Mass Effect 2, Encounter Design

Posted on : 04-04-2010 | By : Brian | In : 4th Edition, Advice, D&D, GMing Methodology, Video Games

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I’ve been playing a lot of Mass Effect 2 lately, which I absolutely love. The role-playing elements (and by this, I mean things like characterization and choices that impact the game, not stat progression) are all very well implemented, and the combat is fantastic. In fact, there are a number of things about ME2 combat that, I think, are applicable in games like D&D. One thing, in particular, occurs to me now.

Waves: Many of the fights in ME2 take place in waves. You run into a room and fight five or six guys, firing from behind cover and trying to get the tactical upper hand. Just when it looks like you’ve got them mopped up, five or six more guys come in, these ones a little bit tougher. When they’re almost taken care of, something big and tough will sometimes come in, like a combat mech or a heavily armored and shielded commander of some sort.

In a D&D game, introducing enemies in waves can be a great way to have a really huge fight with a lot of peaks and valleys in the tension without making it overwhelmingly difficult for your players to get through it. When you introduce waves, it can also add verisimilitude to the game, making it seem like reinforcements from nearby rooms in the dungeon are bursting in, reacting to the noise of the fight. Setting up an encounter this way also allows for players to feel really clever if they manage to take out a group without alerting the others.

By way of example, you could have the encounter start fairly simply; a room full of minions with a few non-minion enemies, maybe brutes or skirmishers. The fight starts, the party wipes out most of the minions, and one of the non-minions sounds an alarm of some sort. A round or two later, a leader enemy, maybe an elite, bursts through the door with some other tough hombres–brutes or soldiers–and maybe a controller or an artillery or two. If you really want to add drama and tension, once those guys are on the ropes, introduce a solo. Let’s say you’ve got a room full of demon-worshiping gnolls. These guys are easy enough, and eat up few of the party’s resources. The next wave, though, has some gnoll soldiers a couple of archers, as well as a demonic scourge. Try to reserve the demonic scourge’s death for later in the fight, when a lot of the others are dead. Make it clear that the demonic scourge is possessed, and killing him might release a demon. When he does drop, a solo demon bursts out of his body and attacks; if the party tries to incapacitate him instead, the demonic scourge kills himself to release the beast.

Encounter Roles

Posted on : 10-03-2010 | By : Brian | In : 4th Edition, D&D, DM's Journal, GMing Methodology, Links

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I agree with nearly everything in this post, save one point: that every encounter in your adventure has to further the plot of the adventure.

I’ll clarify my position by saying that every encounter should have a specific purpose, but I don’t think that that purpose must be attached to the current plot. After all, if every encounter has something to do with what’s currently on the to-do list, you run the risk of making it seem like the entire world revolves around the PCs (which it does, but it shouldn’t seem like it). Sometimes it’s good to pepper your adventures with seemingly random encounters in order to add verisimilitude to your game world; sometimes, in a dangerous fantasy world, the owlbear is just hungry.

But, as I said, every encounter should have a purpose. The lion’s share should be tied to the current plot, and should be furthering it in some way. A few, though–probably no more that two or three in an adventure with 15 encounters–should not. They can be there to add color to the world, to introduce an enemy faction that you plan to use later, or they could be a form of the spaghetti method: throw a few different encounters at the PCs and see which one “sticks”; that is, which one do they latch on to the most? That’s a plot hook for future use.

I’ll clarify one further point: when I use the term ‘encounter’, I don’t mean ‘fight’. In D&D, there’s a tendency, I think, to treat every encounter as a fight, but it’s often more satisfying to vary things somewhat. Social encounters are encounters, too, as are periods of investigation or even research, and even long-distance travel through dangerous terrain, like a desert or mountain range, can be handled as an encounter in 4E. Also, if all 15 of those encounters are fights, it’s going to take you a long time to get through your adventure. Social encounters, travel encounters, and other non-combat encounters tend to be quicker to run, and can be used to build tension and world color just as effectively–if not, in some cases, more so–than combat encounters.

4th Power

Posted on : 19-09-2009 | By : Brian | In : 4th Edition, Gamecrafting, House Rules, Links

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Critical Hits is working on something that I’d really like to see happen, and would really like to be a part of. Go check it out.

Nipping at your nose

Posted on : 21-12-2008 | By : Brian | In : 4th Edition, D&D, Downloads, Gamecrafting, House Rules, Humor, Links

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Here’s some holiday fun for all you 4th Edition fans out there. This was made using Asmor’s Monster Maker, which is a cool little program. Enjoy.

Jack Frost

DM’s Journal: Creating an Encounter in 4th Edition

Posted on : 05-07-2008 | By : Brian | In : 4th Edition, DM's Journal, Gamecrafting, News, Reviews

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I just created my first encounters in 4th Edition D&D today. I actually created a series of connected encounters: two social encounters and a combat encounter that can be avoided entirely if the social encounters go well.

