Tuesday, August 12, 2014

Not Eating My Words Yet

[I've got 15 minutes to post this...hiatus continues]

Remember when I was complaining that WotC's new Basic D&D wasn't really a game, but rather a sneak peek at the soon-to-be-released PHB? And my astute readers pointed out to me that Mike Mearls had in fact said that the Basic D&D game would be released as an incomplete game pending the release of the PHB? In May, Mearls specifically wrote:



At the launch of the D&D Starter Set, Basic D&D will include the material needed to create characters and advance to 20th level. In August, with the release of the Player’s Handbook, Basic D&D will expand to include the essential monsters, magic items, and DM rules needed to run the game, along with the rules for wilderness, dungeon, and urban adventuring.

[emphasis mine]

SO...admitting I was being deliberately obtuse (but still feeling the whole hype and press regarding Basic D&D was bullshit), I decided to wait and see what the expanded Basic rules would look like.

Still waiting.

The new PHB has been released, expanding on the "sneak peek" and again getting folks fired up. The Basic rules haven't yet been updated, and I didn't see any article talking about delays or pushed back timelines...until I caught this old article from June 30th, which wasn't referenced or linked in the previous articles I had found (instead they linked to the May 27th article with the August statement):

For the D&D basic rules, our initial release will include character creation. It features the human, elf, dwarf, and halfling for races, along with the cleric, fighter, rogue, and wizard classes, all from 1st level to 20th level. As the Monster Manual and Dungeon Master’s Guide near completion, we’ll add to the basic rules with more material to grow it into a complete game. Our goal is to continue to make updates to the basic rules for D&D until the end of the year, at which point it will be feature complete.

[emphasis mine...again]

So contrary to what I wrote previously, I will now be waiting till November or so (the scheduled release of the DMG) to see what the new "basic game" looks like. Which is fine...I've got enough to keep me busy. But, again, it makes me question the motivation for releasing Basic D&D. I mean, other than the snarky reasons I discussed earlier.

By the way, I'll be back in Seattle for a few, short days next week. Probably not enough time to get in any gaming; however, I do plan to entirely avoid purchasing the new PHB while I'm in town. I'm sure I can find something better to put the money towards...like, over-priced beer at the Seahawks preseason game.
; )

Saturday, August 9, 2014

The Complete B/X Adventurer - PDF Available!

Sorry that took so long.

You can now purchase a PDF copy of The Complete B/X Adventurer for $10.99 from DriveThruRPG. There have been fixes made to the errors/typos of the print version, but the PDF does not contain the full color cover.

Oh, yeah...here's the link.

Enjoy, folks!
: )

[oh, yeah: happy birthday, Dad!]


About friggin' time!

Tuesday, August 5, 2014

Why Magic?

[yes, still on hiatus. But I am reading the responses and comments still]

Just a quick question: I've seen house-ruled versions of D&D that axed clerics from the rules. I've seen house-ruled versions of D&D that axed thieves. I've even seen rules that did away with both, leaving only fighting-men and magic-users.

Has anyone tried getting rid of the magic-user class?

Just wondering. Oh, yeah...follow-up question: if not, why not? The class is problematic in a lot of regards, and really isn't all that "true to the fiction" (you don't see a lot of protagonists in fantasy literature blasting people with magic, do you? At least, pre-Dragon Lance). Anyone try whittling down the class list to fighters, thieves, and some kind o "mystic" (cleric-type)? And if not, why? Is it just too antithetical to what "D&D is all about?"

Just let me know. Thanks!
: )

Friday, July 25, 2014

RPGs - Pity About the Art

No, I am not exiting my (self-imposed) hiatus. My family still requires more attention than blogging allows at the moment, but...well, sometimes something just strikes a nerve and I've got to vent my personals all over the internet.

Somewhere back in the past, I got subscribed to an email newsletter called Story Games Weekly. I probably signed up for it 'cause they do free promotion of one's gaming products and I thought "hey, easy marketing!" Of course, I've never bothered to email them a news item or publication announcement (have I not explained before how terrible I am at self-promotion?). Anyway, I still continue to read through it every week, because there's (usually) at least three or four items that strike my interest.

