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Update

April 26th, 2008

It occurs to me that I haven’t been posting lately, so I guess I’ll go ahead and update you all on some things.

Games I’ve been playing
Sadly, I haven’t really done much board/card/role-playing gaming lately since the big TPK. I did play a game of Three-Dragon Ante with my friend Dean; it was quite good. In the realm of video gaming, I’ve been playing Phoenix Wright: Ace Attorney on my DS. It’s an interesting and somewhat goofy game, and it’s suitable for casual play, which is what I’ve been using it for. It’s a good game for playing in short bursts, but in extended sessions I usually find myself wanting to play something with a little more meat on its bones.

On my computer (my semi-new computer), I’ve been replaying Crysis and BioShock, mainly so I can ogle the improved visuals and performance. That’s not all, though. I also recently purchased Indigo Prophecy from Steam (a service which is rapidly finding a place in my heart). Indigo Prophecy is an adventure game of sorts, though it’s unlike any adventure game I’ve ever played. It’s got a lot of timing-based mini-games, a lot of investigation, and the dialog is less forgiving than that of other adventure games in that the game gives you limited time to make your responses, and you’re not sure exactly what your character is going to say when you make a dialog choice. At any rate, I highly recommend the game, particularly since it’ll run on older rigs (being an older game, itself), and you can pick it up for $10 on Steam.

4th Edition
So much has been released on 4th Ed right now that I feel it would be folly to try to cover it all. Suffice it to say, Wizards’ marketing people are earning their money right now. They released some interesting teaser information initially, then gave us a drought of information for a while to increase anticipation. Now that release is only a month and change away, they’re hitting us with a torrent of crunchy goodness that, in my case at least, is amplifying my excitement to a fever pitch. We’ve learned how many powers you get throughout your career, and at what levels; we’ve learned about paragon paths; we’ve learned about modifying monsters (and seen a few examples of monsters, as well); and we’ve seen the building blocks that make up a power. Oh, and the warlord class, too. All good stuff, and lots of information, but they’re always very careful to hold something back, so that we stay excited and continue to want more. Good stuff.

At any rate, I’ll try to post more frequently, though I can make no promises. Later.

4E: Powers based on skills

April 6th, 2008

Here’s what I know about powers in 4E as they relate to skills:

1. Some powers require training in skills. The rogue’s Tumble power requires that you be trained in Acrobatics.
2. The rogue has been described as being able to do more with skills than other classes.
3. Mike Mearls is working on 4E mechanics. He worked on Iron Heroes, too, which allowed you to do a whole lot with skills (albeit in a way that required you to constantly reference the book lest you forget something).

Add a healthy dose of extrapolation and speculation, and my theory is born. I suspect that many classes, the rogue more so than the others no doubt, will have powers that allow you to attack, defend, and perform utility actions with your skills. It makes a lot of sense to me, and would make a characters choice of skills incredibly important. It would also give you an incentive to drop a feat on Skill Training, because that extra skill might open up a whole bunch of cool new powers for you. I would imagine that skill-based powers would be mostly the purview of the martial classes, but the other classes might benefit from these things, as well. At any rate, to continue the speculation, here are three skill-based powers that I’ve speculated right into existence. Enjoy.

Feint
Rogue Utility 1
With a quick thrust and a bit of misdirection, you cause your opponent to drop his guard momentarily.
At-Will * Martial, Weapon
Standard Action
Melee
weapon
Target: One creature
Attack: Bluff vs. Reflex
Hit: The target grants you Combat Advantage until the end of your next turn.

Taunt
Fighter Utility 1
With a mocking threat and a derisive laugh, you goad an enemy into an ill-advised advance.
Encounter * Martial
Minor Action
Close
burst 5
Target: One creature within the burst
Attack: Intimidate vs. Will
Hit: Pull the target up to 5 squares. The target is marked until the end of your next turn.

Assassin’s Rush
Rogue Attack 1
You flourish your blade and dive headlong toward your foe, nimbly bypassing his defenses to deliver a killing blow.
Daily * Martial, Weapon
Standard Action
Melee
weapon
Target: One creature
Attack: Acrobatics vs. Reflex
Hit: Your opponent grants you Combat Advantage until the end of your next turn, and you may shift up to 2 squares. Make a secondary attack against the same target.
Secondary Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier damage.
Miss: Your opponent grants you Combat Advantage until the end of your next turn, and you may shift 1 square. No secondary attack.

[Edit: Martial, not Martail]

TPK

April 6th, 2008

I ran another proto-4E game yesterday. The adventure was something simple and (I thought) relatively short at only three encounters. It was based loosely on the Rose Quarry section of Shadows of the Last War, with some straight-up monsters, some re-purposed monsters, and one heavily modified and scaled down monster with its description and type completely changed. Unfortunately, my players didn’t even get through the first encounter.

