December 30, 2009
Holiday Meta-Meta-Gaming
December 16, 2009
Paladin: In Defense of the Archetype
December 09, 2009
Two Ability Scores Better Than One?
- Perhaps the idea was to allow these classes to have two markedly different play styles and feels. The cleric could either be a ranged character focused on powerful heals and low-damage ranged attacks and debuffs, or a melee combatant with slightly lower-powered heals, but with the added benefits of a melee combatant (higher hit chance with proficiency bonuses from weapons, higher damage depending upon weapon selection, ability to provide and benefit from flanking).
- Perhaps the point was to make these classes play to strengths, so as to keep their power level in balance with other classes. A Ranger who could deal substantial damage with a bow and quickly change to melee with no decrease in damage potential would be a much bigger threat on the field than a Rogue who relies heavily on combat advantage to deal substantial damage, and who can rarely gain that damage with ranged attacks.
- Perhaps it was motivated by the original intent of limiting melee effectiveness to melee classes. Fighters, Warlords, Strength-based Rangers, and Strength-based Clerics were originally the only characters who had decent chances to hit with an opportunity attack or basic melee attack granted by another class' powers or abilities.
- Wizards who focus on illusion over evocation-style attacks (to borrow some 3.5 Edition terminology) don't have to choose between maximizing Intelligence or Charisma. They max Intelligence and are done with it, and can choose nearly any powers available for their class. In short, even in the original book, there were other classes with significant flavor variations that were either reliant on the choice of "secondary ability score" or simply by the powers chosen.
- Sure a Ranger being able to swap between melee and ranged would be rather potent in terms of sustained damage output. But a Rogue can now take the Distant Advantagefeat from Player's Handbook 2, and instead of being limited to attacking the nearest target to them which they have designated their quarry (Ranger's striker damage class feature) they can deal their hefty damage at range with the only restriction being who is granting combat advantage that round. Sure that limitation exists, but it will fluctuate so much round to round that it is unlikely that there will be no eligible targets in a given round, and the rogue can always close to melee if necessary (since their attack powers use Dexterity regardless of melee or ranged, and at the very least, their at-will powers that can be used at range are generally also usable with melee weapons). And no one would argue that warlocks are "totally over-powered!" In short, this argument seems to fall apart when parallels start being drawn under the current rules available for the game.
- The reason this argument makes no sense anymore is the introduction of the Melee Training feat in Player's Handbook 2 which allows a character, at the cost of a feat to swap his best ability score for strength when determining the attack and damage bonus for basic melee attacks, including those granted during an opportunity attack. Granted, the Strength-based classes can skip this feat, and get something else to increase their melee effectiveness in other ways. But ultimately, the introduction of this feat ends up feeling like an admission of guilt: "Whoops, we wanted to introduce some strikers who didn't use Strength as a primary ability score and still want them to be able to make opportunity attacks or benefit from their Warlord companion granting them a basic melee attack!"
December 02, 2009
Excuses
November 25, 2009
Martial Controller Duex
November 17, 2009
Class Bloat, Past and Present
November 10, 2009
Slap-Dash Bard Suggestions
New Feats:
Cunning Recovery
Prerequisites: Bard, Virtue of Cunning class feature, 11th level
Benefit: When you miss with an arcane attack power with the healing key word and that power has no effect on a miss, you or an ally within range of your Virtue of Cunning regains hit points equal to your Intelligence modifier. This hit point gain cannot be increased by any means.
Valorous Tenacity
Prerequisites: Bard, Virtue of Valor class feature, 11th level
Benefit: When you miss with an arcane attack power with the healing keyword and that power has no effect on a miss, you or an ally within range of your Virtue of Valor gains temporary hit points equal to your Consitution modifier.
Prescient Pause
Prerequisites: Bard, Virtue of Prescience class Feature, 11th level
Benefit: When you miss with an arcane attack power with the healing keyword and that power has no effect on a miss, you or an ally within range of your Virtue of Prescience gains a bonus to all defenses equal to your Wisdom modifier until the end of your next turn.
I built these off the paragon feat created by Logan Bonner in his Class Acts article in Dragon Magazine on clerics. I felt like clerics, of all classes were the least needful in terms of needing that little bit of extra healing, and bards seemed a lot higher up on that list. Of course, then I figured I'd flavor them out for each bard build, since making it Intelligence-driven would be useless for Valor and Prescience bards. Anyhow, I am also toying with making it a touch more powerful (they are paragon feats after all) and making it a substitution for the Virtue power usually allowed (like sliding your ally when an enemy misses them). I limited the Virtue of Cunning feat because of the obvious synergy with the Summer Rhymer paragon path that would have your typical Cunning bard healing an ally for 8-12 hit points on a miss when a hit might have been less healing. Of course, if it were a substitution for the use of the Virtue power for the round, I might be a bit more inclined to allow for modifiers, but ultimately I think you run the risk of a paragon bard missing with a power that grants 10 hit points on a hit including the bonus for the Summer Rhymer paragon path granting 3-4 from the Intelligence modifier, +5-6 for the Summer Rhymer paragon path, +3-4 for a healer's brooch... suddenly that miss is more beneficial than a hit. I think I'll leave it limited, but won't make it mutually exclusive with the Virtue power.
That's all for this week. Hopefully I'll break that video game's vampiric hold on my soul and get something decent out next week. But in the meantime: if you liked Baldur's Gate and felt the original was in many ways the pinnacle of Bioware's RPG craft, you should check out Dragon Age: Origins. I avoid talking about video games on this blog, since it's a bit off topic, but since Green Ronin Publishing is making a PnP RPG of the game, I feel like I can at least mention it. Usually, I'm not a big fan of Green Ronin, but the backstory of this game is so good, I might have to check it out.