This week, one blurb led me to this post by Patrick Stuart, author of Deep Carbon Observatory, in which he discusses an ideal ("utopian") framework for designing adventures (or any other gaming product). His Step One is to have a powerful idea that fires the imagination (I'm paraphrasing his thing about generating "psychic energy"). His second step? Artwork.

[*head in hands*]

I understand that Mr. Stuart is a big believer in the inspiring power of art within games. I read his essay on Art In Games, and I can grok his hypothesis. BUT...

Oh, God. How to start without seeming like a completely hopeless, obsolete luddite grognard.

[sigh...I really can't, can I?]

Back in the days of MY youth (when we had to walk ten miles to school, barefoot, in the snow...and uphill both ways, don't forget)...back then we used to have these here "adventure module" thingies that may or may not have had much in the way of great or inspiring art, but what art they had certainly had FUCKALL little to do with the adventures in which they appeared.

How many illustrations are there in The Keep on the Borderlands? Five? Not counting the cover? Again I wish I had the module with me in Paraguay so I could check. I love the Dee illo of the minotaur in the chain shirt with the spear because its badass, sure. You know what else is badass? The whole Chaotic temple complex which doesn't have (or require) a single illustration to influence your imagination. Same with the ogre encounter. Or the hobgoblin torturers. Or the kobolds with their traps and rats and spears. There's plenty of "psychic energy" to be found within the adventure...energy that has made B2 an adventure staple with plenty of "replay" value over the years. I can't even count the number of expeditions I've sent out to the Caves.

The artwork in these early adventures...the ones us old timers consider "classics"...was scant, and often damn misleading. I'm not just talking about the cover leaf to Keep on the Borderlands (in which a halfling wields a pole arm and the owlbear appears in a worked stone dungeon rather than its cave lair). The cover itself shows some sort of showdown with orcs in the hills...there's no such encounter. Tomb of Horrors has some sort of crowned lich on the cover...WTF? Shrine of Tamoachan's cover leaf has the party engaged with a giant bat thing...no such encounter exists. The cover for Queen of the Demonwebs depicts the party battling Lolth in a forest with a bunch of arachnid helpers...no, no, this never occurs in the adventure.

Is there a single image of a fire giant in Hall of the Fire Giants? I can't recall any...but I can certainly recall several memorable NPCs from that module: the king, his decapitating queen, the torturer, a certain dwarf by the name of Obmi, and Eclavdra (of course). Oh, yeah...maybe there's one throwaway picture of a mustachioed giant with his hellhounds...but that image isn't what's firing my imagination. I'm getting enthused by my mental picture of characters trying to coax mules into harnesses to winch their beasts and spelunking gear across a subterranean river of glowing lava. The Drow with male-pattern baldness isn't nearly as inspiring as Gygax's description of the dark elves' tentacled temple.

Those illustration inserts they included with a couple of those old modules? Sure we used them, but they were gimmicky props and more often detracted from play, rather than enhancing it. Not because the art was bad or uninspiring, but because they SLOWED play (especially for adventures where the ills were keyed differently from the map key) for little real gain. Again, it wasn't a drawing of a four armed gargoyle that made Tomb of Horrors memorable to the players.

Here's how I see it, folks: artwork in gaming products is overrated.

Not unimportant, mind you: please put down your pitchforks, all my illustrator friends! Art does have importance, especially in the basic gaming manual for any setting-specific game where the author/designer is attempting to convey the mood and ambience (and express his or her own visual imaginings) to the reader. Artwork is important for understanding what a game is all about.

But I do not lend it the same importance that Stuart and others...like the general game consuming public...lends to it. That's right, I'm not just trying to pick on one man (well, not this time anyway). I'm talking about a commercial trend that Stuart is simply providing with a high-minded justification.

