I cancelled my DnDI subscription this week. It felt kind of sad, a more official end to the long journey I had with WotC through the fourth edition of DnD. Now, we're parting ways - they are going on with their 'next' edition (come on, let's all just call it 5e, we all know that's what it is!), whilst I'm happy hanging back with the wealth of information and adventures left with 4e.
That's not to say we're going to continue playing as-written - we weren't really doing that anyway. That's one of the great things about DnD, adapting and mutating it as your group sees fit. And that's going to happen moreso now, as we're left without the tools that many, especially myself, feel have become a stable part of the game. But sadly, they have failed - whilst the online compendium certainly made games easier to run (I look back with horror at the many years I tried to run online games of 3e DnD, with only the SRD online, and everything else in a book on a shelf nearby - how hard it was to look up a power, a feat, or a spell! The compendium, and great sites like iplay4e, helped look up and understand rules so simply), they never fully delivered on their promises. The virtual table never surfaced, the character portrait vanished without a trace, and even those tools that made it through were sickly and malnourished (Monster builder? Encounter builder?). The Character Builder, arguably the best part of the package, is still slow and sluggy, in need of updating, and capped at an embarrassing 20 characters. I have over 400 saved character files, and even though some are doubles (characters at various levels), the majority are unique characters.
And so it is that I have made the decision to stop my many years of my DnDI subscription. Of course, it helped that they have stopped the Dragon and Dungeon magazines (and had many months of irrelevant content beforehand), and that no new books or information have come into the compendium for some time. Much of what was offered has not been given, and a lot of the rest is sorely missing. I can only assume that will get worse once 5e is finally released officially. I would hope that they open the compendium up to the "few" folk remaining behind in DnD (at least, that seems to be WotC's take - not enough to merit continuing to support the product, not enough to shape the coming 5e?), or failing that, allow it to be downloaded and used at home. The latter would save them server costs and allow fans to update it as needed. But whatever they choose, the simple fact is that a whole lot of 4e games will need to start running without it, or pay an exorbitant fee for a fraction of what was originally promised them.
The big question is then, how do you run 4e without those tools? Well, maybe you don't ask yourself that. I do. I wonder how I will keep track of character powers without having to pour through books continuously. How to look up rules when needed. How to know which errata has been applied, and what the correct reading of that particular feature is. Strangely, my engineering mind wants to simplify the game...at least, a little. And so, over my home games this year, my group will be taking in some big houserules adapted from another adaptation from (or take on, or houserules for) DnD: 13th Age.
Simply, we are shortening character levels (by a third) to soften maths, but keeping the power level the same. Less feats, more base damage. Less powers, but the powers remaining are more impressive, being built up and strengthened. Our aim is to have characters that are still of the same power level (or perhaps a little tougher), but are simpler to play, are quicker to run, and have less rules-baggage dragging behind them. Now all that is left is to see how effective the change are!
The ravings of a mad man, or the inner workings of a genius? ...probably something in between.
Showing posts with label Mechanics. Show all posts
Showing posts with label Mechanics. Show all posts
Friday, 14 February 2014
Friday, 18 October 2013
Dark Sun Marauders (Season 3, Appendix 2)
Now that we have finished our DnD group's latest game (a Dark Sun adventure revolving around the heroes defending the city of Tyr from an oncoming Urik army, setting up to make a siege; look back to read them all!), I thought I'd spend some time looking at some of the alternate mechanics I used in the game.The final night of our monthly Dark Sun game came after I had been reading a lot about 13th Age. I'd grabbed the book, kicked myself multiple times after finding out that I'd missed an awesome Kickstarter for the second book, and thoroughly immersed myself into working out how these new ideas could come and change my games for the better.
The party had returned from Raam, three dray heroes alongside them, ready to break the siege on Tyr. Even if it weren't the final session in the campaign arc, this was the time for a climactic battle. Players wanted to see threads resolved (such as what had happened to the Orb of Dust, stolen from them many sessions ago); players wanted to wade through the Urik army, scattering the lower-level, inferior forces before their trained and honed might; and players wanted to take down the leaders of the force, focus on the top-dogs of the invading army, and fight against someone of their own skill. In all, not too much to ask, right?