There were four PCs: a fighter, a paladin, a ranger, and a warlock. They were approaching an enemy encampment at night time, from the cover of the shadows, effectively attacking from ambush. However, they were outnumbered in a fairly significant way. On the enemy side were two soldiers with halberds and crossbows, four skirmishers with maces, a pair of skeleton warriors, and Keltis Doran, an evil cleric of sorts (statistically, he was a hybrid of the hobgoblin warcaster and the kobold wyrmpriest, a controller-leader).

At first, the PCs seemed to be doing really well. The two defenders were drawing most of the attacks and weathering them pretty well, while the two strikers were attacking from range and dealing decent damage. However, things started to go against the players when the paladin fell, after being flanked and cornered by a pair of skirmishers and a skeleton (lots of sneak attack damage, and those skeletons have ridiculous attack bonuses; I actually wonder if those bonuses are correct). Shortly after the paladin fell, the warlock was taken down by a soldier and a skirmisher, even though the warlock had brought a lot of abilities to bear on them in an attempt to survive. That soldier simply did too much damage, and the warlock also got dazed for a round by the skirmisher, which didn’t help.

While all this had been happening, the ranger had been engaging in a ranged duel-cum-game of cat-and-mouse with Keltis Doran, while the fighter was soaking up attacks from a pair of skirmishers, a soldier, and a skeleton. The fighter actually managed to kill all of his opponents eventually, and the ranger bloodied Doran after a few rounds. The fighter ran to assist the ranger, but unfortunately all the bad guys who had taken out the paladin and warlock were new rounding on the remaining heroes. They took a few more out in the process (including Doran), but eventually the fighter fell, leaving the poor ranger to contend with a halberd-wielding soldier and his skirmisher ally–the only two enemies remaining. If the ranger hadn’t used Split the Tree earlier in the fight, he might have actually been able to take them out (assuming he stayed relatively mobile) and rescue his companions. As it was, though, a single strike of the halberd was all that was needed to sap his remaining hit points, and the party perished.

I learned some things from this game. One is that you have to be very careful when designing an encounter. There’s a fine line between “exciting and deadly” and “too damn deadly”, and as the DM you have to be careful not to cross it. I suspect that having experience point values for all of the monsters and experience point budgets for your encounters will help this considerably, though.

Another thing I learned is that, if the party leaves out a single role, it’s not a huge deal. If they leave out two, though, things can get hairy. Every character used his or her second wind, and the paladin burned through all of his Lay on Hands uses just trying to keep himself alive. If a cleric had been present, he might have survived longer, which would have helped everyone. Similarly, a well-placed Turn Undead, Force Orb, Acid Arrow, or Sleep would have done wonders for the heroes. When all you have is defenders and strikers, you have to be extra careful.

My last thought was that I maybe started the PCs a little too far away from where I wanted the fight to happen. The battlefield was pretty big, and I had included a lot of usable terrain. There was a field of crumbling columns that could be used for cover at the cost of movement. There were crumbling walls everywhere that could have been pushed over onto enemies. There was even a big fire that enemies could have been pushed into by the fighter, or by the warlock’s Curse of the Dark Dream, or even the paladin or ranger using a bull rush. Most of this stuff didn’t get used, though, because the players let the bad guys come to them, and most of this terrain was in their camp rather than where the players were.

So, in the end, I think this TPK–my first TPK, incidentally–came about as a result of some mistakes on my part in designing the encounter and some party design mistakes as well. Most of these things could probably have been avoided if a.) I knew the rules for designing a good encounter; and b.) I had known which of the six PCs were going to be in the party, and could have designed it with them in mind.

Pathfinder RPG

March 20th, 2008

So, Paizo Publishing has decided to put out a product that will, I suppose, compete with 4th Edition. In a bold and, I think, savvy move, they have released an alpha version of The Pathfinder Roleplaying Game, so that people can read it, play it, and provide them with feedback that they will use to make it better, stronger, funner. I downloaded it last night and gave it a cursory read. I’ll preface this by saying that I was excited going in. I’m generally a fan of Paizo, and I’m generally a fan of free products. Thus, I was happy to give this thing a look and see just how they plan to fix 3.5.

My overall impression, after an admittedly brief look, was a resounding “meh”. I didn’t see anything particularly revolutionary or interesting in the rules. They’ve tried to maximize compatibility with existing products wherever they could, which means that they’re pretty limited in what they can change. They want to fix things like player durability at low levels and slow combat at high levels, but many of the problems the seek to fix are problems inherent to the core of the system, not just subsystems that can be re-written. How can you fix slow play at higher levels without eliminating iterative attacks or doing something about spell bloat for magic users? How can you make lower-level PCs more durable without changing the way experience points are calculated and levels are gained? And if you change that, you’ll have to change things like magic item creation and spells with XP components, because the value of the experience point has suddenly changed.

Pathfinder seems to me more like a band-aid solution than a true repair; too many of the system’s flaws are in the middle of tangled webs of rules subsystems to be fixed while still maximizing compatibility with the basic rules system. You either fix the system, or you make a compatible product, but you have to choose one of the two.

