Showing posts with label d20. Show all posts
Showing posts with label d20. Show all posts

Friday, September 29, 2023

Why Pathfinder Sucks

HAHAHA. Sorry...sometimes I amuse myself.

This post comes c/o reader "Mach," who emailed me the following:
I was reading your blog about the various editions and I found a bit where you said you didn't think pathfinder was suitable for the type of long term campaign play you had in mind. Could you expound on that please? Reason I ask is because I'm a little worried and mainly curious, I've run a fair bit of pathfinder and I'm worried there might be something I'm missing or a cliff somewhere at higher levels or some such. Or maybe it causes players to drift away to other games, or some such more subtle issue.
I sent Mach a response (as I tend to do when folks write me questions like that). Mach, for his part, appreciated my answers and suggested I incorporate it into a blog post "so that I'm not the only one that will benefit from it." 

I have (good) friends who
LOVE Pathfinder...FYI
Since it's Friday, and yesterday's reflections were (perhaps) less-than-useful to (many) readers, I offer the following elaboration on previous statements (of mine) that Pathfinder is (maybe) not the best system for long-term campaign play. From my email to Mach:
My thoughts on the unsuitability of Pathfinder to long-term play is based on A) my experience with the D20 (3rd edition) D&D system on which PF was based, and B) my thoughts on just what entails "long-term play." 

That being said, I will readily admit that I have no experience playing Pathfinder, and I haven't even read the latest edition of PF, nor do I have any idea of the changes to the system with the new version. Perhaps, PF2 is more suitable to (what I consider) long-term play and I am simply ignorant of the fact. 

The issue I have with D20 (which colors my perception of PF) is that, over the course of playing, the inherent complexity of the game scales in a way that makes the thing untenable. D&D is a game that begins simply...even the third edition...and adds complexity as the game progresses (i.e. as characters gain levels and access more content). More information needs to be mastered by the players of course, but far more information by the DMs. But the mechanical complexity of D20 is such that, over the course of play: 
  1. it becomes extremely cumbersome for the DM, such that they quit or end the campaign (I've seen this personally on two occasions), AND/OR 
  2. the DM begins discarding "excess" rules, or ignoring rules that make running the campaign "burdensome." But D20 is a mechanically complex game, fine-tuned to an extreme degree, and easily thrown out of whack when rules are bypassed. 
Sure, there are probably some DMs may have a higher capacity for the minutia of running a D20 campaign at mid- to high-levels (I've seen DMs throw up their hands as early as level 7; I've seen DMs try running adventures for 15th level PCs (pre-gens) that gave up after a single encounter). But are the rules conducive to long-term play? Do they facilitate it? 

In comparison, AD&D (1E) is a robust system that provides depth without the added complexity/fiddly-ness. Monsters operate on a different scale than players. PCs, for the most part, "plateau" after reaching "name" level: their abilities increase but not in the same exponential capacity. There is less information to juggle; more attention can be paid (by the DM) to the campaign world, as opposed to making sure encounters are properly balanced and the various mechanical t's are crossed and i's dotted. In this way, 1E is more conducive to long-term play...in comparison to 3E/PF. 

3E (again, the basis for Pathfinder) had a LOT of material written for it...including high level material (the Epic Level Handbook and whatnot). In THEORY the game will function at high levels... 

[why do I continue to bring up "high level" play? Because over time...i.e. over the "long-term"...characters progress, gain x.p. and become high level. High level play is a part of long-term play]

...in THEORY the game functions at high levels. It has the rules, the mechanics, the support to make the game function. The practicality, however, makes it (in my opinion) cumbersome. Because long-term play is MORE than just having the content to fulfill the needs of a 12th or 14th level party. 

To run a long-term campaign, you need to build a world: a world of sufficient depth to provide meaning to the (imaginary) lives of the PCs. They need to be able to do more than simply plumb the next dungeon or go on the next quest...such adventures will, in time, inevitably PALE, if they have neither meaning nor relevance to the game world. 

And so you need to build a world. But in a system where one must have level 12 citizens and level 3 artisans and level 9 nobles and monsters with six stats, skills, and feats...in that type of system, the burden of creating a deep world is IMMENSELY cumbersome. 

Whereas, in a simpler system (say AD&D) I can say "90% of the people in this town are 0-level and possess d6 hit points." I can stat out the duke or burgormeister or tavern owner or stable boy with the roll of a D6. Rather than having to worry about the excessive mechanics, the minutia, I can focus on their personal goals, their relationships with other NPCs, the various things they might have to offer the PCs, etc. 

I don't have to worry about how feats and skills interact with the environment when there are no feats and skills. See? 
And then...what? Start over again at 1st level? What's the endgame here? 

"Long-term play" is not about reaching an endpoint. It's not about getting to a particular level...though (as I said) played long enough, characters will reach high levels. It's about having a perpetual game, a dynamic world, that players get to dip their toes into and experience...and live in for a time. The game aspects (the systems, the mechanics) are part of it...part of the game, part of the fun...but they are not the End All Be All. The WORLD you are building...and the legends the players create within the world...are the thing that's important. And that takes a fine balance: a system (or "rules") that have depth and complexity but not so much that it's overwhelming...just enough to model what needs to be modeled, to model those bits of reality that require rules. 

So that the game can last. So that YOU (the DM) can fully engage your imagination and yet still run the game in a practical, functional fashion. 

You can do "long term play" with ANY edition of Dungeons & Dragons (I think)...but some editions make it easier to do. And some make it harder.
There...something for Friday afternoon musings.

Friday, January 13, 2023

Fair Use Friday

Anyone looking to stream a terrific interview should check out the Roll For Combat guys' YouTube video with Ryan Dancey. Yes, it's two hours and twenty minutes long...time you could spend watching a film or something. I listened to the thing while doing household chores and waiting in my car at (a very rainy) soccer practice. It's fascinating, not only discussing the legal ramifications of the original OGL, but also the history, purpose, and intention of it, why it came about, how it affected the gaming industry, possible consequences of WotC/Hasbro's attempt to "revoke it," and reasons why they would torpedo themselves (and upset their fan base) taking the actions they are.

If you're a person interested in the nuts-and-bolts of the industry behind the hobby, it's very good stuff.  Certainly more informative and interesting than anything I could write about the subject myself.

Thursday, July 15, 2021

Addendum To "The Art Of Peril"

Something I completely failed to mention in yesterday's post on the subject of D&D artwork:

Despite what one might assume from the generally "down" tone of my last post, I quite like A LOT of the artwork in both 2E and 3E (or, as I call it, DND3). This may well come as a surprise to some. However, much of the art quality from both 2nd and 3rd edition D&D towers over the stuff in the 1st edition AD&D books. While many of the original 1E pieces are (rightly) considered iconic, the skill and artistry with which later illustrators execute their craft is, more often than not, simply better.

Everyone got that? I like many of the pieces in these later editions. Some are extraordinarily good. The color plates in the 2E PHB and DMG are some of my favorites in any fantasy RPG I own (check p.7, p.72, and p.110 of the 2E PHB and p.8 and p.116 of the 2E DMG). And many of the less manga-y, MtG-type art in 3rd edition is stuff I find incredibly evocative...and inspirational (as in: it fires up my juices and makes me want to play the game). 

I don't get that from classic pix like "A Paladin in Hell" or the single-panel cartoon jokes in the original DMG. Sorry, no.

But as far as communicating what the game is about...as far as providing building blocks for the imagination (not just vignettes for one's daydreams), the first edition of AD&D does the best job of any of these three editions of the game. Yes, there are excellent, evocative pieces of art in the 1E books (I said later works were better "more often than not," not always) but MORE than just "good art" or "bad art" or "mediocre art" there is EFFECTIVE art. Art that is effective at communicating what game play is about. Game play is NOT about a lone monk taking out an umberhulk with a spear single-handedly (much as I like John Foster's illo on p.168 of the 3E DMG). Sorry...it just isn't.

[apologies...couldn't find an image]

And ALSO, just by the way: before 3rd edition I don't think much of this art had any real intentionality of "communicating game play" (or its perils) aside from 'let's put a party fighting orcs in this space, and let's have an illo of a cleric turning undead over here.' 3E's art seems to be placed in appropriate locations (in relation to text) and...outside the MM3...is generally captioned to show its pertinence to the instruction at hand.  1E and 2E just throws "cool fantasy stuff" willy-nilly all over the place. I think the main difference, though, is that many of the artists in 1E doing pictures of peril in the core books were long-time D&D players themselves and...consciously or not...brought a lot of insight for the game to their works. I believe this is a large part of why there are so many humorous illos in the first edition books.

I have one more post to write in this series, but I just wanted to add this quick note. 

Wednesday, July 14, 2021

The Art Of Peril

 Continuing from the prior post...