I mean, who the hell is supposed to be reading the "adventure product" anyway? Who is supposed to be getting the benefit generated from the artwork therein? Last time I checked, adventures were supposed to be studied by game masters and off-limit to the players (who wanted to "explore" the adventure's mysteries). So you're going to commission a bunch of artwork for the benefit of one guy, huh?

Well sorry to waste your time, man, but I'm kind of on the same page with Jeff Rients when it comes to illustrations. Give me LESS to work with...don't fill in all the blanks for me! If you do that, how am I supposed to fire the pistons in this old and feeble mind of mine? What's more, don't give me a picture that I just show to the players and say, "here, it looks like this, you dolts!" Let me just give them a brief verbal description and allow the players' imaginations to fill in the blank spots...that way the magic and monsters and traps and perils and whatnot become more personal and more affecting to the people at the table.

What is this constant handholding? What is this coddling? Why do we not trust that players can do this imaginary heavy lifting all by themselves? Why must every single monster have an illustration...I can guess what a "giant slug" looks like! No, you do not need to paint me a picture of it!

I know, I know: I am hopelessly old and decrepit in my thought. People have "grown to expect" a certain degree of "professional polish" in their gaming product, including high quality artwork and a glossy finish. And, yes, these types of products sell better, and these types of products are more likely to find more shelf space in nicer stores, while the "amateur hour" productions are relegated to print-on-demand or ebook status.

[and, yes, Mr. Stuart, it would be nice if all the art was soulful enough to transcend the reader]

I'm not completely stupid and ignorant. I'm just a curmudgeon who can't draw.

Also, I am a curmudgeon who was very sad to learn that Greg Irons died way back in 1984, after I was considering trying to track him down for a project of mine (no not an adventure). What a talent lost!

This is great, but the D&D Coloring Book was psycoholic!

Okay, okay...I am now resuming my hiatus. You may feel free to comment, but I can't guarantee swift response. No, I'm not going to change my mind on this: any artwork in a published "adventure" should be far down on Ye Old List of Design Priorities.

[hope everyone is doing well!]

Tuesday, July 15, 2014

Hiatus

I am going to be on a temporary "blog hiatus" in order to attend more closely to my family. Book sales continue (thanks for the business, folks), but I will be "off-line," for at least a few weeks. Occasional announcements of releases, PDFs, etc. will still be posted here.

I'll let you know when I'm back. Promise.
: )

Cutting it off...for a while at least.

Monday, July 14, 2014

WTF?

It appears blogger is fucked at the moment.

Well, I'm not going to spend four hours rewriting all THAT. Rest assured it was a beautiful bit of new architecture for B/X. Sorry.

Saturday, July 12, 2014

Let's Try Reality!

[AKA Going with the Madness Part 2]

I'm done talking about Basic D&D for the foreseeable future...and thank God for that. As a means to "clear my head" a bit, I've decided to dive into the deeper end of the pool by involving my brain in Alexis's recent hit point shenanigans (those who haven't been following might consider reading his posts from July 7th till today). The gist? Monsters found in the wild, especially organized humanoid warriors (i.e. your classic orc or dwarf or whatever "soldier") should, generally, have a higher hit point per hit die than the straight 1 to 8 range...like 7 to 8 instead with the occasional 5 or 6 thrown in. Why? To reflect the fact that most of the "runts" of their species would have been weeded out in earlier battles, even assuming they'd been deemed fit for combat...and soldiers don't voluntarily send their sickly and wounded out on raids or into battles.

It's sound reasoning, and echoes Gygax's own thoughts...at least according to this post I read regarding EGG's (never realized) plans for the 2nd Edition AD&D:

"...As a matter of fact, adult critters were assigned 7-12 HPs per HD in my AD&D campaign -- have been given the same in what I have designed for the [Castles & Crusades] game system. Also, with increase in damage due to Strength, all large and powerful monsters, including ogres and giants, gain a damage bonus equal to their number of HD...