Now, I’ll admit that maybe I’m wrong about this. Maybe future iterations of Pathfinder will provide more solutions to 3.5’s issues, and maybe they’ll be a little bit bolder with their mechanics. My main issue, though, is that I don’t understand who their target audience is. Those who, like me, are kind of tired of the current version of D&D and want something fresh and new that doesn’t get weighed down by its own body of rules will immediately switch to 4th Edition. We’re probably not going to buy Pathfinder. Those who don’t want 4th Edition, who think that the current rule set is fine, may be willing to try Pathfinder, but will they be willing to pay full retail price for an incremental upgrade? In most cases, probably not. The problem is that, while Paizo seeks to solve 3.5’s ills, Pathfinder doesn’t really do anything that new or exciting. It’s the same old 3.5, just a little bit different. Is it better? Hard to tell.

But really, don’t take my word for it. Follow the link at the top of this post, download the alpha (it’s totally free), and read it yourself. If nothing else, the artwork in the book is stellar.

Zelda as it should be

March 18th, 2008

When I first got my DS, my introductory game was The Legend of Zelda: Phantom Hourglass. It was fantastic, in every sense of the word; one of the best games I’ve ever played. Hungry for more Zelda goodness, but knowing that that was the only title for the DS, I purchased The Legend of Zelda: The Minish Cap for the GameBoy Advance. At first the mechanics and gameplay were charming and fun, but it quickly become an exercise in frustration; the puzzles were obscure, the boss fights were not particularly fun, and I had to resort to walkthroughs entirely too frequently.

I suppose, in a way, Phantom Hourglass probably spoiled me a little; it was innovative and intuitive at the same time, and the puzzles were challenging in a way that was fun rather than frustrating. The game also had that secret ingredient, that extra special bit of personality that made it more than the sum of its parts. The Minish Cap, while not a bad game, lacked many of these traits, and so disappointed me. I’m finished with it now (after a boss fight that was, you guessed it, frustrating and not particularly fun), and I think I’m going to play Phantom Hourglass again. It’s been a few months since I played it, so it’s no longer fresh in my mind, and I’d like to remind myself what a Zelda game should really be like.

4E Again

March 17th, 2008

Yesterday, I ran another proto-4E module; this time, instead of using one that I downloaded from the Internet, I created one myself. And yes, I have observations on that process:

1. Re-purposing monsters is easy. I mean, really easy. On the one hand, monsters are pretty distinct from each other, and each have unique “schticks” that differentiate them. On the other hand, it’s easy to alter those schticks a little bit, change their flavor, and leave most of the mechanics the same in order to create a monster that feels different to the PCs but takes very little work to create. Many of the creatures that my PCs fought were re-purposed in this way, largely because they were fighting a lot of ratmen, and ratmen do not appear in any of the leaked 4E monster documents. A goblin picador became a ratman lasher, complete with barbed whip. An orc raider became a ratman mutant, using claws instead of a battle-axe but attacking twice as quickly (though they never actually got to this encounter). The hobgoblin warcaster became a human mage, a cult leader of considerable oomph. I even got to use the shadar-kai chainfighter, transmogrifying it into a ratman chain-fighter and replacing one of its abilities with a chain grapple attack (which it never actually got a chance to use). I even dabbled in creating new creatures; I created a non-combatant NPC, whom the PCs were escorting. She had a weak attack with a dagger that did only 1 point of damage and she had only 10 hit points and very low defenses (she was based loosely on minion rules). She did, however, have a recharging ability that allowed her to heal allies and grant them saving throws.

2. Encounter design seems easier. Granted, I don’t know the experience point value of all of the creatures I used (and some may have been more or less powerful after modification, which may have affected their XP value), and I don’t know how much XP a level X encounter should be worth. So, I eyeballed it. I put together encounters that I thought my PCs could handle, and some of the tougher encounters I made easier by making my bad guys flee when a certain condition was met. Overall, it seemed pretty easy to create encounters by just eyeballing them, and I really think it’s going to wind up being more art than science.

Now, that’s creating an adventure. I created an adventure with six encounters total, and many of them were designed to be quite challenging. I had two players, each controlling two of the six PCs. Mike played as the cleric and the ranger, while Cary played as the paladin and the warlock. One defender, two strikers, and a leader; no controller. At first I thought this might be a problem, but my players were savvy and picked up on some of the finer points of 4E combat quickly (even Cary, who had never played 3E), and the lack of a controller didn’t seem to disrupt the balance of the game. Here are some observations on the four encounters that we got through yesterday; I’ll go encounter by encounter.

Encounter 1: Ambush!
The PCs had been hired by a local lord to escort a healer, Illyria Jeren, to the town of Amber, where a plague was killing off the townsfolk. On their way to Amber, the party was ambushed by bandits hiding in the trees on either side of the road. The PCs were not surprised, however; the ranger spotted two of them and alerted everyone else–in elven–to their presence (thank you Passive Perception). This allowed everyone to make a Perception check to scan the area, and the cleric wound up spotting three more bandits. All told, there were two bandits with maces, two archers, and a bandit leader with a hand crossbow and a rapier (based on the defiant rake). Two level 1s, two level 2s, and a level 5.