As several astute commenters deduced, this discussion on art in D&D was "goosed" into action by Delta's blog post on "old school" art from Monday. Delta's main point was that:
"...one of the biggest sensibility differences between old-school D&D art and and newer-school art is the amount of violence depicted against ostensibly player-character-types..."
I have some quibbles with Delta's conclusion ("flipping through the earliest 1st Edition materials, you're going to get the idea that in D&D, player-character life is cheap") but not with his declarative that the images presented are going to create particular ideas in the minds of the reader. Again, returning to my prior post, our imagination constructs ideas and images from memories, and memories at their base are generated from external (sensory) stimuli.

Dungeons & Dragons is a fantasy game that absolutely requires imagination (in all participants) to play effectively. I would go so far as to say imagination is probably the defining characteristic of role-playing games, as opposed to computer (video) games, board games, or card games, ALL of which are playable without imaginative input from the participants involved. As such the importance of exercising one's imagination (both through use and through assimilation of pertinent memories for use) cannot be understated. The ability to play the game is limited by one's imagination (or lack thereof), and as we wish to pay attention to how that imagination is cultivated, we should take a hard look at the purpose and objective of the game.

Dungeons & Dragons is a game of facing peril and overcoming its challenges.

This is clearly evident from the rules of the game. No, D&D is not a game about "telling stories;" as I have written (often) before, there are MANY role-playing games that are designed to create/tell stories (in many genres!) and that serve that purpose better than D&D. Folks using D&D as a vehicle to tell stories are pretty lazy (or else suckers for the marketing). Systems are not included to be ignored; dice are not rolled because players "like rolling dice." The fantasy world of role-playing IS designed to amuse, entertain, fascinate, astound, and escape reality. Yes, absolutely. But the game is designed with the mechanics it's given in order to face peril and overcome challenge. This is the reason for combat rules. And armor class. And hit points. And saving throws. Etc.

SO...given the above raison d'etre of D&D, let's take a look at the artwork that is Oh So Necessary for implanting those building blocks of imagination (integral to the game) and the job they do at conveying the perilous nature of the game.

I spent roughly three hours this morning combing through the core books (PHB, DMG, and MM) of 1st, 2nd, and 3rd editions of D&D making notes on the artwork and just how much "peril" was communicated. Things I looked for were instances of evident fear (either on terrified faces or actual flight), instances of helplessness or restraint/capture, killing blows (i.e. an attack from which the individual was most definitely NOT going to walk away from without clerical assistance), "zaps" (from traps or magical monster attacks that may or or may not be lethal), and the presence of Already Dead Bodies. At first, I attempted to do a simple count for each book, giving more weight to some illustration over other (half a point for a scared face, two points for a killing blow that shows entrails/viscera, etc.), but the results were somewhat confused and, for my purposes, not nearly descriptive enough. So I went back through all the illos (again) and simply made tallies for each particular instance of each category for each book.

For an illo to be counted, the recipient of the "peril" had to be a PC type (the dragon on p.21 of the 1E DMG doesn't count, for example, as all the creatures being killed are kobolds). Overwhelming odds (the purple worm on p.166 of the 1E DMG) or potential surprise (p.91 of the MM, p.99 of the DMG3) were NOT counted for purposes of "peril" as such illustrations could simple be viewed as "precursors to heroism," or some such. Neither were the cover illustrations of ANY edition counted in any way (as covers are prone to change, even within editions)...only interior artwork was reviewed. Artwork taken from earlier products (2E illos include a LOT of previously published artwork from 1st edition) still count towards peril, as the illos were used in the core books and thus help teach the game to prospective players.

Here then are the results, as I calculated them:

1st Edition (AD&D)
Fear: 18
Held/Helpless: 12
Kill Shot: 8
Dead Body: 6
Zapped!: 7
Total: 51

AD&D 2E
Fear: 4
Held/Helpless: 1
Kill Shot: 2
Dead Body: 4*
Zapped!: 1
Total: 12

DND3 (3rd Edition)
Fear: 6
Held/Helpless: 10
Kill Shot: 1
Dead Body: 2*
Zapped!: 3
Total: 23

*Dead bodies! Okay...let's talk about these for a moment. Three of these four instances in 2E feature "bodies in repose" that may or may not simply be sleeping, they looked so peaceful (and no evidence of violence...see p.125 of the PHB2 and p.24 of the DMG2). The final one seems obvious; equally obvious, however, is the party's intention to raise their companion (p.116, DMG2). The "dead bodies" in 3E are even more "iffy" in nature: the caption on p.153 of the PHB3 tells me the individual is dead, but he looks more like someone having his leg regenerated. The other image (from the MM3) appears to be a mermaid helping a drowned man (p.135)...hardly "peril."

Oh, and speaking of iffy...the thing that's really absent from 3E, compared to the first two editions is any sensations of fear...hell, there's hardly any trepidation illustrated. The six instances of "fear" counted for DND3 all come from the MM3. Four counts come from the illustration of the tarrasque (where four small figures are seen running from one of the most tremendous threats of the D&D universe, p.174). Yes, I count each character as one "instance"...more fear, more death makes more impression from a single illo. The other two instances of fear in the MM3 are also instances of small figures running from gigantic foes: the remorhaz (p.155) and the red dragon (p.67). There are plenty of other illos where small figures stand toe-to-toe with impunity against huge and colossal monsters.

Yeah...no.
And that's what really causes me to shake my head in looking at these late editions. Just what do the art directors think D&D is about? What are they conveying to the reader? Because, I'll tell you that any adventurer who thinks he's going to stare down a purple worm in ANY edition is probably asking to be eaten. 

The illustrations of post-1st AD&D simply fail in communicating the perils inherent in the game. Keep in mind that 1E has plenty of illustrations that do NOT contain peril: images showing heroic confrontation, or fantasy and wonder abound in the pages of the PHB and DMG (whose share of "peril images" I count as 9 and 12, respectively). Yet, 1E still manages to communicate the danger of the game world to the reader. Not (as Delta concluded) that "life is cheap," but that fear and death are a part of the game.  This is preparation for the imagination. 

Failing to prepare the mind with art showing only heroic confrontation, victorious parties, and happy tavern scenes (a lot of these in 2E for some reason...) is going to lead to false expectations and, I can only imagine, DM fudging and protectionism to stave off player disappointment. At least in 2nd edition, which is close enough to 1E that players should be gaffled just as readily for stupid shit as in the original Advanced game.  In 3E, I suppose disappointed expectations can be avoided with careful use of that edition's complex challenge system and obsessive attention to optimal "character builds."

Anyway... some folks asked me about B/X and how its art helps illustrate the perils of that particular edition. By my method of calculation there are only two instances of character peril illustrated in the contents (both in the Basic book; both of the "zapped!" variety). My own B/X Companion (which was illustrated to my specifications and in like vein to the original books) contains only two instances of peril, one each of the "kill shot" and "dead body" variety (actually, just a severed arm being gnawed by a Baba Yaga-like hag). That ain't much peril. However, Moldvay's basic book supplements this by providing detailed play examples (in both the Encounter/Combat section and the Dungeon Mastering section) featuring player character death. Gygax does likewise in the 1st edition DMG (p.71 and then p.97-100...the latter describes a particularly gruesome PC demise). While such textual examples are helpful in making explicit the perilous nature of the D&D game, I don't think there's any debating the old saw "a picture is worth a thousand words." More images of peril would go a loooong way.

Fortunately, we also have adventure modules to help us out:

"Uh-oh."

By the way, I also calc'd out the first edition Fiend Folio art because I consider it part of my personal "core" AD&D volumes, even if the numbers weren't added above. Here's how that most grim and perilous tome stats out in terms of communicating "peril" through its artwork:

Fiend Folio (1E)
Fear: 12
Held/Helpless: 22
Kill Shot: 8
Dead Body: 2
Zapped!: 2
Total: 46

I think the fact that the total instances of character peril in the FF alone is more than the combined core books of 2E and 3E says quite a bit about the game's art direction post-1988.

[I don't own copies of 4E or 5E so I can't comment on those particular volumes. However, as game play for those two editions are fairly distinct from earlier editions...even 3E...perhaps those editions' artwork conveys exactly what they're supposed to communicate]

Comments, as always, are welcome.
: )

Thursday, March 26, 2020

Rejection


Just cleaning/organizing the office today...something I've been meaning to do for about, oh, ten years or so. And I ran across these old rejection letters from Paizo (Dungeon Magazine):


There's no date on these rejection slips, but the cover letter of the submissions have my old address and the documents aren't even on my old laptop (which I got in 2007? Maybe). These must have been something I put together circa 2004 or 2005. Probably the former, as I quit playing 3E sometime around 2005, if I remember correctly.