"...As too often "weak" monsters were randomly generated, I also planned to have robust adults possess HP totals something over 50% of the possible maximum by using a HP generation system such as 3-4, 4-6, 6-10, 7-12 using the appropriate die to determine the actual number generated -- d2, d3, d4, d5, d6. Non-robust -- immature, old, sick, injured, or even non-physically active sorts such as spell caster -- monsters would have the obverse HP range using the same type of die without addition."

Needless to say, if it makes sense to Gary, shouldn't it make sense to every Old Schooler?
; )

Now clearly, I'm not one for naturalism (Gygaxian or otherwise) or trying to seriously model "reality" in my games. "Abstract" gaming that still models a particular style (and allows for engagement in "tactics") is what I strive for. For example, in Five Ancient Kingdoms a properly equipped fighter achieves a bonus from fighting on horseback...on the other hand, I've done away with hit points for monsters, instead simply counting "wounds" inflicted against a monster's Hit Dice.

[which means, for example, that a 4HD ogre would only be felled after sustaining four wounds...one "wound" being the measurement of the amount of damage needed to down a normal human. This is a throwback to the Chainmail system and what "hit dice" in monsters originally represented, BTW]

I don't try to model the nuts-and-bolts of reality...probably because (in my experience) worrying too much about the little things detract from game play. Even when one is incredibly proficient at using the AD&D books (which I once was), it can change the focus of the game, in a way that I don't find terribly fun...or rather, not as fun as my current laissez-faire attitude towards such things.

[note how I liked the whole abstract Advantage-Disadvantage thing in Basic D&D?]

That being said, there's a part of me that still enjoys the complex and occult nature of AD&D (1st edition only, thanks), and many of his modifications, such as the aforementioned HP modification as well as giving players and monsters base hit points according to mass, are sensible for this style of play. I mean, you really can't kill a whale with a sword...why not just roll with the madness?

Alexis's current system of determining HPs is: random HPs based on mass PLUS full HPs (at 1st level) for class PLUS Constitution bonus (if any) EQUALS starting hit points. Based on his table, this gives humans and dwarves an extra D8, elves an extra D6, and halflings an extra D4 HPs for mass.

[I'm using the average weights from the Basic D&D Rules, since I don't have my AD&D books with me in Paraguay. I should note humans top out at 270# which can put them in the D10 range...but that still doesn't account for folks like Andre the Giant (520#) and "Thor" Bjornsson (440#), darn it!]

440 pounds of rape and pillage.
I asked Alexis why he didn't assign a flat HP bonus based on specific mass and make the class roll random to represent the "vagaries" of how well a character might have "trained" in their adventuring profession. Welp, he feels that "mass" only provides a range of possible hit points, but the real vagaries are in how that mass is put together: body construction, overall health, and fitness.

But, hey: can't we model that with a character's ability scores?

Let's add together Strength, Dex, and Constitution to provide a human range of "fitness," and to be fair we'll give extra weight to Strength (add it twice) as it really models how developed the muscles of the body are (as opposed to Dex - which measures limberness, flexibility, and coordination - and Con, which measures fortitude and "system health"). This gives a human fitness range of 12-72, which is easy enough to divide over those eight "mass" points:
12-18 = 1 hps
19-26 = 2 hps
27-33 = 3 hps
34-41 = 4 hps
42-49 = 5 hps
50-57 = 6 hps
58-64 = 7 hps
65-72 = 8 hps

[please note: this does not account for "exceptional strength," that special province of the fighter; this would already be considered in the fighter's training, i.e. his/her extra HPs per level. Here we are only looking at "base mass" available to all humans]

[note also that there would still be a bell curve to the "mass index" as people would tend towards "average" fitness levels based on average (10.5) ability scores; it's still the extra (class) training that makes the difference for PCs]

Similar tables for the other humanoids can be easily whipped up in an Excel spread sheet. You'll have to take into account the actual range of ability scores for elves and dwarves, etc. to devise similar spreads for their "mass type die" (again, I don't have my old PHB with me, so I can't do it for you...sorry).