The ranger managed to get the highest initiative roll, and promptly fired an arrow at the closest archer. The paladin wasn’t so lucky; a bandit charged him and got in a good hit with his mace, both dealing damage and causing the poor paladin to be dazed for one round. The other melee bandit charged the warlock, but ended up missing. The cleric moved to protect Illyria while the warlock cursed his foe and fired an eldritch blast, dealing significant damage. The two bandit archers took shots at the paladin and the ranger, while the bandit leader came out of the trees and advanced, firing his hand crossbow at the paladin. The battle continued in a similar manner; the closest archer was eventually bloodied, at which point he turned tail and ran. Next down was one of the bandits, also bloodied, and also fleeing. In the third round of combat, an unseen ally began firing arrows at the bandit leader from hiding; nobody managed to spot him during the combat. One of the bandits was killed, while the rest fled, but not before the leader took some significant damage: a critical hit from the ranger that almost took him from full hit points to bloodied in a single shot (1 more hit point would have done it), and a well-placed witchfire from the warlock.

Afterward, the unseen ally revealed himself and introduced himself as Erik, a local hunter. A few Diplomacy and Insight checks revealed information about the bandits, and their ties to the plague and the ratmen that had begun appearing in the area.

Observations: The paladin makes a really good defender. His marking ability is pretty potent in that it deals 8 points of damage when the enemy attacks someone else, so it provides a pretty good incentive for people to focus on the paladin. Combine that with the fact that the paladin had a really high AC and plenty of hit points, and it makes him a really good defender. The ranger and the warlock both did significant damage during the fight, and were probably most directly responsible for defeating most of the enemies. The cleric, unfortunately, wasn’t rolling very well and continually missed his targets. He did get in a Healing Word, which helped the injured ranger out.

From the bandits’ side, there was some unintentional teamwork built into the group. The mace-wielding bandits had the ability to daze opponents with their charge attacks, granting all of their allies Combat Advantage against the dazed character. Every single bandit present dealt extra damage, either 1d6 or 2d6, when they had Combat Advantage. A nasty combination that never actually wound up working, because only the paladin was dazed, and only once, and only for one round, and was never hit by anyone else during that time.

Encounter 2: Abduction
The PCs made their way to Amber and were let in despite the quarantine through a combination of Erik’s vouching for them and a letter produced by Illyria proclaiming what they were there to do. They stayed at a local inn, the Traveler’s Rest, for the night, allowing them to recover fully from the bandit attack. However, during the night, they suffered another surprise attack. This time, there were four melee bandits, one bandit mage, and two ratman lashers. So, four level 1s, two level 2s, and a level 3.

The ranger, being an eladrin, had only had to enter trance for four hours in order to rest fully, so he was awake and unsurprised. Everyone else had to take time to wake up. Had I know the specific values granted by armor and shields, I would have ruled that nobody was wearing their armor; lacking those things, and for the sake of simplicity, I allowed everyone to use their armor instead. The ranger was attacked by a lasher while everyone else was assaulted in their beds by bandits. The second lasher went after Illyria, binding her with his whip and pulling her toward the stairs down. The ranger bloodied the lasher he was facing, but as soon as he saw Illyria being taken away, he used his Fey Step ability to teleport out of the room he was trapped in by the lasher. Unfortunately, the lasher escaped with Illyria while a bandit pushed the unfortunate ranger back into a corner from which he could not escape without suffering an opportunity attack.

Meanwhile, the cleric rushed out into the hallway, ignoring the bandit that had engaged him, only to be knocked prone by a spell cast by the bandit mage. The paladin did a good job keeping one of the bandits focused on him, while the warlock used Eyebite and a curse to damage her bandit and vanish from his sight. That bandit, confused, went after the paladin (suffering an opportunity attack from the warlock in the process), unknowingly increasing the paladin’s AC in the process because of his Lost in the Crowd feat.

Once the lasher escaped with Illyria, the mage made a tactical retreat, his objective accomplished, and ordered the bandits and remaining lasher to stay behind and deal with the PCs. Through some clever positioning and good teamwork, the PCs were able to make quick work of the bad guys, and pursued the kidnappers. They found out from a witness that the kidnappers had fled to the west, and had been allowed to pass by the guard manning the gate. The PCs interrogated the guard (at arrow-point), and found out that he had been bribed, and that the villains were likely heading for an abandoned temple half an hour outside of town.

Observations: Teamwork and clever positioning can grant the PCs a healthy advantage. A defender in tight quarters is a dangerous thing. Eyebite is an extremely useful power to have when you’re cornered. The ranger’s Split the Tree daily power is extremely effective when it hits. The ability to teleport is very, very useful, but not unbalancing at low levels. Cornering a ranger is pretty darned effective.