The Soldiers
I wanted an effective way for the players to feel like they were cutting through multitudes of enemy soldiers who were ill-equipped to stand up against their heroic might. Well, 4e has minions, so I used them! And, for what they are, they work...most of the time. Minions are great for easily killing, but some classes clearly are more effective at minion-pruning than others. The warlock (who had taken more of a controller role, had focused on having a few area / blast attacks) could easily wade through ranks of the enemies, but the barbarian took down one or two a round.
Expecting this to be the case, I utilised 13th Age's "mooks" for the second battle. Liet might have been spectacular in part 1, but part 2 was all for Kuoroar!! Even without criticalling, it felt much more like a goliath champion cutting through waves of inferior troops with his fullblade swinging wildly.
To change things up for the third encounter, I used a version of Pathfinder's Troops rules, modified for 4e. Essentially, they are a swarm of large creatures (soldiers, in this case!), and moved as a mass. They were sturdy as a group, no longer as easily dismissed as the first two waves were, but they still went down reasonably well (as they were meant to).
The general idea of the different soldier types was to experience different aspects of being "great big heroes" against waves of enemies. Blasting through them, slicing five guys with one sword-sweep, and then one mul fighter standing toe-to-toe with twenty soldiers. The heroes took a beating (which is only fair, considering how many they were fighting against), but they were always pressing onwards, always slogging through the enemy. During the third act, I even stated that they had many more of the 'minion-like' troops running around, but they no longer even posed a threat. The soldiers acknowledged the heroes' superiority, and moved about them to fight troops more their level, and the heroes didn't worry about the soldiers, looking instead to the movers and shakers of the opposing side.
Small Icons
Another idea I have taken from 13th Age is the Icon Relationships. However, as I was using the idea for one might only, and didn't feel like reinventing the setting, I linked them to the NPCs they had been rescuing. And then changed the mechanics quite a bit. Really, the only things I kept were the d6 roll and that they were about another NPC!
For the second encounter, each player would roll a d6 to see how the three dray champions were doing. On a 6, they'd do something really great, which would help out the battle they were having (such as a fly-by lightning attack, or raising some of the dead into undead servants). On a 5, they may do something helpful, but at a cost (eg the NPC would be 'out' for a while, or one of the NPC followers would be lost). With a few rolls each, these added excitement and interesting story telling opportunities, especially as I continued to use the d6 rolls for each player to report on how another unit was doing elsewhere in the combat. A few nasty rolls seemed to call for a couple of their allies to be left behind, too wounded to go onwards.
When we return to Dark Sun (and even before then, in our next campaigns!), I'll be sure to invest in the icon idea again. I'm not sure I will create the icons for the players, but rather ask them who they think are the big important characters in the setting, and how their characters relate to them.
Movers and Shakers
Of course, the other big event they wanted was to deal with this "Orb of Dust" thing. So clearly, I had it return...along with two other Orbs they knew nothing of. The biggest surprise for me in this part of the game was how willing the PCs were to go along with the dray's commands. After months (in game, and in real life) of hunting and wondering about the Orb, they finally had it in their grasp...and then handed it over to someone else.
Now, knowing your ally is a dray is one thing; knowing that they are an undead dray is surely more concerning. But Liet had lost his Sorcerer King, and was still struggling for someone with whom to make a pact. Beren was moments away from being killed (and reanimated) when the first orb was exchanged; by the time they handed over the second, he was working on the dray's side. And Kuoroar!? Well, he was also pretty beat-up, and wasn't about to go against everyone else.
So even though I had the option of fighting the dray, it didn't come up, for they elected instead to go along with their demands. Instead, they fought off the others, planning to survive long enough for the enemy army to be broken by the death of its commander - which they (and it) did.
The three Orb-holders (Thakok-An, Maetan Lubar, and the dray champion, Rhyleighi) each came with their personal elemental beast (Sandstorm Vortex for the Orb of Dust, and an Earth and Fire elemental for the Orbs of Flame and Stone). It is only too apparent what happens to solitary enemies in DnD, and I didn't want an anti-climatic stun or dominate to end the night.