Looking over the docs, it's tough to pinpoint a reason they were rejected (other than, I suppose, my writing being even worse than it is at present). Too trite? I don't know: one's a high-level "side trek" adventure consisting of a single, vicious encounter (CR 19); the other's a 1st level NPC that could be either an ally or an opponent, depending on a party's reaction.

Wow...what an abomination 3E was: the stat block for the monster was three pages (given Paizo's requested format for submissions), including "show the work" sections to ensure the stat block was put together correctly. Ugh. Gross. Plus another page explaining tactics for fighting, 3E style. The whole side trek is ten pages long including background, description, dungeon (the map is a single page), development and scaling for different party levels.

Jeez. Compare that to the adventure scenario I wrote to include with Five Ancient Kingdoms: twelve pages in A5 format, including multiple maps and encounters. Yeah, my writing is more succinct, but really it's just a lot less of a slog to write/design adventure scenarios for pre-2K D&D.

In my opinion, of course.

I'm going to try to put together an adventure or two for fun and/or purchase. It's been a little tough to find time to write with my kids at home (they need the computer for their "remote learning" lessons, and when they're not studying they want me to play with them; *sigh*), but my cleaning/organizing has unearthed at least a handful of "treasures" in the form of maps/adventures. Hopefully it won't be too hard to adapt and stuff them in a publishable format. Hopefully.

I'll keep y'all posted.

[by the way, in case folks hadn't heard, Gary Con XII is going to be a virtual thing this weekend; check it out if you're jonesing for a game!]

Sunday, July 31, 2011

D20 Conversion Update

Last night (or rather, early this morning) I wrote that I was thinking of converting my B/X campaign to D20, just for this next week...partly as an interesting mental exercise, partly to show I could do it, partly because I haven't killed anyone using the D20 system in awhile and tactics and minutia are generally "my cup o tea." Or at least they were.

So here's the update:

*BARF*

D20 is soooo Goddamn boring. Ugh. I got as far as picking feats for the characters and just got sooo bored. Even limiting myself to only the feats in the 3.0 PHB I just could feel my eyes glazing over...I don't know what people would want! Nothing would really model the game we currently have going anyway.

It's funny...I used to really relish the chargen aspect of D20, planning out character's career advancement all the way to level 20 and beyond. Hell, the character crafting was generally more fun than the actual playing! But now...shit. I still enjoy "crafting" characters, but I so prefer the B/X system which allows my imagination to do the work rather than the rules system.

Ah, well.

At this point, I seriously doubt I'm going to run a D20 session this week. There are too many reasons why it would be a Bad Idea:

1) D20 is very precise about the amount of gear/equipment characters should have at any given level. B/X is not. As a result, some characters possess magic items in excess of their character level...for example, the magic-user just acquired a crystal ball, an item valued too high in D20 for any character under 10th level. Meanwhile other characters, like Stanley the 5th level thief, have the proper amount of treasure, but not in the form of useable equipment (magic gear and whatnot). And in doing the conversion, I don't feel like ret-conning characters' equipment lists.

2) If I'M responsible for picking characters skills and feats and whatnot, and then their characters get killed or suck or whatever, I'll be the one to take the heat for it. And I don't want the hassle.

3) At the same time, I don't want to blow two hours of game time helping players to pick their own skills and feats and whatnot for a single one-off event. Screw that!

4) As I said, it's kind of boring. Creating "optimum" characters just because that's the name of the game seems like such a waste of time, especially when they're just going to get stomped anyway.

So I might continue tinkering with the conversion in my "free time" (yeah, sure, what's that again?) but it's definitely low priority. Fact is, I need to read up on my DCC Beta rules, since it looks like we'll be playing that on the following Thursday and I want to make sure my candlestick maker is sufficiently badass to rock the joint.

: )

"...I'm so bored I'm drinking bleach..."

No, not really. What? Doesn't anyone still listen to The Dead Milkmen?

However, you wouldn't necessarily know I'm kidding from the last hour or so, when I've been working out a conversion of my players' B/X characters to 3rd edition.

Oh, yeah...I CAN play D20.

But actually, it was more of an interesting exercise than anything else. I've kept notes of all the sessions of our current campaign, more for "accounting" purposes than anything else (in case I or someone else lost a character sheet or wanted to bring back a dead character). Because of that, I have a record of all the encounters/monsters fought and defeated by the PCs, as well as the characters that fought those encounters and survived.

Not that the latter matters in 3E...it's "how many goes in" that matters, when dividing up XP, kind of the opposite philosophy of Old School D&D. The idea here is that it's not "only the strong survive," but "have mercy on us Father for we have died...please bring us back to life so we can advance in level."

*sigh*

Of course, no one's come back to life in my campaign, re-calcing XP the 3E way means leaving a lot of points on the "cutting room floor," so to speak.

Anyway , just for shits & giggles:

The current campaign consists of eight player characters:

Ellephino (2nd level elf warrior-seer; Elf)
The Myrtle Magician (4th level magician; Magic-User)
Neckbeard (4th level dwarf hero; Dwarf)
Orestes (2nd level seer; Magic-User)
Pendle (4th level vicar; Cleric)
Spunk (4th level escort; Scout)
Stanley (5th level cutpurse; Thief)
Zeebd (3rd level halfling swordmaster; Halfling)

(also Derrick, now "Garrett" the Normal Man who Andrew took over playing last week...don't know if Garrett will become a regular PC or not, but he hasn't yet chosen a class)

After figuring XP back to session #1 (including the XP each PC started at: 2500 for some, 3360 or 3200 for others), the XP total and level of the characters are as follows:

Ellephino - 6,689 XP (4th level)
The Myrtle Magician - 8,825 XP (4th level)
Neckbeard - 9,820 XP (4th level)
Orestes 4,578 XP (3rd level)
Pendle 7,964 XP (4th level)
Spunk 6,811 XP (4th level)
Stanley 11,532 XP (5th level)
Zeebd 5,671 XP (3rd level)

So, um, yeah...everyone's the same level (except the new wizard, Orestes...who's actually only 241XP away from 3rd level in the B/X game). That's pretty weird. What's even more bizarre is that Stanley the Thief has the exact same XP total in both editions of the game: 11,532. And that's without adding "entertainment bonuses" or "prime requisite bonuses" or any such thing. Just XP for traps and monsters.

Weird.

Even though the elf would be 4th level, I'd assume the character would be an even split between wizard and fighter (right? to make it as close to B/X as possible?), so we're talking 2/2...which makes him the same power level as the 2nd level elf he is in B/X. Serendipity, huh?

Good ol' D20.

I'm tempted to do a complete conversion and run next week's game as "straight D20." Just for the heck of it. Just to change it up and see what it's like. Of course, players would have to choose feats and skills and update their ability scores and re-calc their AC and BAB and saves and, blah, blah, blah. Just so I can wipe 'em out anyway with D20 tactics and attacks of opportunity and "spell-like abilities" as opposed to "spells" and...

Ugh. So exhausting.

Interesting that...if I remember correctly eight 4th level PCs should find a CR 6 encounter (I guess it would be called EL 6 or "Encounter Level 6") to be the right size for 'em. And the last encounter of the game was (calculating): EL 6. How fortuitous! I somehow managed to balance my adventure for the hard math of 3rd edition D&D just using the B/X encounter tables and "eyeballing it."

Huh. Maybe I should convert it. I mean, we're already using a battlemap and miniatures due to the heated disagreements over "positioning." I remember all that 5' step and "full melee attack" stuff. I could probably do it for one evening.

But, man...what a learning curve for the players that don't already know 3rd edition.

As I said, it's an interesting mental exercise. If I can "get it together" by next Thursday (I'll just do "pre-gens" and choose an appropriate selection of skills and feats and such for the PCs), I'll give the players the option. You know...just to see how the other half lives.

; )

[and, oh yeah, there IS a "scout class" in D20, too...see The Complete Adventurer hardcover; I've got that one. Bring on the skirmishers!]

Monday, January 24, 2011

Village of Hommlet - D20 Style (Part 0)


A few years back, I ran a solo, play-by-email game for my buddy, Dr. Love. At the time, I was getting the first strong itch to get back into regular gaming, and had not yet had the balls to go looking for a local group. The Doc and I had been friends for a good long while (we met, I believe, in 1997) but he had since pulled up stakes and headed down to Oregon. Email was our only option for gaming.

As I said, this was a few years back, and we were still playing 3rd edition D&D at the time (the Doc has followed me back into Old School gaming since then). Playing MOST role-playing games via email can be a bit cumbersome, but a low-level D20 game...and a solo one...is definitely more manageable than some. It was an attempt at a high-level (15th) D20 game via email that broke the Doctor's love affair with 3rd edition. At least he never DM'd a game after that abortive attempt.