Encounter 3: The Old Temple
The PCs followed tracks in the fresh mud to the old temple, and kicked the door in. Inside the found a bandit, the bandit mage they had faced in the inn, and a ratman with a vicious-looking spiked chain. One level 1, one level 3, and a level 6.

The ranger moved to attack the mage while the paladin quickly marked the chainfighter. This turned out to be an extremely effective tactic, because the chainfighter used an ability shortly afterward that allowed him to shift six squares and attack three different targets. One of these was the paladin, but the other two attacks, against the warlock and the cleric, both missed and caused the chainfighter a total of 16 points of damage. Combine that with a well-placed curse by the warlock, as well as a very effective witchfire, and the chainfighter only lasted until the second round. Once the chainfighter was down, the bandit and the mage soon followed. This fight could have been very difficult, but some good teamwork and clever tactics made it probably the easiest fight so far.

Once the fight was over, the PCs interrogated the dying mage and learned that Illyria was being held below the temple, beyond the crypt. They also learned that the cult was known as the Children of Pestilence, and that Amber’s plague was their way of offering up the town as a ritual sacrifice to their god, Ualath the Diseased One. They also learned about the cult’s leader, the Vermin King. After the interrogation, they searched the area and found some useful magic items that they took with them, as well as some healing potions. They also used a magic circle on the floor to regenerate their wounds, rather than using up their precious healing surges.

Observations: The paladin’s Divine Challenge is extremely effective when used against an enemy that can make multiple attacks against different people.

Encounter 4: The Crypt
The PCs then descended some spiral stairs into a darkened crypt. They had a sunrod that they used for light, but the skeletons waiting within had an advantage with their darkvision. There were three skeletons and a boneshard skeleton. Three level 3s and a level 5.

The cleric used his Turn Undead power and missed, but even the miss allowed him to do half damage, and since that damage was radiant, the skeleton that he affected with it took additional damage. The skeletons weren’t all that dangerous to the PCs, just hard to hit with their high defenses. At one point the warlock provoked an opportunity attack from a skeleton, and its Speed of the Dead ability allowed it to do some extra damage.

During the second round of combat, though, the boneshard skeleton came out and did a massive amount of damage to the ranger, dropping him to -1. A little while later, a skeleton attacked the warlock and dropped her to 0. Both of these situations were quickly remedied by the cleric’s Healing Word, but the crypt was extremely confined and the skeletons definitely had some advantages on their side.

The PCs wound up winning the day, but the boneshard skeleton’s boneshard burst hit them twice in the process, once when it was bloodied and once when it finally died. Because it did necrotic damage, the PCs took full damage while the skeletons were unscathed.

Observations: The paladin and the cleric were the stars in this fight, mainly because they both had abilities that did radiant damage, which the undead creatures were vulnerable to. This seemed to be a difficult fight, not simply because the creatures themselves were challenging, but because the close quarters made it very difficult to move around, and skeletons get some nice bonuses when they make opportunity attacks.

General observations: Overall, I think it went really well. PCs are clearly capable of taking on foes several levels higher than their own level, which opens up a wide array of enemy possibilities to the DM. This also means that fights can be big, and you shouldn’t be afraid to outnumber the PCs. It also means that you can have several relatively weak enemies and a single “boss” enemy in a fight three or for levels above the PCs’ level. Terrain is both more important in 4E and easier to adjudicate than it used to be. Simple conditions like Combat Advantage, Cover, and Difficult Terrain make it easy to deal with most types of terrain, and those conditions make good yardsticks for coming up with other things, as well. It’s not difficult to run an encounter with multiple different types of creatures. From the PCs side, Healing Surges are a great addition to the game. They make healing simplified and reliable, and they allow the PCs to recover from a difficult fight in a few minutes so that they can easily go into another difficult fight relatively fresh. Overall, this, and the previous proto-4E session that I ran, have both served to make me even more excited about the actual release.

D&D by Candlelight

March 9th, 2008

Since the D&D Experience hit, EN World has done an admirable job of keeping us all informed of the inner workings of 4th Edition as they are revealed. I won’t re-tread any of that. Instead, I’m going to relate my experiences running a reasonable facsimile of 4th Edition, using the aforementioned rules tidbits (by candlelight because the power was out for the first third of the session).

I thought about creating my own dungeon crawl for the occasion, but instead opted to save myself some time and use the Raiders of Oakhurst adventure that is circulating on the Interwebs. It fit my needs, and was better thought out and more thoroughly playtested than anything I could have created in the couple of hours I had to do so before my friends arrived. Three of us were present: myself, and my friends Tad and Chris. I was the DM, while each of them took control of three of the six pre-generated PCs. Tad took control of the ranger, wizard, and paladin, while Chris took the fighter, warlock, and cleric. Now, on to my observations.