The elementals were huge, imposing creatures that kept the party distracted whilst not actually being the main threat. On the other hand, once Thakok-An's was relieved of her orb, her Vortex vanished, and she was pretty much out of the battle, which proved to be an added bonus for the PCs vanquishing her! And as can be read about here, the Earth Elemental had a most interesting time whilst being dominated and stabilising a dying PC...moments before it came back to its senses, and pulverised the squishy mul.
Conclusions
In the end, I enjoyed taking some outside ideas and merging them with the system as written. I look forward to using elements of 13th Age in future games, especially for the simpler things such as Mooks and Icons. (Indeed, I will eventually get around to writing up another post just about those ideas!) Importantly, the players also enjoyed the varied elements, and they all worked together to create a better story.
Friday, 11 October 2013
Dark Sun Marauders (Season 3, Appendix 1)
Now that we have finished our DnD group's latest game (a Dark Sun adventure revolving around the heroes defending the city of Tyr from an oncoming Urik army, setting up to make a siege; look back to read them all!), I thought I'd spend some time looking at some of the alternate mechanics I used in the game.Back when the party had to defend the front gate of Tyr against the approaching Urik army, I wanted them to feel a sense of urgency about the operation. I had toyed with the idea of increasing waves of minions, of minions being replaced with more able troops, or other clear mechanical threats, but had decided against it. Depending on who was present at the game that night, the numbers and types of enemies needed would vary greatly. Plus, most players have a tendency to not want to withdraw, no matter what the threat, and instead carve through every one of the soldiers before them. That way could lead to much unwanted bloodshed.
There was an option to have some NPCs included, whom they would need to recover, protect, and defend whilst guiding them back inside the city walls. I still think that could work, but there's a fine line between spending actions to rescue / guide NPCs, and being bored / grumpy because you couldn't use your latest powers. I didn't want to go there, either.
The third option felt a lot better.
I have recently been getting heavily into collecting the LotR Lego sets - because Lord of the Rings is awesome, and Lego is awesome, why else? I started out getting just the Helm's Deep set, trying to convince myself that that was enough. Then, went about collecting them all. At the time of my game preparation, I had just put together (with the help of my daughter, who actually builds most of each set!) my latest set: the Battle at the Black Gate. I wasn't going to draw any analogies between Mordor and Tyr, but both the Lego set and my adventure had a shared focal point: a set of gates!
As I told the group about the situation (the broken gate, the enemy scouts outside, the folk working hard on repairs), I cleared out the map, dumped most of the Lego set at one side, and set up the miniatures. I left pieces together, but broke apart most of the rest of it, so it had both the feel of destruction, and vague hints at what it once was. Then I handed over the instructions, and told them that the enemy would stop (and they could retreat) once the wall was reconstructed.
The enemies they faced were simple enough: halfling forest runners with a headhunter, and a silt shark thrown in to stir things up. Naturally, to go along with the theme, the forest runners were the hobbits (Frodo, Sam, Merry, Pippin), and the headhunter was a dwarf (Fili, I think). I even found one of my old "Pirate" theme sharks, and enough Lego flat boards to base them all, and the group had the threat of Lego on either side!
Before the game, I had thought of having restrictions on how many players could help with the construction at any one time, but once we were in it, I realised that that would have slowed things down, and largely been unnecessary. There was one player who is (like me) a keen and avid Lego enthusiast, and happily (for him and the other players) took care of the majority of the work. Each round, players felt the tension between wanting to kill the enemy, but also wanting to play it safe and defend themselves long enough for the wall to be repaired. There were enough calls of "Ooh, quickly!" that I felt the building exercise served to heighten the experience, and the feedback was all positive.
In all, the added excitement from a secondary challenge during the encounter worked well. Rather than taking away from PC's actions, it worked by giving players who were not currently participating something else to focus on and work at, which could easily be put down when their turn rolled around. The challenge was different enough that the 'new shiny' worked well, and though fun, is not something I would use every encounter, every session, or even every campaign. But, will I use Lego in my games again? (Have you not read about what my daughter chose for her character's representation?) Well, it just so happens that I have this nice ship... and our next campaign is going to be an Eberron based...pirate game. Stay tuned for more!
