limited set of options for status ailments in combat, with set rules for each, is a good thing. Knowing how those rules work is an even better thing. If you have to keep looking these up, you haven't done your homework. Shame on you.
Balance: Balance between different types of characters is a good thing. Simple as that. Everybody gets a chance to shine.
Power Sources: Martial, Arcane, Primal, Psionic, Shadow.
Options: Some people might call 4E's abundance of options for character generation (races, classes, feats, etc) "bloat" or "power creep". I like to call it "color". If you build a genasi swordmage because you want a magic and sword-wielding warrior-sorcerer with a fiery temper and fiery abilities, cool, play it to the hilt. If you build that swordmage just looking at the stats and concerned only with how much damage you can put out, get the fuck away from my table.
What I Don't Like About 4E
Options: Wait, what? Wasn't that up in the things I like? Well, yeah, but it also drives me nuts. Honestly, there are too many options and yes, they do contribute to power creep within the system. Certain feats become "must-haves" to be a competitive character and "keep up with the math" and therefore are deemed "feat taxes" (go search the WotC CharOp forums if you don't know what I'm talking about). There are way too many options to even begin to understand how they all work and how to make things fit together. My players are casual gamers and don't own the books. Character creation can take well over an hour of just sifting through Players Handbooks (and God only knows how long things would take if we tried to use the website). It got to the point where I asked the players what kind of character they wanted to play, and found a well-optimized build for them on the WotC CharOp boards. This has actually worked pretty well, because now, whenever they level up, it's pretty easy. The build is already planned out, level for level.
Hour-Long Combats: This goes with options, but it is also it's own special thing. Tactical combat takes forever to resolve, even when you know the rules and have your strategy planned out. I'm okay with spending an hour and a half on a battle with the BBEG. But a bunch of lackeys guarding the door? That should be pretty straightforward. I'm pretty close to using all minions, all the time, except for the Big Bad.
Balanced Encounters take the thrill away, especially when the players know that they can expect "balanced encounters".
What I Like About AD&D
Just for clarification, I own the "Black Books", and that's what I'm basing this on. I never got to play any earlier edition of the game, although I do own the 1994 box set of TSR's "Classic Dungeons and Dragons".
Short combat (although, really, the rules are just as complicated as 4E).
Iconic character types with simple builds.
Rolling dice to determine ability scores.
Prime requisites and ability score requirements for classes.
There's no min-maxing if you're using just the basic books.
Random monsters and treasure tables.
What I Don't Like About AD&D
Limit on spells/day for spellcasters.
Different level progression/experience charts for classes.
Nonhuman level limits.
Nonhuman-only multiclassing.
Race-restrictions on classes.
Obviously, I don't have as much experience with AD&D as I do with 4E, so I'm not going to bullshit you with extended explanations of my thoughts on the AD&D things I like and dislike.
Character Generation and Adventure Generation
These are the two sides of the screen, aren't they? Each edition tackles them in radically different ways. I think really what my issues boil down to are these two things. I love the simple character generation process of AD&D and the randomness of exploration and adventure and finding treasure. I love the 4E combat system but loathe the excessive option bloat, the min-maxing, and the expectation of the "balanced encounter". Gone from the table is the conversation of whether to stay and fight or run and survive. Players know they will win unless they really screw up somehow. There's no true danger in a "balanced" encounter.
In Part 2, I'm going to revisit some of my D&D the CCG ideas, and see if I can use it to bring old-school style to new-school rules.
This stuff really got me gears rolling, and I was forced to crack open my old-school books again, and the perusal got me thinking about just how the game has changed, mechanically, through the years. Now, I'm not trying to start an edition flame-war here. Instead, I want to take a look at the best parts of the New School and Old School are and figure out how to make it all work together. This can be done, it's just gonna take some clever thinking.
Both 4E and AD&D have things they do very well, and things that are a bit clunky. Let's start by breaking these things down.
What I Like About 4E
The Core Mechanic: anytime you want to do something, roll d20, add the relevant modifiers, and try to hit the target difficulty number. Regardless of whether you're attacking a gnoll, attempting to swing on a chandelier, picking a lock or negotiating with terrorists, your actions can always boil down to a d20 roll. Some people might argue that the negotiations should be part of role-playing and not subject to the roll of a die; I would be one of those people, but the fact of the matter is there are people who aren't interested in that type of character immersion, and that's okay. No, really, it's okay. We're not all playing this game so we can talk with funny voices.
Powers/Exploits/Spells/Prayers: The statblocks for your powers, generally how you attack in combat, work very well. I don't care if you think they are the "WoWification" of D&D. They help make combat a lot more interesting than "I hit it with my axe" or "I shoot it with my bow".
Codified Combat Modifiers: yes, there is a difference between "stunned" and "dazed". Having a limited set of options for status ailments in combat, with set rules for each, is a good thing. Knowing how those rules work is an even better thing. If you have to keep looking these up, you haven't done your homework. Shame on you.
Balance: Balance between different types of characters is a good thing. Simple as that. Everybody gets a chance to shine.