The adventure we played was the old TSR mega-module T1-4 Temple of Elemental Evil, though we only managed to get through the first part (The Village of Hommlet). Back in my D20 days, I was generally converting the "old stuff" myself, but this may have been one of the conversions that used to be posted over at ENWorld (I can't really be sure at this time). It was fun and neither the Doc nor I had ever played T1 (and still haven't "technically;" I'm not sure how much the super-module differs from the original), so this was a new experience for both of us...and a fairly good one (even though we never got to the Temple of Elemental Evil proper, we did complete the entire "moathouse" scenario).

Why am I even talking about this? 'Cause I'm about to get lazy on y'all. Turns out I have pretty much the entire transcript of our game saved in a Word document (about 30 pages), and I'd post it to Ye Old Blog over the next week or so. I hate to let the blog go derelict, just because I have more important priorities (like the new baby), and this is an easy way for me to do regular updates, the document already having been written.

Plus, it's fun to read (well, I think so)...the only part I kept is my narrative...there are no dice rolls and such. Heck, it's pretty much a one-sided conversation (you won't find the Doc's replies and decisions in the document except maybe a couple times...though you should be able to infer what his actions were by the direction the narrative takes). Even though it was a D20 game, the transcript could read much the same for any AD&D take on the adventure...it doesn't feel "D20 specific." And it shows one possible way that T1: The Village of Hommlet might play out. Some people might consider that entertaining.

Now, of course, there WILL be spoilers present in the transcript, so folks intending to play T1 may want to skip this series of posts. Those LOOKING for spoilers, though, should be advised that some of the background material is different from the original. Grognardia recently asked whether or not folks prefer published campaign settings to "homebrew," and I've always favored the latter...though often my 'brews are inspired by film and book. In this particular case, I created a whole campaign setting for our game, right down to towns and factions and allowable prestige classes. My intention was for T1-4 to be the start of a D20 campaign...however, the thing crapped out after the first 30 pages of emails (duh...PBEM is pretty cumbersome, as I said). It IS a rather neat setting, though, and I may post my campaign notes at the end of this series (in case anyone wants to run a Pathfinder game or something using it).

So, without further discussion (my wife is now making fun of my "laying off the blog" assertions), we'll get this party started. The first part of the transcript will go up later this afternoon or tonight detailing the adventures of Christoff the 1st level rogue. Later!

: )

Wednesday, July 21, 2010

Honestly...Can I be a Bigger Nerd?

When I was a kid, it used to really irk me the way non-gamers (especially parents) would refer to all role-playing games as D&D. “What are you kids doing? Playing D&D?” No, we’re playing Marvel Superheroes. “Whatever. You know what I mean.”

Hmm, I’d think (as a know-it-all kid who would one day grow into a know-it-all adult), I may know what you mean, but do YOU know what you mean? YOU mean “role-playing game.” Dungeons & Dragons is just one of many.

In the 21st century, it’s equally irksome to hear people refer to RPGs as table-top RPGs with computer RPGs being the “default RPG.” From where I stand, nearly all computer games marketed as RPGs bear little resemblance to the term. WoW and similar MMORPGs ironically come closest to the original term as players choose different roles and work together in teams. Most console and PC games have only a single player in a single role (if Fable is an RPG, then so is Halo…your “role” is Master Chief!), and games where you control “parties of adventurers” (from Bards Tale up to the latest Final Ultima or whatever) bear a superficial resemblance to a particular type of true RPG (i.e. Dungeons & Dragons), but there’s no actual “role-playing” that occurs. It’s more of a resource management coupled with action/exploration. Whatever. As Stephen King says in his Gunslinger series, “the world has moved on.”

Well, somewhat anyway. There are those of us still playing, buying, and creating traditional RPGs (i.e. for the “table-top”) so not everyone is quite as eager to throw their imaginations out the window and jump into one giant pot of computer zoning…at least not as their only form of recreation.

And yet, there are problems in paradise. Bad blood. Disagreements that rear their heads and cause in-fighting and back-biting in something that (one would think) would be a strong brother-/sister-hood community. I refer of course to Dungeons & Dragons and the Eternal Edition Wars.

Why does D&D matter? Who cares? They’re all just games…can’t people leave well enough alone? Can’t we all just get along and agree to disagree?

The answer to the latter question is: of course. The answer to the former…well…

D&D is the granddaddy of RPGs. It is a touchstone and common piece of many gamers’ history. Even those that don’t play D&D anymore can relate (somewhat) to those that do based on a shared past. It is many, many gamers’ introduction to this hobby/industry called “role-playing.” Role-playing, to me, is much more than a simple game. It is a tool that can act to open one’s creative mind, in much the same as any of the traditional arts can. Which is why I consider it an “art.” Even D&D, a silly little game based on a ridiculous premise that there are dungeons to explore and treasures to win (i.e. “a buck to be made”) by defeating dragons and other fantasy opponents.

As a common touchstone to this hobby/art gamers share it would be nice to have some agreement on what it IS. Unfortunately, this is extremely difficult as the game has gone through many, many iterations over its nearly 40 year history. This of itself wouldn’t be so difficult if players were to study the history of the game, but generally players are more concerned with PLAYING (that is the point of the game, of course!) and are content to work with the game “as is,” in whatever its current incarnation.

Fortunately or not, art has value to us and those players that do more than dabble in the hobby generally begin to attach meaning and sentiment to the game. And if that meaning and sentiment is concentrated in or attached to a single game (or a single edition!)…well, this is what leads to fierce battles of ideology, not to mention hurt feelings.

[kind of like the silliness of religious Holy Wars…oh, boy, we have all these different Holy Writings that tell people to “be good” in order to “find Heaven” but then we kill each other for taking our own distinct path. “No, no, you can only be saved through JESUS; can that Mohammed crap!” Silly, silly, silly.]

Rather than fighting blindly, it may be helpful for us to really consider what we actually think about Dungeons & Dragons. Over at the Mad Tower, Dave posted what defines D&D for him. I think this is a great exercise…certainly something to be considered by any player with a dog in the Edition Wars fight. I mean, it doesn’t help to just yell at someone for “being stupid” (even if it is cathartic) if you can’t even put into words why you think they’re crazy.

Take me, for example (you’ve read this far anyway). I have talked shit about pretty much every edition of D&D, and even though I prefer B/X today, in past years I had plenty of derogatory things to say about it (including and especially regarding the issue of “race as class”). Looking back, I can see that I was both young and stupid at the time (or rather, ignorant and “not thinking clearly”)…but even in those days I would still have considered B/X to be “Dungeons & Dragons.”

So what is D&D to me? Welp, I’ve been thinking of that since this morning (really!) trying to define it in my head. It’s not easy.

[and by the way, it’s no good to say “I know what it is NOT.” That’s a cop-out. If you’re going to do this exercise, let’s be positive and constructive, huh?]

First off, for my part I feel it’s necessary to be a bit more specific than Dave’s definition, which boiled down to “playing fantasy characters in a fantasy world kicking fantasy monster ass while rolling a D20.” That would certainly translate across every edition (to date) of Dungeons & Dragons, but would also include an awful lot of other fantasy RPGs. Unlike my parents, I don’t consider all role-playing games to be “D&D,” so I’ll need a more narrow definition.

The problem is, it’s damn hard to do so…especially considering the murky origins of the created in a primordial stew of various hobby groups prior to being codified in textual form. In the end, since we’re discussing Dungeons & Dragons specifically, not just role-playing (or Midwest War Gaming) in general, I am forced to rely somewhat on the authority of its main creator: Saint Gygax.

[all apologies to Dave Arneson… for better or worse, once Gygax took the reins he defined what “Dungeons & Dragons” was all about]

Now, I agree with Ron Edwards that there is no “archetypal” Dungeons & Dragons game…but there ARE recognizable trends in the game across multiple editions that I find mark the game as its own particular entity (albeit one that’s had a few nips and tucks). I look at these trends, rather than Gary’s specific “stamp of approval” because I find some later editions sans Gygax (like 2nd and 3rd edition) to still be fairly true to the game he shaped until the 1980s.

Plus, I don’t want to piss off even more people by saying “2nd edition isn’t D&D.”
; )

In my opinion, here are the elements that make any edition of Dungeons & Dragons specifically recognizable as a true member of the D&D family:

1. Theme/Premise: all games involve a team of adventurers exploring a fantasy world, overcoming a variety of challenges, and “improving” thereby. Adventurers face real and mortal danger in the form of monsters and traps, and mental challenges in the form of “tricks” or puzzles, and are rewarded with treasure. Often, the areas of exploration are underground (i.e. in a “dungeon”). Exploration of the unknown (and surviving what is found) is the key occupation of the players. Reward for good play allows increased effectiveness which increases range of exploration.