Saturday, 28 January 2012
The Gruffalo, or How Children Stories Effect My Game
Having a three year old daughter does things to your TV habits. You end up watching a whole lot less of what you want, and a whole lot more of what she wants. That's ok, in general, but when it is the same thing - over and over - it threatens to be a little dangerous to one's sanity. Unless you find a way to cope.
Enter the Gruffalo
The Gruffalo (by Julia Donaldson) has become a favourite. First, it was the picture book, but after her lovely grandparents gave her the DVD for her birthday, my little one wants to watch it - over, and over, and over. And being only 30 minutes in length, that can get recycled pretty quickly.
The story is simple enough - an interesting take on the "boy who cried wolf" (but, you know, with a mouse crying gruffalo!). Of course, it is set to rhyme, so that it becomes quite easy to get stuck into your head. And, as it happens, the mouse is quite descriptive as to just what ferocious attributes his "made up" monster has. But the real question is - how would they work? I've been thinking of the Gruffalo as a DnD monster (4e, as that's what I play), and below are my ideas as to how I would play it...if the situation ever arose for it to be needed. At the moment, it's just something for me to think on whilst my daughter watches it one more time.
Mechanically Speaking
Though the story-character never really fought, this one is clearly set up to do as much - it is Dungeons and Dragons, after all! I have tried to tie one ability / trait / power for each of the descriptive lines in the poem, and left the rest of it as generic as possible. Seeing as (**spoiler**!!) he is ultimately defeated by a mouse, I didn't want him to be too high a level; but if it weren't for what could be some fantastic bluff rolls, he would have been a mean fight indeed. I finally pegged him as a level 5 solo brute. Level 5 gives him a good range, and leaves him in the 'mythical, but not too magical' category. Solo is necessary, as who else should there be to back up the Gruffalo? (Level 5 should mean that the solo aspect still would be a challenge). And Brute goes without asking!
Terrible Tusks
These are the first thing described, and for that, I think they would make a great basic attack. Tusks can work well with charges, and if this thing was ever to fight, I think that charging is the point to start. Naturally, if a creature is charging as its base attack, it needs a way to negate the usual penalties of charging: instead of actually charging (with the minimum movement, opportunity attacks, and all), I made it a shift attack. Yes, that is a long shift, but he has nothing ranged, so this may let him reach some of those pesky ranged PCs! Solos often do not get enough attacks a round, so he can attack three targets with this!
The problem, though, was that the created power was a little too powerful. For an encounter power, it could work - maybe better for a recharge power. But an at-will basic attack? No. I changed it to a recharge (4+), and set just claws as a melee basic attack.
Terrible Claws
The basic claw attack can grab the target (specifically useful with the next ability!); for a truly terrible attack, the Gruffalo can make two claws against the same target! Where the tusk attack spreads damage around the party, the claw attacks really focus on one PC, and (along with the Jaws) tries to provide much hurt. naturally, the DM should be letting the target character know that he is now the Gruffalo's favourite food!
Terrible Teeth in Terrible Jaws
A nice old bite attack, as the Gruffalo finally get to have a snack. The recharge (5+), and requirement for the target to be grabbed means that the Gruffalo probably won't be having a large meal, and so will be remaining hungry for a while.
Knobbly Knees
I am at a loss for this one. It could just be a little bit extra AC, but I don't think that's terribly interesting, thematically. I don't think an extra power would be good, as the Gruffalo already has enough. Does anyone have any ideas?
Turned-out Toes
The toes / feet claws seemed best to be linked to a solid grip on the ground. A large, slow brute would most likely be hard to push around - so he can resist up to two squares of all forced movement.
Poisonous Wart at the end of his Nose
A poisonous wart probably won't do anything... until it is disturbed. That, to me, sounds like a great triggered action upon getting bloodied! Ongoing poisonous damage to any adjacent enemies is a simple effect - I thought about more complex ideas, such as an aura, or his first melee attack each round deals poison damage, or the first melee attack against him takes poison damage, but ultimately, I went with a simple idea. He has enough powers anyway - a common theme with my monsters, it seems!