Power Sources: Martial, Arcane, Primal, Psionic, Shadow.
Options: Some people might call 4E's abundance of options for character generation (races, classes, feats, etc) "bloat" or "power creep". I like to call it "color". If you build a genasi swordmage because you want a magic and sword-wielding warrior-sorcerer with a fiery temper and fiery abilities, cool, play it to the hilt. If you build that swordmage just looking at the stats and concerned only with how much damage you can put out, get the fuck away from my table.
What I Don't Like About 4E
Options: Wait, what? Wasn't that up in the things I like? Well, yeah, but it also drives me nuts. Honestly, there are too many options and yes, they do contribute to power creep within the system. Certain feats become "must-haves" to be a competitive character and "keep up with the math" and therefore are deemed "feat taxes" (go search the WotC CharOp forums if you don't know what I'm talking about). There are way too many options to even begin to understand how they all work and how to make things fit together. My players are casual gamers and don't own the books. Character creation can take well over an hour of just sifting through Players Handbooks (and God only knows how long things would take if we tried to use the website). It got to the point where I asked the players what kind of character they wanted to play, and found a well-optimized build for them on the WotC CharOp boards. This has actually worked pretty well, because now, whenever they level up, it's pretty easy. The build is already planned out, level for level.
Hour-Long Combats: This goes with options, but it is also it's own special thing. Tactical combat takes forever to resolve, even when you know the rules and have your strategy planned out. I'm okay with spending an hour and a half on a battle with the BBEG. But a bunch of lackeys guarding the door? That should be pretty straightforward. I'm pretty close to using all minions, all the time, except for the Big Bad.
Balanced Encounters take the thrill away, especially when the players know that they can expect "balanced encounters".
What I Like About AD&D
Just for clarification, I own the "Black Books", and that's what I'm basing this on. I never got to play any earlier edition of the game, although I do own the 1994 box set of TSR's "Classic Dungeons and Dragons".
Short combat (although, really, the rules are just as complicated as 4E).
Iconic character types with simple builds.
Rolling dice to determine ability scores.
Prime requisites and ability score requirements for classes.
There's no min-maxing if you're using just the basic books.
Random monsters and treasure tables.
What I Don't Like About AD&D
Limit on spells/day for spellcasters.
Different level progression/experience charts for classes.
Nonhuman level limits.
Nonhuman-only multiclassing.
Race-restrictions on classes.
Obviously, I don't have as much experience with AD&D as I do with 4E, so I'm not going to bullshit you with extended explanations of my thoughts on the AD&D things I like and dislike.
Character Generation and Adventure Generation
These are the two sides of the screen, aren't they? Each edition tackles them in radically different ways. I think really what my issues boil down to are these two things. I love the simple character generation process of AD&D and the randomness of exploration and adventure and finding treasure. I love the 4E combat system but loathe the excessive option bloat, the min-maxing, and the expectation of the "balanced encounter". Gone from the table is the conversation of whether to stay and fight or run and survive. Players know they will win unless they really screw up somehow. There's no true danger in a "balanced" encounter.
In Part 2, I'm going to revisit some of my D&D the CCG ideas, and see if I can use it to bring old-school style to new-school rules.
Wednesday, March 2, 2011
Top 5!
I know I'm mostly focused on 4e D&D here at A Pack of Gnolls, but I try to put out a lot of material that is primarily system-neutral, ie, mostly fluff that can be easily adapted to any D&D-type campaign. I definitely get a lot of inspiration from my old-school AD&D 2e books, and I suppose, because of that, I've earned an honorary place in the OSR community.
Cyclopeatron has been keeping tabs on us all, and I made it into the top 5 of his list of hottest old schoolish blogs (on blogspot) (gauged by growth in number of followers over the past month)! Woohoo! I must be doing something right. Uhh, I would like to thank the academy, and by academy I mean all 30 of my awesome followers.
As an aside, I was fixing the plumbing in my house after work today, and haven't had much time to get any D&D work done. Tomorrow I hope to have up a review of Save Versus Death's Revenge of the Iron Lich. Seriously. Go download it. Now. It's amazing. And by amazing I mean it will make you want to TPK your friends again and again and again. His whole Fourthcore thing is definitely getting my gears in motion. I'm not sure if I'm really up to the task of crafting a Fourthcore adventure, but I will be giving it a shot.
Cyclopeatron has been keeping tabs on us all, and I made it into the top 5 of his list of hottest old schoolish blogs (on blogspot) (gauged by growth in number of followers over the past month)! Woohoo! I must be doing something right. Uhh, I would like to thank the academy, and by academy I mean all 30 of my awesome followers.
As an aside, I was fixing the plumbing in my house after work today, and haven't had much time to get any D&D work done. Tomorrow I hope to have up a review of Save Versus Death's Revenge of the Iron Lich. Seriously. Go download it. Now. It's amazing. And by amazing I mean it will make you want to TPK your friends again and again and again. His whole Fourthcore thing is definitely getting my gears in motion. I'm not sure if I'm really up to the task of crafting a Fourthcore adventure, but I will be giving it a shot.
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