2. Character generation: includes a standard set of base attributes, randomly rolled. Characters may be a cut above your average “fantasy world citizen,” but in general they are very mortal peons that will need wit, skill, and luck to survive to higher levels of play (this is part of the “reward” system). Characters are classified by (duh) “class.” Class determines role in the party. Adventuring parties are expected to include members of several different classes, so as to fill several different roles. By necessity, the number of classes (and thus roles) are limited…fighter types, wizard types, skill monkey types, and clerical types (which provide certain special abilities). Basic playable species always included the allied peoples of Tolkien’s Middle Earth: Dwarves, Elves, Hobbits (“Halflings”), and Humans. Monster races are never a default player species, except when mixed with “human” blood (half-orcs, half-ogres).

3. Each character class has its own sphere of authority, areas in which they excel. Fighters fight, magic-users cast spells, thieves have “special skills,” and clerics have “special magic” (of the healing and undead fighting nature) unavailable to magic-users. Each class is of value in its role, though not necessarily able to stand toe-to-toe with other classes if not in its “sphere of authority.” For example, a fighter cannot waltz in and out of areas stealthily like a thief, even though she might bash open a lock/door rather than picking it.

4. Spell magic is based on the Jack Vance Dying Earth books…spells are memorized and then “lost” upon casting. This has been the basis of magic since the game’s origins. Other fantasy RPGs use different types of game mechanics for “magic systems;” D&D uses Vance. A character with more levels can cast more spells and more powerful spells.

5. Combat... is resolved through an initiative-attack roll-damage roll-hit point reduction system. Characters have an armor class, based on defenses, that determines the chance to hit. All damage is subtracted from hit points, an abstract measure of a character’s health, vitality, luck, and fatigue. There is no penalty to a character’s effectiveness for damage taken. Once hit points are reduced (a character’s luck has “run out”) characters are dead. Hit points are slow to recover except with the use of magic (potions, clerical spells). More experienced characters take a longer time to recover naturally than less experienced characters (perhaps due to an experienced player taking a blow that would sprain or break a limb while the novice has his limb severed, i.e. killing him). Armor class impacts whether or not hit points will be expended (i.e. whether or not a character will be hit and damage taken). In general, there are no defensive actions a character can take (for example, parries or dodges); this is factored based on armor worn and (usually) dexterity bonus. Combat is a necessary system, but left abstract, so as not to become the center-point of the game.

6. Also... Effects that may harm a character outside of physical combat offer characters the opportunity to make a “saving throw:” a throw of a 20-sided dice that may mitigate or eliminate the effect completely. Only rare and powerful effects force a character to forgo a saving throw. Saving throws include magical effects, poison, paralysis, petrification, and being caught within a blast of dragon fire. All of these effects use non-combat resolution methods (for example, spells and dragon breath do not require attack rolls), or are a last ditch chance to save someone from instant death (poison), or both (death magic, petrification). The amount needed to make a saving throw is based on character level with more experienced characters having easier chances to avoid effects, perhaps based on luck or heightened awareness. Different classes have differing effectiveness for specific types of saving throw.

7. “Game time” in the form of 10 minute “turns,” melee rounds and imaginary hours, days, and years are all formalized and their counting is a strict resource to be measured. IN-game time has impact on duration of spells and effects, light, food, the healing of hit points, and the recovery of spells and (in some editions) decreased effectiveness due to aging. Rate of movement is needed for characters, in part to help measure time within the confines of a “dungeon” environment. Time matters.

8. Improvement of character is measured in “Levels” like a Freemason or something. A low-level character is a shlub, a grunt, a peon. As a character gains experience points, level increases. Level is tied to in-game effectiveness. A higher level character is more effective and more difficult to kill (more hit points, better saves) thus opening up more game content for exploration (a low level character is confined to the easiest levels; high level character can go anywhere they damn well please).

9. Levels refer to “levels of explorative content” as well…the 3rd level of a dungeon is deeper and more menacing, providing new and interesting monsters and treasure than the 1st and 2nd level. Players’ reward for good or long play is improvement of one’s character level so as to open these new areas for exploration and find the more powerful monsters and treasure items. Good play = increased effectiveness = greater range of exploration. This is the basic reward pattern in D&D.

10. DM has final authority as referee over the game and is expected to play “the environment” and any imaginary individuals other than the player characters. The DM is expected to challenge players but to “be fair,” though enforcement of these ideals is left to individual gamers rather than codified in rules. Players are presumed to have full authority over the actions of their characters (presuming said characters are un-fettered by in-game effects).

11. Monsters operate under different principles from player characters. Monster hit points are generally considered to be a creature’s over-all toughness/vitality, though again measured abstractly. Monster attributes are fewer and simpler than those of player characters, generally allowing for ease and speed of handling by a DM that needs to “play everything except the PCs.” Certain monsters (e.g. goblins) have a tradition of being fodder, while others (e.g. dragons) are known for being formidable. Increased character effectiveness (i.e. “leveling up”) opens up new challenges to players as their characters are able to face these greater foes.

12. Skills are unnecessary or, at most, an optional component of game play. Character’s have the appropriate abilities for their class: good hit rolls for fighters, spells for magic-users, thieving abilities (whether percentage or circumstance based…backstabbing being an example of the latter) for thieves. Game systems are measured by utility, making use of all dice, rather than one particular type of dice roll.

13. Wealth accumulated is a measure of a character’s power, reputation, and ability. Magical items acquired provide the means to expand their power and influence beyond normal means. Character leveling increases effectiveness rapidly over the first few levels, gradually plateau-ing at the higher levels…acquisition of magic items allows effectiveness to continue to climb even at the higher levels. More powerful items are found in more dangerous areas providing greater rewards to characters with the increased effectiveness (and courage!) to seek them out.

14. No equipment needed to play except: paper, pencil, dice (of multiple shapes and utility), and the game text. Miniatures are useful but NEVER required. Imagination IS.

Now that’s about all I can think of right now…and let me tell you, I’ve been thinking about it a LOT today. Certain editions may stray a bit off track (2nd edition AD&D’s revised experience system, for example, makes the game fairly incoherent) especially with the addition of certain supplements. However, even "core" 3rd edition D&D adheres mostly to these “14 D&D Presumptions” (the inherent skill system being the one transgression, and the multi-classing madness pushing the boundaries of “class as role”).

For me, when you start knocking any of these off the list, the game ceases to be Dungeons & Dragons. For example, Palladium Fantasy screws the pooch on #3, #5, #12 and usually #11...it’s not even close. GURPS fantasy, even if used to create a similarly themed game, misses on #2, #4, #5, #8, #9, #11, #12, and generally #3. Yes, you can play an elvish warrior kicking dragon ass in a dungeon and making off with loot, but you’re playing a different game.

Of course, these games designers are NOT trying to pass themselves off as "D&D."

Since I don’t own 4E and can’t go over it line-by-line, I'll leave it to more knowledgeable folks than myself to decide if and when it fails to follow any of these “traditions.” Just from what I’ve read, it seems to miss on at least a couple, but maybe I’m mistaken.

You tell me.
; )

Tuesday, July 20, 2010

Quitting While I'm Behind

My recent posts on WotC's "Tomb of Horrors" and Gamer Generations both included some not-so-flattering remarks about 4th Edition "Dungeons & Dragons."

Now, long-time readers will of course be aware that I've denigrated many editions of Dungeons & Dragons in the past...most especially 2nd Edition AD&D (which I have often claimed to loathe with a passion) and D20 in both its 3.0 and 3.5 versions. Likewise, I'm no huge fan (anymore) of BECMI or the Rules Cyclopedia, finding that Mentzer's system is a little too "kiddy-fied" for my taste. My preferred edition is B/X, hence the name of this blog, but 1st edition AD&D is the version of Dungeons & Dragons that I played most often in my youth and is the one with which I have the most actual play experience.

Now, a lot of times in this blog I talk about "good game design" and what makes a good game (these are table-top RPGs I'm talking about...just want to avoid any confusion out there). I own a LOT of games, and in the past I owned EVEN MORE, and there are some games I have played that I've NEVER OWNED (like say, GURPS). All of these RPGs were designed by real people, people with the best of intentions (I assume), and when I criticize a game I try to be objective about it.

Often I fail. That's just me...I get worked up sometimes.

However, just because I lambast or beat up or curse a game for some reason or another, it doesn't mean that I don't find something good and (God Help Me) "fun" about it. Case in point: I recently (within the last year) re-purchased Palladium's Rifts, a game I all-but-swore I'd never play again. It's STILL terrible and practically un-playable (except by masochistic 13-15 year olds...at least that was the "peak" of mine and my friends' Rifts experiments). But it's still representative of, not only history, but some real nuggets of powerful imaginary content...not to mention some sweet artwork and the chassis to run a post-apocalyptic Borg game (namely using Warlords of Russia).

And who wouldn't want to do that?