Eyes are Orange
Darkvision! This seemed quite easy, and simple. It can be written down, and doesn't add complexity to the monster..
Tongue is Black
Again, I didn't have anything obvious to put up for this one. After all...what does a black tongue really give you?
Purple Prickles all over his Back
This could have been another triggered action, spiking those who dare to try to flank him, but I thought a trait would be easier. Anyone who attacks whilst flanking takes some damage - clearly, the Gruffalo turns to face the first attacker, and thus always has his back to whoever attacks next!
Adding a Little Flavour
Reducing the character of the Gruffalo to a simple stat block would not be entirely fitting. There are still a few pieces it needs to be entirely effective.
Surprising Appearance
The idea here is that the Gruffalo always acts first. But not to screw over the party; rather, the Gruffalo acts to be intimidating; he moves to cast his shadow over the party, and give them a chance to back down, run away, or plead for their lives. But that is not expected to occur (with most DnD groups, anyway).
Vulnerable to Verse
To get players really into the feel of the encounter, you should encourage them to structure their speech in rhymes. (Naturally, the DM should have enough rhymes prepared for his side of the encounter, too!). Rewards are a great motivator, and so a +2 bonus is added for players who can fit each round into rhyme Note: player, not PC. It shouldn't just be a character sprouting a few lines of rhyme, as Gybrush Threepwood might do (not that that is bad! It is just not the Gruffalo's way!). Players should be rewarded for having anything they say rhyme, be they talking about their characters, describing their actions, or the speech they choose. Naturally, if the DM can get Robbie Coltrane to voice the Gruffalo, all PCs should instantly admit defeat :)
Once bloodied, it would be quite reasonable for a player to chase the Gruffalo off with enough rhymes, and some good social skill work. The Gruffalo already has a handy penalty to his insight check, so it is definitely possible. His will is also relatively low, for this reason. But I will leave the ultimate decisions for the DM to work out!
So there you have it - my take on the Gruffalo! Hopefully some of you might get some enjoyment out of this familiar creature; and those of you with kids who haven't heard of him - go check the book out! And either way, let me know just how your players or kids react to the Gruffalo!
Enter the Gruffalo
The Gruffalo (by Julia Donaldson) has become a favourite. First, it was the picture book, but after her lovely grandparents gave her the DVD for her birthday, my little one wants to watch it - over, and over, and over. And being only 30 minutes in length, that can get recycled pretty quickly.
The story is simple enough - an interesting take on the "boy who cried wolf" (but, you know, with a mouse crying gruffalo!). Of course, it is set to rhyme, so that it becomes quite easy to get stuck into your head. And, as it happens, the mouse is quite descriptive as to just what ferocious attributes his "made up" monster has. But the real question is - how would they work? I've been thinking of the Gruffalo as a DnD monster (4e, as that's what I play), and below are my ideas as to how I would play it...if the situation ever arose for it to be needed. At the moment, it's just something for me to think on whilst my daughter watches it one more time.
Mechanically Speaking
Though the story-character never really fought, this one is clearly set up to do as much - it is Dungeons and Dragons, after all! I have tried to tie one ability / trait / power for each of the descriptive lines in the poem, and left the rest of it as generic as possible. Seeing as (**spoiler**!!) he is ultimately defeated by a mouse, I didn't want him to be too high a level; but if it weren't for what could be some fantastic bluff rolls, he would have been a mean fight indeed. I finally pegged him as a level 5 solo brute. Level 5 gives him a good range, and leaves him in the 'mythical, but not too magical' category. Solo is necessary, as who else should there be to back up the Gruffalo? (Level 5 should mean that the solo aspect still would be a challenge). And Brute goes without asking!