Now, while I can see the logic in doing HPs by "mass plus class" (can I just call this "MPC?"), and the sound reasoning of having humanoid warriors at the upper end of the HP spectrum (7-8 per die with the occasional 5 and 6), one part of Alexis's campaign that did NOT jibe with me was the randomness of weapon damage. If we are trying to make the random vagaries of fate (which exist) more consistent with reality as we know it, shouldn't something be done about this 1D8 strike from my trusty battle axe? I am truly tired of my 4th level fighter rolling an 18 to hit and then only doing "1" point of damage. And as a DM, this kind of crap already makes my combats too long to work out (and that was back before I decided to give all the orcs a boost to their HPs!).

I brought this up to Alexis as well, but he feels the potential gain from trying to model something here is outweighed by the reality of implementation (i.e. it will slow play down too much to have extra tables for weapons, which are used often, as opposed to HP determination, which is only done at character creation or upon infrequent "leveling up"). Well, perhaps here I can call upon my abstract design principles to help out!

Assuming we are using variable weapon damage (this is AD&D, right?), there's a reason why the weapons have varying die types for damage: namely, the "naturalism" of the game assumes a range of damage can be inflicted that is limited by the form of the weapon. A dagger does 1D4 and not 1D6 because its maximum damage potential is 4...that is the extent of the wound a successful attack with a dagger can inflict. A properly wielded broadsword (2D4) does at least 2 points of damage due to his weight and heft with a maximum of 8 points for a "perfect stroke." The minimum amount of damage a longsword can do is 1 (a small cut/laceration) with a maximum of 12 if plunged deep into the vitals of a large-sized creature (presumably, the longsword's maximum of 8 against man-sized creatures means the "extra" goes out the back...note that 8 is also the maximum hit points for an average massed human with no adventurer training; this is thus a "mortal blow" to even the hardiest untrained individual).

So assuming that the designers knew what they were doing when statting up these weapons (and as they were hardcore grognards and ancient weapon researchers, why shouldn't we?), we'll figure these are accurate ranges. Now we just need to minimize the variables for more consistent (*ahem* "realistic") outcomes.

We'll discard the idea of basing damage off the result of the D20 attack roll. The attack roll is already a necessary evil of abstraction in order to speed game play. Alexis has already incorporated random "crits" and "fumbles" (drops/broken weapons) into the attack roll...let's not burden the poor mechanic anymore.

Instead, we look to class and level.  In AD&D, you must choose the weapons in which you are proficient (choices being limited by class). It can be assumed that choosing a weapon proficiency means choosing to make its use part of your "adventuring repertoire" and a subject of your ongoing training; over time, with experience and practice, you familiarize yourself with the best way to use the weapon, its best techniques and maneuvers, and work to perfect your attacks and counterattacks. You LIMIT the randomness of the damage, based on your ongoing dedication to your weapon. How do we translate that? As a bonus to the weapon damage roll.

No, this is not specialization; that's something different. This bonus simply maximizes the potential of the weapon...it does not increase the range of damage, but instead allows you to make the perfect attack. When you make a successful attack roll, you add your bonus to the damage roll, but the maximum damage possible (adjusted for strength and enchantment) cannot be exceeded!

For example, if my fighter receives a +3 to his longsword and rolls a 5, he turns that middling stroke into a killing blow (8). If he rolls an 8, he has already achieved the "master blow," and so no additional damage is done (unless modified for Strength or the weapon's +2 nature).

Class and level provides the means for determining the damage bonus (with the understanding that this bonus only applies to weapons in which the character is proficient). Personally, I would base it on the same rate of advancement as the AD&D combat tables:

Clerics: +1 for every three levels
Fighters: +1 for every two levels
Magic-Users: +1 for every five levels
Thieves: +1 for every four levels

I would also consider awarding the bonus for weapons from 1st level, at least for the fighter class; in other words, a fighter would receive a +1 damage bonus with all proficient weapons at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, etc. (the other classes have too much else "on their plate" at 1st level, but their weapon training would proceed thereafter). Note: this has the built-in effect of making the more complex weapons more challenging to learn. A person can become a deadly knife-fighter long before they master the sword.

Ahhh. Sweet reality.
: )