Not every game is good for every occasion...not even necessarily in the genre for which they're designed. Capes is a great little superhero game...unless you and the other players are interested in a superhero slugfest. Then its lack of permanence makes the end result O So Un-Satisfying (I know this from experience). Vampire was great at setting the Dark and Gothic Punk mood/ambience...and then turned into a superhero fang-banger game with lots of running gun battles. Hollow World Expedition (or HEX) is a fantastic-looking game, chock-full of inspiration for running a fast-and-furious pulpy adventure game...unless you really want fast-and-furious since the mechanics of action are a little on the clunky side. Castle Falkenstein appears to be a fantastic game all around...except that every time I try reading it I fall asleep.

These are games that I own and will continue to own, providing inspiration and possibly things to tinker with and get a game going with the right people. In some ways, I'm like the guy who collects old junker cars and has them spread all over the front yard, buying 'em for cheap with the idea that I'll fix 'em up "someday" and either sell 'em for a profit or (at the least) own a classic vehicle that is the envy of the local car show.

Yeah...I'm that guy.

Now regarding Dungeons & Dragons: I have owned, played, and run ever edition of Dungeons & Dragons EXCEPT the so-called "4th Edition." Did my faithful readers know I've actually run a 2nd edition game before? I know I've mentioned I've played and run both 3rd edition and 3.5, both at the table and over the internet.

In fact, D2o may have been my single-biggest RPG investment of all time...though I had almost every Vampire publication ever issued for the 1st & 2nd edition, and I had more than a dozen or so Rifts books at one time (not to mention a ton of AD&D stuff). And that's just the 3rd edition...I never bothered to buy 3.5 books (with the exception of the Complete Warrior and Adventurer books), instead just downloading and updating my 3rd edition stuff with the on-line System Reference Docs (SRD).

However, I stopped buying any WotC-issued D&D product long before 4th edition was even announced...and I mean I stopped buying cold, both new and used. Why? Because I wanted to stop the cash sink from a company intent on sucking every last dollar from my wallet? No...I continue to buy gaming product, both used and new, and even purchased Saga Star Wars last year. The jalopies continue to pile up in my game room, much to the wife's chagrin.

No, I stopped playing D20 because it sucked. Running it as a DM or playing as a PC. On-line or at the table. Every game came down to frustration and eventual disgust. With people that were friends, acquaintances, or even outright strangers.

Fortunately, my friends and I are still friends...we can all agree on our mutual dislike of D20.
; )

What was it about D20 I disliked so much? Well, I blogged about it a lot when I first started writing the ol' B/X Blackrazor, but in the end it comes down to a couple things: it emphasized character crafting over good play, combat over adventuring, and unwieldy mechanics over abstract models...the latter creating a steep learning curve that I find antithesis to creating easy access thus stifling the ability to grow the hobby.

Oh...that and WotC usurpation of every old RPG's system with their shiny D20 system. Yeah, I convert most existing games to B/X if I wanted (and I've known people that converted EVERY game to GURPS or Champions)...but just because you can doesn't mean you should...or that the result will be better.

However, setting aside my ideals and indie-gaming rhetoric for the moment, those other things I mentioned all led to a disturbing realization...the game was looking more and more (or trying harder and harder to be) like an MMORPG. You know, like a certain World of Warcraft game on the market?

Now let me be perfectly clear: I have played WoW. I have played it A LOT in the past. I see the attraction, especially for the lone gamer who, perhaps by chance circumstance, doesn't have a group of people with whom to game. Or for people that want a relaxing way to un-wind that takes no prep, imagination, or stress, yet is still a form of escapism that has an "interactive" quality over chilling on the couch in front of the television.

So yeah, I understand it. I've done it. And I know it for the complete soul-sucking waste that it is. Because at least with table-top RPGs you are connecting with humans, having human interaction, creating a community...in addition to stretching and flexing your creative muscles by being forced to use your own imagination and visualization, to create your own stories and decide for yourself which direction "the quest" may take.

Discussing the best group tactics for handling raids and such in an on-line game is not "role-playing." Planning and execution can be done in chess, too, but it lacks the richness and creativity of real role-playing. Of course, if you've never been exposed to that how would you know what you're missing...?

SO...4th edition. I've never played it. I've never DM'd it. I've never owned it, so I've never read it. I've read a lot of reviews of the individual books over at RPG.net. I've skimmed its core book pages at the local book store or game shop. I've had discussions with people that HAVE purchased it and read it. Nothing I've seen or heard has led me to consider investing in it.

And yet here I denigrate it and piss off the people that profess to play and love it. How dare I!

Well, what can I say? To me, it looks like its designed to appeal mainly to players of computer games. I've said this before, but I'll repeat it in this post: you can't make an RPG designed to play like a computer game that plays BETTER than a computer game. If people want a computer game, they'll play a computer game. Maybe WoW doesn't have a "dragon born" race yet, but when they DO (or something equally cool...like DEATH KNIGHTS), people will jump ship to play it. And if WotC and Hasbro design an on-line computer game that plays like 4th edition D&D...with all the races and classes and spells and magic items and cool powers...well, why would you need to play a table-top game if that were available? And why would WotC/Hasbro want to support it if they could get people to pay a $10-20 monthly subscription?

But, hey, that's just my objection to the game on principle...something I wasn't even talking about in those last couple posts. What I WAS saying (that upset some people) is A) 4th edition is not conducive to role-playing, and B) 4th edition isn't really "Dungeons & Dragons."

I suppose people have a point about the former...I haven't played the game so perhaps I shouldn't judge. However, I can say that D20 wasn't (very) conducive to role-playing, mainly due to its focus and emphasis (resolving challenges with combat and/or D20 rolls). But I suppose that really depends on how you define role-playing. And that's a much longer, and much more complicated post for another time.

As to my claim that "4th Edition isn't D&D," well, I stand by what I said. I suppose in a way this patently ridiculous as it DOES hold the title "Dungeons & Dragons," so it is in fact Dungeons & Dragons. But if Pepsi bought the rights to Coke and re-labeled their own drink "Coke" and burned the original Coke formula...well, is the drink in the can really Coca-Cola? People who'd had Coca-Cola in the past (Old School Gamers) would say, "no."

[and just to continue the analogy, Indie Gamers would ignore it and drink RC while Non-Gamers would drink beer...]

If it walks like a duck, and quacks like a duck, it's a duck...but 4th edition doesn't walk the walk or quack the quack of older editions of D&D. Not even of D20, which was pretty far removed from the original game. It has elves and dwarves and gnomes? Sure...so do a number of other fantasy RPGs. It has classes and levels? Ditto that. You find monsters and fight treasure? There's a lot of RPGs on the market, past and present that operate with this premise...that doesn't make 'em Dungeons & Dragons. It just makes them "fantasy RPGs."

People: you're allowed to purchase and play whatever you want. But telling me that 4th edition is "the best edition of D&D there is" or that "this is the newest edition of the world's most popular fantasy RPG" is pretty absurd in my opinion. When I see people saying that, it reminds me of people who said, "D&D sucks, we should play Dragon Quest instead." Or Chaosium's Basic Fantasy RPG. Or Burning Wheel. Or Dangerous Journeys. Or Palladium Fantasy. Or RuneQuest. Or Fantasy Hero. Or MERPS. Or The Fantasy Trip. Or Rolemaster. Or Tunnels & Trolls. Or Warhammer Fantasy RPG.

Or whatever. A commentator in an earlier pointed out Ron Edwards's article on Why System Matters. I would instead point interested readers to Ron's discussions of what he calls Fantasy Heartbreakers. Now of course, 4th edition isn't a Fantasy "Heartbreaker;" this isn't a handful of guys self-publishing a labor of love that hopes to "fix" what is wrong with Dungeons & Dragons. But it IS similar if one considers the "fix" to be a necessary change/adaptation to the perceived idea of what gamers want in the 21st century. However, unlike the independent Fantasy Heartbreakers, by making use of the NAME (i.e. "milking the cash cow") they can ensure some degree of success, regardless of the content of their game, by branding alone.

At least until they drive the value of the brand down.

And whether or not THAT actually happens in my lifetime doesn't much matter to me, as the 4th edition game is not the type of gaming in which I'm interested.

Okay...that's enough for now. Here I was going to put up something more fun on the old blog and I'm talking about this stuff again. Sheesh!
; )

Friday, February 26, 2010

The Madness Has Abated

My wife helped me see how ridiculous my recent D20 Star Wars obsession had become...or as she put it, "you need to finish one project before you start going off on another!" Not that Star Wars my "secret project" mentioned earlier...but it certainly was eating up my time (especially cutting into my sleep time), and keeping me from the things I have to finish.