Terrible Tusks
These are the first thing described, and for that, I think they would make a great basic attack. Tusks can work well with charges, and if this thing was ever to fight, I think that charging is the point to start. Naturally, if a creature is charging as its base attack, it needs a way to negate the usual penalties of charging: instead of actually charging (with the minimum movement, opportunity attacks, and all), I made it a shift attack. Yes, that is a long shift, but he has nothing ranged, so this may let him reach some of those pesky ranged PCs! Solos often do not get enough attacks a round, so he can attack three targets with this!
The problem, though, was that the created power was a little too powerful. For an encounter power, it could work - maybe better for a recharge power. But an at-will basic attack? No. I changed it to a recharge (4+), and set just claws as a melee basic attack.
Terrible Claws
The basic claw attack can grab the target (specifically useful with the next ability!); for a truly terrible attack, the Gruffalo can make two claws against the same target! Where the tusk attack spreads damage around the party, the claw attacks really focus on one PC, and (along with the Jaws) tries to provide much hurt. naturally, the DM should be letting the target character know that he is now the Gruffalo's favourite food!
Terrible Teeth in Terrible Jaws
A nice old bite attack, as the Gruffalo finally get to have a snack. The recharge (5+), and requirement for the target to be grabbed means that the Gruffalo probably won't be having a large meal, and so will be remaining hungry for a while.
Knobbly Knees
I am at a loss for this one. It could just be a little bit extra AC, but I don't think that's terribly interesting, thematically. I don't think an extra power would be good, as the Gruffalo already has enough. Does anyone have any ideas?
Turned-out Toes
The toes / feet claws seemed best to be linked to a solid grip on the ground. A large, slow brute would most likely be hard to push around - so he can resist up to two squares of all forced movement.
Poisonous Wart at the end of his Nose
A poisonous wart probably won't do anything... until it is disturbed. That, to me, sounds like a great triggered action upon getting bloodied! Ongoing poisonous damage to any adjacent enemies is a simple effect - I thought about more complex ideas, such as an aura, or his first melee attack each round deals poison damage, or the first melee attack against him takes poison damage, but ultimately, I went with a simple idea. He has enough powers anyway - a common theme with my monsters, it seems!
Eyes are Orange
Darkvision! This seemed quite easy, and simple. It can be written down, and doesn't add complexity to the monster..
Tongue is Black
Again, I didn't have anything obvious to put up for this one. After all...what does a black tongue really give you?
Purple Prickles all over his Back
This could have been another triggered action, spiking those who dare to try to flank him, but I thought a trait would be easier. Anyone who attacks whilst flanking takes some damage - clearly, the Gruffalo turns to face the first attacker, and thus always has his back to whoever attacks next!
Adding a Little Flavour
Reducing the character of the Gruffalo to a simple stat block would not be entirely fitting. There are still a few pieces it needs to be entirely effective.
Surprising Appearance
The idea here is that the Gruffalo always acts first. But not to screw over the party; rather, the Gruffalo acts to be intimidating; he moves to cast his shadow over the party, and give them a chance to back down, run away, or plead for their lives. But that is not expected to occur (with most DnD groups, anyway).
Vulnerable to Verse
To get players really into the feel of the encounter, you should encourage them to structure their speech in rhymes. (Naturally, the DM should have enough rhymes prepared for his side of the encounter, too!). Rewards are a great motivator, and so a +2 bonus is added for players who can fit each round into rhyme Note: player, not PC. It shouldn't just be a character sprouting a few lines of rhyme, as Gybrush Threepwood might do (not that that is bad! It is just not the Gruffalo's way!). Players should be rewarded for having anything they say rhyme, be they talking about their characters, describing their actions, or the speech they choose. Naturally, if the DM can get Robbie Coltrane to voice the Gruffalo, all PCs should instantly admit defeat :)
Once bloodied, it would be quite reasonable for a player to chase the Gruffalo off with enough rhymes, and some good social skill work. The Gruffalo already has a handy penalty to his insight check, so it is definitely possible. His will is also relatively low, for this reason. But I will leave the ultimate decisions for the DM to work out!
So there you have it - my take on the Gruffalo! Hopefully some of you might get some enjoyment out of this familiar creature; and those of you with kids who haven't heard of him - go check the book out! And either way, let me know just how your players or kids react to the Gruffalo!
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