The social encounters were a breeze to create, and were a lot of fun, too. The skill challenge system allows for a lot of customization, such that these two encounters, both of which are basically negotiations, have different uses for the same, and different, skills. There are a couple of things that I really like about the tools given to craft non-combat encounters. First and foremost, I love the fact that I get to reward the PCs for their choice of skills, and encourage them to pick up more skills. If you read the Player’s Handbook, it’s not immediately apparent that skills have become more important in 4th Edition. Sure, the rogue has a lot of powers that key off of skills, and some of the other classes have utility powers that improve skill use, but it almost seems like an afterthought. Until you read the Dungeon Master’s Guide, and it all clicks into place. Between skill challenges and terrain effects, there are lots of ways for a DM who is so inclined to reward skill use in 4th Edition. When crafting these encounters, I made sure to include at least one skill that each PC had, so that everyone could feel useful, but I also included some other skills that nobody has, to nudge the PCs into picking up the Skill Training feat a couple of times in the future. I love that I have a tool to do that with.

The other thing that I like about the skill challenge system is that it gives me a way to take something like a negotiation and create an actual mechanical encounter out of it, with plenty of role-playing as well as plenty of die-rolling, and an XP reward at the end. Suddenly, non-combat encounters have become just as important as combat encounters.

The combat encounter that I created took a little bit more time, but it was still pretty easy, and it really served to highlight for me the things that I like about 4th Edition encounter and monster design.

Monster design in 4th Edition is great. Monsters are tactically and thematically interesting, with mechanics that both inform and are informed by the flavor of the monster. I also really like the idea behind minions, as well as the other end of the spectrum: elites and solos. I put a bunch of minions in this encounter, a couple of standard monsters, and an elite. The fight, itself, will be big, but I don’t think it will be difficult for me to manage.

Another thing that I like about monsters in 4th Edition is that they’re really easy to customize. Only one of the monsters that I used in the fight is straight out of the monster manual. The others have all be tweaked in some way. For the elite, I took a different elite, changed out some powers and characteristics, and reduced its level to be more in line with a 1st-level party. There are four different monster types in the fight, three of which have been customized, and it took me maybe 20 to 30 minutes to do the customization work for all three. Not too bad, really, when you compare it to 3rd Edition.

Something that I really like about encounter design in general is that terrain is a lot more important than it used to be. There are some really fantastic rules for creating terrain in the DM’s guide, and the DCs and Damage by Level chart on page 42 is absolutely invaluable for scattering all kinds of improvised attacks around the encounter for the PCs to make use of.

All in all, I’m very happy with encounter design in 4th Edition. There’s some work involved, but it feels like you get a lot of bang for your buck. And, truth to be told, I find the work to be a lot of fun in and of itself.

PC Organizations

Posted on : 30-05-2008 | By : Brian | In : 4th Edition, GMing Methodology

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It should come as no surprise that I’ll be starting up a D&D campaign soon. It’s a given. I’ve even got some players lined up for the big show. And that got me thinking about the classic conundrum of D&D: where do these guys meet, and why do they adventure together? You could simply say that they’ve known each other for a while, but what if you don’t want to do that? These guys are all going to be new to 4th Edition, and some of them don’t actually know each other that well in real life. So it would make things a little bit easier and more natural if the characters, themselves, were just getting used to each other, both in terms of personality and abilities. So how do you do that?

One way you can go–and the way I plan on going–is via an organization of some kind that the PCs are working for. The organization that I’ll be using is a somewhat loosely-governed group of elite troubleshooters and professional adventurers known as the Queen’s Wardens, or just the Wardens to most people. Their mission is basically to keep the Demesne–that’s the territory that the PCs will start off in–safe and prosperous. In order to do this, they need a wide variety of character types, from diplomats to treasure hunters to lawmen to assassins. They’re also willing to overlook quite a lot if you pull your weight and get the job done. Thus, the players can still make pretty much any kind of character they want, and still be members (because I promise you, they’ll be pulling their weight).

Starting all of the PCs off as Wardens grants a couple of nice benefits to me as the DM. One, I can easily provide them with a reason for adventuring together without telling them that they already know each other. Simply put, they’re a newly-formed company of fairly green–but very promising–recruits. Two, it gives me an easy way to introduce quests. Ideally, I’d like many of the quests to be player-driven, in that they indicate through behavior at the table the kinds of things they’re interested in investigating, and I plan for that for the next session. However, when they’re at a loss for what to do, or for when there really aren’t any loose ends to tie up, it’s nice to be able to have the chain of command hand them something to do. Three, if (Pelor forbid) one of the PCs die and they don’t feel like raising him (or if that option simply isn’t available), or if one of the players gets tired of his character or feels its time to retire him, it gives me an easy way to introduce a new character, and to give that character a reason to join the party.

I really like the idea of using the Wardens in this way, and I hope my players are receptive to it (a few of them read this blog, so I’m at least giving them fair warning (I’m looking at you, Chris, Dean, and sometimes Tad)). I think they will be when I explain that Wardens have a measure of authority and respect above and beyond what a freelance adventurer would be likely to receive, and that they are compensated for their troubles with a monthly stipend, mission bonuses, and good sale prices on valuable magic items that the party may have acquired in their travels. That’s always nice, right?

4E: Powers based on skills

Posted on : 06-04-2008 | By : Brian | In : 4th Edition, Gamecrafting, House Rules

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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]

Pathfinder RPG

Posted on : 20-03-2008 | By : Brian | In : 4th Edition, Gamecrafting, Reviews

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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.

4E Again

Posted on : 17-03-2008 | By : Brian | In : 4th Edition, Gamecrafting, Geeking Out, Session Reports

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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.

Designing Again

Posted on : 22-02-2008 | By : Brian | In : Design Diaries, Gamecrafting, Links, Wild Blue

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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.