For instance, I've received another four illustrations for the B/X Companion...more beautiful stuff I might add...and have been in contact with another illustrator. Unfortunately, the cover artist I was attempting to hire has fallen through, so now I need to get someone who knows how to paint OR try to mock something up myself that my buddy can "color" for me. Neither prospect is especially appealing, but I really want a REAL cover illo, not some plain-wrapper cover (reminds me of Spinal Tap's Black Album).

The adventure for the B/X Companion still needs to be finished up, especially the maps which need to go to the Good Doctor for finishing. Doc is actually working on an adventure module for the "secret project" and he's been starting to pester me for the chargen and combat rules...something else I need to finish writing!

SO...no more Star Wars posts, at least for awhile. Certainly not about D20...I'm actually fed up with it.

Oh chargen is fun, if extremely complex and fiddly (finally found out why some of the character write-ups in the core rules have a mysterious extra "+1" bonus in their attack stats: a sidebar on lightsabers gives characters a bonus when using a self-crafted weapon)...and combat is...well, it's a good step up from D20 3rd edition. I certainly prefer the skill rules in the Saga Edition to any other version of D20 I've seen, though that's not saying much.

But the starship rules are the real deal-breakers.

Personal combat using maps and grids is one thing. But dogfights in space need to be more abstract by necessity, at least if one is playing an RPG and not an "X-Wing simulator" video game. Unfortunately, D20 Star Wars treats ship-to-ship combat pretty much the same as personal combat (ships just being extensions of their characters) right down to two-dimensional grid combat. Definitely not what I'm looking for...

I pulled out my WEG Star Wars and compared the two and once again was thoroughly impressed with their handling of the same subject. In fact, the more I read it the more I find I prefer A LOT of the D6 Star Wars game, despite its lack of cool "combat effects" (feats, talents, etc.) or "customizable character creation."

WEG Star Wars still has problems for me, though. The advancement is too slow, the force "powers" are too clunky and ugly, the "backseat to the film NPCs" extremely annoying. Plus it doesn't take into account the Prequel films, which is problematic in some regards. And I have to admit, I get a little tired of rolling handfuls of dice just to add them all together (if you're just looking for one number, why not roll one or two dice and add bonuses? Sheesh!). Also, it's promotion of "fudging" goes against MY dice-rolling sensibilities (aren't there already Force points and metagame mechanics to take into account the heroic nature of the player characters?).

So while WEG did many things right, it still has flaws...ones that make me put it back on the shelf.

D20 Star Wars will be keeping it company, I'm afraid. It's very pretty but it's SO complex I can't see playing it. I mean, I'm sure if I logged several hours of game play, I could memorize most of the fiddly bits (just as I memorized all those rules regarding Weapon Speed Factors and segments back in my old AD&D days). But I just don't have the time and patience for it. Nor the time and patience to find like-minded players. One of the problems I had when I WAS playing 3rd edition D&D was the inability to find players that were on the same page. The games I played in (instead of as a DM) I found that I knew more than the DMs regarding the rules and spent a lot of time explaining the finer points of tumbling and attacks of opportunity and such...and when I had players that KNEW the rules, they were universally gamist munchkins and min-maxers I found incredibly annoying (both as a DM and as a fellow player).

Ugh...I know, I know...I'm a big fat whiner.

Anyway, that's the end of the SWD20 posts for a good long while (and here I was starting to get tempted to do more than browse that Rebel Era Sourcebook - *shudder*). In fact, the next time I talk about Star Wars at all, it may well be to promote my own SW look-alike RPG. After all, Wizards has given up the IP rights to the RPG...I don't think it would be too difficult to build a better mouse trap.

Yes, yes...one project at a time. Got it.
; )

Thursday, February 25, 2010

Combat with Dooku - Round 2 (Part 2)

CONTINUED FROM HERE


Chris: "What am I going to do?" I’m going to bum rush…er, Bantha Rush this geezer, THAT's what!

JB: Wait a second…I thought your new feat was “Power Attack!”

Chris: No, no…I made a mistake earlier. I meant to say “Rapid Strike” – hey, I missed anyway! But look, you can see I have “Bantha Rush” right here on my character sheet.

JB (*incredulous*): Hmmm…okay, Bantha Rush. But I’m going to remember this for the future!

Chris: Right! So I struggle to my feet as a move action and charge the guy as a standard action…I’m more than two “squares” away [rolls 13+15=25+2 for charging =27] I’ll spend a Force point on the effort [rolls 2D8 because Anakin is “Strong in the Force” and takes the higher roll of 7] That’s a total of 34, better than your Reflex defense since you’ve left your guard down. I’m knocking him over the balcony.

Lee: I’ll land break my fall and roll to my feet using Acrobatics [rolls 4+13=17].

Chris: Don’t forget damage, though! [rolls 2D8+14 and rolls up a 24 total]. Are you feeling that?

Lee: Your measly kicks don’t even come close to my Damage Threshold. You coming down here, boy?

Chris: I leap down from the balcony and attack him with a Rapid Strike!

JB: Roll your Jump…this will count as a charge if successful. [Chris rolls a 14+14=28] Good enough; continue with your attack [Chris rolls 2+14+2-2=16] Mmm. Not enough. Dooku blocks everything you throw at him.

Lee: I keep my Makashi going as a swift action, and as a standard action I’ll use my new Temptation talent to goad him. “I sense much fear in you Skywalker…you have anger but you don’t use it…you have hatred but you keep it pent up like a caged animal. Give into your feelings!” [rolls Persuasion 18+17=35 easily eclipsing Anakin’s Will defense of 26] Ha! Now you can’t use Force points without gaining a Dark Side point or suffering a Condition penalty!

Chris: You know what? I’m going to let the “hatred flow” a bit. I use Dark Rage as a swift action and press the attack…I’ll spend a Force point to keep the Rage on for the remainder of the encounter [rolls a 19+12-1 (for his mechanical arm) = 30! This gives Anakin a +6 to attack and damage]. Now rolling to hit [rolls 12+15+6=33, not enough].

JB: That’s TWO Dark Side points kid…one for the Dark Rage and one for spending a Force point. However, since you’ve chosen the Destiny “Destroy Dooku” your actions in aid of your quest will give you a +2 bonus to all damage rolls for the next 24 hours.

Chris: Totally worth it.

Lee: I attack him two-handed! [rolls 12+20=32] Hit! Damage is [rolls 2D8+16] 21 points of damage.

Chris: I use Djem So to make an immediate attack of opportunity [rolls 13+15+6=34] That beats you without your fancy Deflection bonus.

Lee: I’ll Block [rolls 7+22=29] AND spend a Force point [rolls 3D6 and takes the best roll, a 5]…that brings me up to 34, stopping your attack!

Chris: I’m going to spend a Destiny point to steal Initiative and act out of turn.

Lee: What?!

JB: Turnabout is fair play. As I told Lee, you can only do this once per encounter.

Chris: Fine by me. I make a Double Attack and I’m going to spend two more Destiny points to make each blow Critical.

Lee: No way! Can he do that?!

JB (*consulting rule book*): Hmm…Destiny points do not cost any actions to use, and there’s no limit on how many you can use per round…unlike Force points.

Lee (*panicking*): I can still try to Block both attacks as reactions right?

JB: Yes, but remember that you suffer a cumulative -5 penalty to each successive Block attack attempted before your next turn, and you’ve already used one against his Djem So attack. You also already used a Force point (for that same Block) so you can’t use any more to boost your Block checks.

Lee: Ugh! And I’m out of Destiny points, too! Oh, well…here goes! [rolls a 10+22-5=27 and a 4+22-10=16].

JB: Lee, that was pathetic. Anakin’s attacks count as Criticals, so you needed to roll at least 35s…excuse me, 41s because of his Dark Rage! Go ahead and roll damage, Chris, and don’t forget to double it; roll separate for each attack.

Chris: [rolls 2D8+22 for each, including the +2 Destiny bonus and +6 Dark Rage] Damage results after doubling is 64 and 66! However, I will use my severing strike ability to simply cut off both his arms below the elbow.

Lee: You little bastard!

Chris: Hey, “do unto others,” buddy. And you’re too dangerous with those sword hands. Don’t worry - you can always get cybernetic replacements…isn’t that what you told me?

JB: All right, all right…Lee, the first blow shears through your right wrist for 32 points of damage, the second through your left for 31. Since both meet or exceed your Damage Threshold of 33, both blows drop you an additional -1 on the Condition track for a total of -4 (including -1 for each severing blow). You’re on your knees in front of him, can only move at half speed, and receive a -10 to all defenses, skill rolls, and attacks –

Chris: Assuming you want to try kicking me!

JB: …but at least he let you live, Lee. Of course, Chancellor Palpatine is still in the background, and he tells Anakin “you should kill him…he’s too dangerous to let live!”

Lee: I refuse to beg for my life.

Chris: It’s not the Jedi way to kill a helpless prisoner.