1. If you’re passingly familiar with 3.0/3.5, picking up 4E requires some learning but is not that hard. Tad and Chris had played some, but not much, D&D, and while I think the vast array of powers at their disposal was overwhelming at first (a fact that was exacerbated by their control of three characters each instead of one), they learned the basics quickly. With a single character that you create yourself, it’s probably much easier.

2. The roles seem pretty well defined. The ranger and the warlock were both dealing large amounts of damage. The fighter and paladin were both soaking up a lot of attacks. The wizard was blasting foes from afar, and using a lot of area effect abilities. The cleric was bolstering his party a lot.

3. Some powers and abilities complement each other in fun ways. The ranger would frequently choose someone as his quarry and attack with a careful shot. This resulted in a +10 bonus to attack (by far the largest bonus in the group), along with a whopping 1d10 + 1d8 + 4 damage, or 6-22 for a single attack. The warlock’s curse, when combined with a well-placed eldritch blast, would frequently bring an opponent down, allowing the warlock to use misty step to teleport three spaces and gain a more advantageous position. At one point, the fighter moved adjacent to a hobgoblin archer, and his combination of abilities effectively gave him three options: use a ranged attack and provoke an opportunity attack, move away and provoke an opportunity attack (even if he shifted), or drop his bow and use his sub-par longsword attack. It’s all very good stuff when it works out well.

4. Some powers seemed like they would have been great, had they worked. In particular, I’m thinking of the ranger’s split the tree power. He gets to choose two targets to hit with his longbow, gets to roll twice, gets to take the better of the two rolls, and gets to do double weapon damage to each target. It would have been very, very effective, except that he rolled a 7 and a 3, missing completely.

5. Encounters are, in fact, pretty easy to run. Even when you don’t know all the rules. Monsters only have two or three signature abilities, which doesn’t sound like much at first blush, but winds up being plenty when you’ve got three or four different kinds of monsters on the board. Minions also allow you to have lots of critters with minimal complexity.

6. Using the environment to your advantage is a bigger deal. In the first encounter, there’s a big fire pit in the middle of the room; anyone who enters it takes 1d6 damage. At one point, the hobgoblin leader comes out into that encounter, launches a couple of spells, and retreats. The first spell that he launched allowed him to deal 2d6+4 points of damage and slide the character 3 spaces. He targeted the ranger, hit him, did significant damage, and slid him into the fire, dealing even more. The ranger hand lost 2 hit points previously to a minion attack; this attack dropped him to 0. Nasty stuff. I think the addition of push, pull, and slide effects will necessitate the design of more interesting areas to fight in, with more hazards to move enemies into. Also, on more than one occasion, the wizard used his minor action to lift a burning log from the fire pit and kill a minion with it. Clever. Not sure if it’s exactly kosher per the rules, but it was cool so I ran with it.

7. Coming up with rules for special cases is really easy. The fact that there are a few general conditions instead of a bunch of specific ones really helps. Need to move through a friend’s space? Difficult terrain. Standing up on a bed while attacking your enemies? Combat advantage. Easy peasy.

I may post more on this later. We didn’t finish the dungeon crawl, so I may post more after that, or I may add to this post as I think of additional observations. On the whole, though, I really enjoyed running my proto-4E dungeon crawl.

The Rogue

February 24th, 2008

Wizards just posted an article about the 4th Edition rogue. Let’s see what we can learn from it.

1. Armor Training: Leather. At first blush, this seems pretty restricted; they’re only trained with leather armor? However, the Classes and Races book makes mention of the fact that terms that used to represent a single suit of armor, like padded, leather, or chain, are now entire categories of armor. Thus, the rogue is proficient with all types of leather armor.

2. Weapon proficiencies. Again, it seems restrictive to only be proficient with five weapons. It makes me wonder, though, of these weapons are categories or descriptors rather than individual weapons, much like leather armor. Perhaps there are several different kinds of daggers, several different kinds of shuriken, several different kinds of hand crossbow. Who can say at this point?

3. Hit points and healing surges. So now we see how starting hit points are calculated: a base number (12 in this case) plus the character’s Constitution score. Assuming an average Constitution of 10, that means the rogue starts with 22 hit points, significantly more than a 3rd Edition rogue with the same Constitution score, who starts at 6. Also, we now see that characters get a flat hit point increase at every level (5 per level, in this case). This eliminates the possibility of rolling a 1 on your hit die and being screwed, effectively, which is nice. It’s interesting to note, however, that Constitution apparently has no bearing on hit points per level. It does, however, have a bearing on healing surges. 6 + Constitution modifier. I’d assume that that’s a per day number, because 6+ healing surges per encounter seems excessive. Now, how do healing surges work? It’s been mentioned that the second wind ability, introduced in Star Wars Saga Edition, simply triggers a healing surge, presumably when you’re bloodied (1/2 hit points). It’s also been mentioned that many leader abilities allow you to use healing surges, so it would seem that healing surges are not something that you can just use whenever you want. Finally, it’s been mentioned that the fighter has the most self-healing ability of any class. Now that we see that healing surges are tied to class, we can probably assume that the fighter has a much higher base number of surges, and probably has a number of powers that trigger them.

4. Skills. Skills seem to be handled in much the same manner as Star Wars Saga Edition, with a simple trained/untrained differentiation. I’m actually quite happy about this; I like that system better because of its simplicity. The rogue class skill list is considerably shorter than it used to be, but the skills are, I’d imagine, considerably broader in application. It’s interesting to see that Bluff and Intimidate are still individual skills, rather than being rolled into a single social über-skill. The Knowledge skill seems to have been deconstructed into individual skills like Dungeoneering and Streetwise, and these skills probably have more application than the aforementioned skill did. And what does Insight do?

5. Builds. Probably a good idea to include these, for new players, but it’s nice to know that you can feel free to ignore them completely. It is nice to see that diversity of concept is being build right into the class description. Also, you still get a feat at first level, and you still get a bonus feat if you’re a human. You also apparently get to choose two at will powers, one encounter power, and one per day power, all at first level. That’s a lot of choice right out of the gate.

8. Class Features and Powers. It’s interesting to see that these are two different things. Class Features are things that all members of a class share in common, while Powers are more specific to the individual, and are up to player choice. I was wondering how they’d handle this, and the solution is pretty simple.

7. First Strike. So the rogue gets combat advantage over people who haven’t acted yet, which strongly implies that other people do not. It makes me wonder what other things grant combat advantage. Flanking? Attacking from the shadows? Feinting?

8. Rogue Tactics. These are both very cool and useful abilities. I wonder if we’re missing a few abilities here that will actually be in the PHB. Two doesn’t seem like all that many, so I wonder if they held a few back because they weren’t necessary to the preview.

9. Rogue Weapon Talent. This seems like a nice way to make choices that appear sub-optimal a little bit better. The rogue has three ranged weapons and two melee weapons available. Both the hand crossbow and the sling do more damage than do shuriken, so this ability helps to bring the shuriken up to par and make them a little more attractive. The short sword does more damage than the dagger, and both can be used for Sneak Attacks (assuming they’re both considered light blades, which I’d imagine they are), but now the dagger is a little more accurate. Not a bad idea.

10. Sneak Attack. These numbers are considerably lower at higher levels than I expected. 2d6 is a lot at first level in comparison to the current scale, but 3d6 at paragon and 5d6 at epic seems low. I guess you have to factor in the fact that you get this damage whenever you have combat advantage and are using the appropriate weapon, and that Sneak Attack can be used in conjunction with Powers that deal extra damage. There may even be Powers or Feats that increase Sneak Attack damage, or even weapons that do so.

11. Deft Strike. This appears to be a pretty vanilla attack (though it should be noted that rogue powers apparently allow the rogue to use Dexterity for both the attack and damage bonuses on both melee and ranged attacks; nice), with the exception that you can move two squares before the attack. This is a standard action, which means that you’d presumably get a move action as well, which means that this is extra movement, which is nice. It’s a little like Spring Attack in that you can move two squares to your opponent, attack, and then use your move action to get out of melee range. Or you could simply use those as two extra squares of movement when you’re trying to reach someone far away. Interesting, though, that this power can be used with every rogue weapon except for the shuriken, unless the shuriken is considered a light blade. Also, the power scales with level to some extent, doubling your weapon damage at epic levels.

12. Piercing Strike. A melee attack that ignores armor. On the one hand, that’s pretty nasty. On the other, you have to be in melee range to use it.

13. Positioning Strike. An attack against Will that moves your opponent. So not only does it ignore armor, it also can move someone into flanking position (or out of it), or away from an ally. A defender’s worst nightmare. It can only be used once per encounter, though.

14. Torturous Strike. A per-encounter attack that deals double weapon damage. Not too bad. Also, if you chose the Brutal Scoundrel tactic, you get to add your Dexterity modifier and your Strength modifier to your damage. Pretty nasty.

15. Tumble. So, not only do we now see a rogue power that isn’t an attack, we also see that the Tumble skill has been turned into a rogue power. You get to shift half your speed, which I believe means you get to move without provoking opportunity attacks. Not too shabby, and it doesn’t even require an extra roll. Only once per encounter, though.

16. Crimson Edge. So this is what a 9th-level daily rogue power looks like. Ouch. It ignores armor, deals double weapon damage, causes 5+ ongoing damage every round, and causes the target to grant you combat advantage, opening him up to sneak attacks. Nasty stuff. And, even if you miss you wind up dealing normal attack damage. An interesting note is that a save ends both the ongoing damage and the combat advantage. How do saves work, I wonder, and what is there relationship to defenses?

All in all, I’m very pleased with this preview. I think 4th Edition is going to do a lot of cool things for the game, and this clearly isn’t D&D 3.75.