JB: It’s your call; he IS the most dangerous leader of the Separatists with the possible exception of General Grievous. Who knows what might happen once he gets some mechanical hands. But you WILL pick up a Dark Side point if you do it.

Chris: Ah, what the hell. It’s my Destiny to destroy him after all. I decapitate him with a swift blow.

Lee: Crap…do I get to play Mace now?

JB: Sure, man. Anakin, as you free the chancellor he commends you for defeating Dooku. “The Sith was too dangerous to let live…plus it’s only natural you’d want some payback for your arm. What did you do to the Tusken Raiders, after all? Now let’s get out of this place!” He’s heading for the door.

Chris: Wait, I want to go check on Obi-Wan first…

Combat with Dooku - Round 2 (Part 1)

**CAST OF CHARACTERS**

Count Dooku/Darth Tyranus (CL 17)
Venerable medium human Jedi 7/Jedi Knight 5/Jedi Master 2/Noble 1/Sith Apprentice 1/Sith Lord 1

Destiny 1 Force Points 15 Dark Side 15
STR 5 DEX 14 CON 8 INT 13 WIS 15 CHA 18
Ref 33 For 30 Wil 33
Hps 99 Damage Threshold 30

General Obi-Wan Kenobi (CL 14)
Adult medium human Jedi 7/Jedi Knight 4/Soldier 1/Officer 1/Jedi Master 1

Destiny 11 Force Points 14 Dark Side 0
STR 14 DEX 14 CON 14 INT 13 WIS 14 CHA 10
Ref 29 For 29 Wil 29
Hps 129 Damage Threshold 35

Anakin Skywalker (CL 13)
Adult medium human Scout 1/Jedi 7/Ace Pilot 2/Jedi Knight 3

Destiny 10 Force 12 Dark Side 9
STR 16 DEX 13 CON 15 INT 12 WIS 13 CHA 12
Ref 28 For 27 Wil 26
Hps 114 Damage Threshold 27


JB, Lee, Chris, and Evan are once again playing D20 Star Wars. The latest session takes place three years in the (campaign/game's) future. All characters have been advanced the same amount of XP and aged three years. Frustrating as this is for Lee (whose elderly Dark Jedi has now passed into the realm of the venerable), he is confident that his newly gained power is more than enough to face down his nemesis foes. Francis is once again at the store getting snacks.

After a pitched star fighter battle the Jedi Knights have managed to make it to the observation bridge of the Invisible Hand warship, where they intend to free the kidnapped Chancellor of the Republic Senate.

JB: As you look for a way to free the Chancellor from his bindings, a glance over your shoulder shows Count Dooku has arrived from the upper floor balcony. Behind him are too, huge B2 battle droids. Palpatine tells you both to leave him and find help...that Dooku is a Sith Lord, more than match for you two!

Evan (*smirking*): Chancellor, "Sith Lords" are out speciality!

Lee: I tumble down to the ground [rolls acrobatics 19+15=34]. That would have been Olympic gold boys!

JB: What is everyone doing? Let's roll for initiative. Remember, we only roll ONE TIME for the entire battle...after that, you can only change your Initiative order through delaying actions. There's no need to roll Perception as none of you are surprised. [all players roll Initiative. Lee gets a 16+15=31. Obi-Wan gets a 19+9=28. Chris rolls a 9+12=21. This will be the order for the rest of the battle]

Evan: This time, we'll take him together instead of splitting up.

Chris: I was just thinking the same thing.

Lee: I'm going to use Adept Negotiator to weaken Kenobi's resolve. "Put up your swords...we wouldn't want to make a mess in front of the poor chancellor." [rolls Persuasion 19+17=36; this greater than Obi-Wan's Will defense and so his Condition monitor is moved to -1]. "Ha, I can feel your fear, Kenobi!" As a move action I activate my lightsaber, and as a swift action, I will use my lightsaber defense with one-handed Makashi.

Evan: I am going to move past Dooku using tumble and spend my standard action to aid Anakin by forcing Dooku to defend himself against me. [rolls Acrobatics 13+14-1=26; his attack roll to aid Anakin is an 8+17-1=24; Evan only needed to roll a 15 for the former and a 10 for the latter to succeed]. Ha yourself...I force Dooku to face me (my lightsaber was drawn and activated during my move) giving Anakin a +2 bonus, plus another +2 as we are now flanking him!

Chris: Here we go...just a straight move and attack [rolls a 5+15+4=24, not even close to Dooku's Reflex defense of 36]. Ugh!

JB: Your go, Lee.

Lee: I move backwards, keeping the Makashi up as a swift move, and continue to intimidate Kenobi with my Adept Negotiator, making him think the cause is hopeless. "I've been looking forward to a re-match; I was hoping you'd improved your technique." [rolls another(!) 19+17=36; Obi-Wan is now down to condition -2]. Crumble in despair, Evan.

Evan: You just keep focused on me, pal. Still assisting [rolls 18+17-2=33] and still keeping Dooku flanked. Try that attack again, Anakin!

Chris: Yes, sir! [rolls 17+15+4=36; exactly matching his Reflex and thus hitting] "You'll find my powers have doubled since the last time we fought, Count." [rolls damage 8+14=22; Dooku is down to 77].

Lee: "Twice the pride, double the fall, boy!" I'm going to Force Slam Obi-Wan while backing up the stairs, and keeping the lightsaber defense up. [rolls 12+22=34]. That'll knock him out right?
JB: It knocks him down. Roll damage.

Lee: I'm spending a Force point to up the damage. [rolls 25; Obi- is down to 104].

Evan: Not enough to keep me down. I kip up as a swift action [rolls 11+14-2=23; he needed a 15] and I'm going to spend two swift actions towards recovering back up to -1.

Chris: I'm going to do a Power Attack at -2 and spending a Force point. [rolls 7+15-2+6=26] Ugh! I was really feeling that one.

Lee: I disengage back up the stairs using a full defense, with Makashi...though still ready to make an Attack of Opportunity. I signal to the battle droids to head down the stairs and blast the good General.

JB: I'll roll for the droids...they're both rapid firing, just trying to score a critical. [rolls a 9 and 15, getting scores of 13 and 19]. No hits.

Evan: I'll Deflect both shots as a reaction.

JB: You can only redirect ONE shot per round. Just roll once for Deflect and once for the attack; the second shot misses.

Evan: [rolls 7+12=19, deflecting the first shot. The attack roll is 6+16-1= 21. Damage to the droid is 4D8+7. Ewan rolls a total of 22 destroying the droid]. Since it's my turn now I use a swift action to finish raising my Condition to -1, move up the stairs and Rapid Strike the second droid. [rolls 9+16-3=22; rolling damage of 3D8+11 and gets a total of 26, whittling the droid into several small pieces]. It's going to take more than a couple droids to stand in my way!

Chris: Now we've got him in the pincers! I'm going to assist Obi-Wan with an aid roll [rolls a 20+15=35; a bit of over-kill for a DC 10 check!]. Dammit! Why can't I roll that for an attack!

Lee: I hit Skywalker and use a swift action to continue my Makashi defense [rolls 2+20=22 and misses].

Evan: I hit him with a single attack and use a Force point [rolls 13+16+4-1=32+6 (the result of the Force check)=38, just enough to exceed Dooku's adjusted defense of 36]. Right on!

Lee: I Block as a reaction [rolls 12+22=34] and spend a Force point [+6=38]. Now it's the next round and my turn. I will grab Obi-Wan with a Force Grip [rolls Use the Force at 9+22=31, holding him fast and doing 29 points of damage reducing him to 75]. Then I spend a Force point to Quicken the Force Thrust power as a swift action knocking Anakin back into a wall [rolls 14+22=36; Anakin rolls a Strength check of 6+11=17 and flies 6 meters back taking 6 points of damage and being knocked prone]. Ha!

Chris: Is it my turn yet?

JB: Since Obi-Wan is helpless (except for one swift action per turn), yes.

Lee: Wait! I want to spend my one Destiny point to act out of turn and steal initiative.

JB: Okay, but you can only use that ability once per encounter.

Lee: As I said, I only have one Destiny point from going up a level. I sling Obi-Wan away using Move Object, hurling him under the plasteel bulkhead a few meters away, then spend a Force point to Quicken Move Object again to move the bulkhead crushing him!

Evan: You bastard!

Lee: Sorry old friend, you chose the wrong side. [rolls 10+22=32 for the hurl doing 8D6 damage for a total of 33; then rolls an 18+22=40 for the crush doing 10D6 damage for 42 points of damage! A total of 75 bringing him down to 0] That's a death I'm afraid, as that 42 certainly exceeds your Damage Threshold.

Evan: I'm spending a Force point to stay alive!

JB: No problem. You are unconscious and at 0 hit points, but you are NOT dead. Chris, it's your turn.

Lee: Just you and me, boy!


TO BE CONTINUED....