Designing Again

February 22nd, 2008

I don’t believe I’ve shared this yet, but I’ve sort of been on an unofficial hiatus from game design. As in, I’ve just been too lazy to do it. At any rate, I’ve been bitten by the bug again, so I’m going back to designing Wild Blue. I’ve had some ideas regarding mechanics recently, ideas that have really excited me, and I’m starting to put pen to paper again, in a mostly digital, metaphorical sense. These ideas incorporate some elements of Saga, but many of the ideas are wholly new (though I’ll admit to some influence from other RPGs, most notably Dogs in the Vineyard. At any rate, I’ve decided that, as I design Wild Blue, I’m going to document the process, if only to give myself an outlet for some of the things going through my head. This will be the first of my design diaries.

This first diary will focus on what is effectively my mission statement for the mechanics that will provide the foundation for Wild Blue. I have a number of goals in mind, and I’m going to outline them here.

1. The mechanics will be easy to learn and use. A lesson I learned with Saga was not to overcomplicate things. In one particular playtest, one of my testers was a novice gamer; he had never played a role-playing game before, and had limited experience with board games, too. Throughout the entire four-hour playtest, I had to repeatedly explain what he should do, how many dice he should roll, and why. I don’t in any way consider this to be a failing on the part of the tester; far from it, it was clearly a failing on the part of myself and the system I designed. Despite my broad-strokes approach in Saga, I had made the basic mechanics a little too complicated, and while experienced role-players and board gamers seemed able to grasp them with relative ease, a novice gamer had considerable difficulty. This is a problem I aim to avoid in Wild Blue.

2. The mechanics will allow for narrative control for the players. This is a big one. Saga had leanings in this direction, but didn’t go quite far enough. In Wild Blue, successfully resolving an action means that you get to narrate its resolution. This means that you get to decide how you succeed, and describe it. On the flip side, it also means that you can choose to fail, and if you do so, there will be some form of compensation, and not just the fact that you can choose how you fail; I mean mechanical compensation, an incentive of some sort.

3. The mechanics will allow for a wide array of character options. Saga, I think, succeeded fairly well in this regard. The skills were broad enough that you could create specialties that described your character fairly well, and traits allowed you to do this even more so. But I want to go a little bit further with this idea. There will be certain aspects of your character that are chosen from pre-defined lists, that do pre-defined things. However, the most important aspects of your character will be wholly player-created, and will be descriptive of your character. I also want drives to be a more central, more important aspect of your character.

4. The setting will inform the mechanics. Saga was deliberately generic. While I want Wild Blue’s system to have some aspect of wide applicability (I’d still like the system to be open-source), I want to have mechanics that reinforce, and are reinforced by, the setting. I don’t want to create a generic system and try to shoe-horn my setting into it, I want to create a system and a setting that are intertwined and designed with each other in mind. If the system can be used for other settings regardless, that’s just a bonus.

5. The mechanics will make it easy to be the GM. I tried to do this with Saga, and to some extent I think I succeeded, but I didn’t define things well enough for the GM. During my playtests, it was easy for me to adapt on the fly to what the players did, and to improvise challenges for them quickly and seamlessly. However, I always felt that I was fudging things to some extent. There weren’t any well-defined difficulty scales, so it was never clear how hard a given challenge should be. I want to change that in Wild Blue, and define things better so that there’s less guess-work involved in being the GM.

Parsing the Fiend

January 26th, 2008

It’s been quite a while since my last post, and for that I apologize. I have no particular excuse other than the usual: games and lack of motivation. At any rate, I read something just now that motivated me to make a post: the Monster Manual entry for the 4th Edition Pit Fiend.

Here’s some stuff I gleaned from the entry, in no particular order:

1. The Pit Fiend is worth 18,000 XP. No more referencing the CR chart; just a flat 18,000. Nice.
2. He has a teleport speed of 10. They’ve said that short-range teleports would be more common, and apparently (at least for more powerful characters and monsters), it’s just another method of locomotion, usable whenever you want to use it.
3. Action types for the Pit Fiend’s abilities are either standard, minor, and minor 1/round. I’m guessing that minor actions are similar to free or swift actions, probably a combination of the two, with minor 1/round being only somewhat more limited.
4. The Pit Fiend can summon some allies once per encounter, then effectively use them as short-range missiles. Very cool. Even cooler, there’s no roll required to summon, and no save required on the part of the devil/missile, which should speed things up.
5. There are Fortitude, Reflex, and Will defenses, as well as an entry for Saves, with only a +2 listed. I wonder what Saves do now.
6. The Pit Fiend has to use an Action Point to use his per-encounter power. I had originally wondered if taking the same per-encounter power more than once would allow you to use it multiple times per encounter. Now I’m wondering if you have X number of per-encounter powers, each usable by spending an Action Point. I wonder how quickly Action Points refresh.
7. One of the Pit Fiend’s powers, instead of being at-will or encounter, is listed as ‘recharge 4 5 6′. I wonder what that means. Presumably there’s some form of requirement for it to recharge.

That’s all for now. Peace.

 

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