November 04, 2009
Getting a Handle on Enemies
Imperial Jump Trooper CL7
Force 1; Darkside 5
Init: +8; Senses: Perception +12(can reroll must take second result); Low-light vision
hp 51 bloodied 25 (threshold 20)
Defenses: Ref 24(FF 21); Fort 20; Will 16
Speed 6 (Flying: jetpack)
M: unarmed +9 (1d4+4)
M: Grapple +10
R: Blaster Rifle +12(3d8+3)
R: Rail Detonator Gun +12 (3d8+3, 1 square splash)
R: Strafing Run +10 (3d8+3) Targets a line 1 square by 4 squares (autofire) or all squares flown over while using jetpack (autofire)
S: Takes no penalties for firing into melee, or attacking a target with concealment.
S: Can move before and after an attack, provided movement does not exceed normal movement. S: +1 to attack and damage at point blank range.
Skills: Jump +11, Stealth +13
Str 13, Dex 16, Con 13, Int 10, Wis 10, Cha 10
Possessions: rail detonator gun, blaster rifle, jumptrooper armor with helmet package, jetpack, comlink
Imperial Radiation Zone Trooper CL4
Force 1, Darkside 5
Init: +5; Senses: Perception +11, Low-light vision
hp 34 bloodied 17 (Threshold 19)
Defenses: Ref 19 (FF17); Fort 19 (25 vs Radiation); Will 14
Speed 6
M: unarmed +7 (1d6+2)
M: Grapple +7
R: Blaster Carbine +8 (3d8+1)
A: Autofire Blaster Carbine (Area 2 blast) +6 (3d8+1)
A: Frag Grenade (Area burst 2) +7 (4d6+1)
S: Aid Another is automatically successful when target is adjacent or at point blank range.
Skills: Endurance +10, Mechanics +9, Survival +9
Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10
Possessions: Blaster carbine, 2 frag grenades, Radtrooper armor with helmet package, comlink, radiation survival kit.
So it took me about 30 minutes to throw these two together. However, I had to look up several feats to make sure I incorporated their effects into the stat block for easy reference, and I had to look up some talents as well. I think when you start familiarizing yourself with those feats and talents, it will become even faster. In fact, the second stat block took roughly half as long as the first.
In newer Saga Edition books, the stat blocks have started resembling the 4th Edition monster block a little more closely, but even so, the choice not to include the specific numbers for autofiring, talents and feats that modify attacks, etc. has made running those stat blocks a little less GM-friendly. With a few minutes of quick work, they can be "streamlined." And they're reusable once you've converted them!
Hope this helps, and let me know how it works!
October 28, 2009
The Grass and It's Green-ness
So I decided to sit down and think it through. I have a lot of free mental time at my day job, so I ran through what I could remember of 3.5 and matched it up with the problems I've had with 4th Edition. And the one thing that stuck out at me was that the biggest problem with 4th Edition, the issue that made me want to throw down my pencil and dice and find something else to play was the frustration of bad rolls. I quickly realized that this was very similar to 3.5, though I rarely played characters that were quite as roll-reliant in that edition. In 4th edition, you can't avoid being roll reliant.
In 3.5, a Sleep spell was very similar to the general structure of powers in 4th Edition. You cast the spell, the monster had a chance to resist (a saving throw, rather than you rolling to hit, like in 4th Edition) and if it failed, which was fairly likely in early levels, it fell unconscious. If it resisted, there was no effect, and you had essentially "wasted" your turn. 4th Edition has mitigated this in several ways. The Sleep spell power actually does something from the onset, so you don't have to worry about wasting the action. Daily powers in general have some effect even on a miss, or are at least not expended on a miss. Some powers have effects that work regardless of the success of your attack rolls, and utility powers always work, assuming they don't have a trigger that never occurs.
Yet as I laud the efforts of 4th Edition to reduce the pain of "wasted" turns, I find that in some ways that same problem is now exacerbated by the added reliance on hitting by rolling many powers into attacks. I assume that the logic went something like this:
"Most people want to be affecting enemies on their turn. Nobody really likes spending their turn healing someone else, buffing someone in the party, or otherwise 'doing nothing important.' Let's make most powers an attack so that when you heal/buff/aid your allies, you still get to do some damage and feel like you're contributing to the eventual demise of your enemies and not just standing in the back like a MMORPG 'healbot!'"
It's not a bad idea, but it does make something as simple as healing your companions a lot dicier. Sure all leaders get two free heals per encounter (well they cost a minor action, but they always hit, and they ultimately always restore at least 1/4th of the ally's hit points) but if you try to increase your healing potential, you inevitably encounter the need to select powers that heal "on hit." I know my bard has one encounter power like that. Only clerics have such a large number of utility powers that heal that they can avoid encounter powers that do so and still have plenty of healing powers to go around. And when you've used two majestic words to keep the defender up as the black dragon pounds him with savage attacks, and the striker misses his melee attack and takes damage from the dragon's immediate reaction power and becomes bloodied, it is even worse than feeling simply like you "wasted" your turn when your Theft of Life power misses, because not only did you fail to deal any damage in the round (the worst consequence in 3.5 when you missed an attack) but you didn't heal the striker, who is now one miss away from dropping.
Now it sounds like I'm picking on 4th Edition, because at least in 3.5 you didn't waste heals when you missed attacks. That's not what I'm trying to say at all. In reality, it wasn't that much better in 3.5 because if you weren't a cleric, you had to load your prepared spells with healing spells anyway to keep your allies standing, and you had to run around touching everyone because that was the range of healing spells, and so you literally did nothing but heal as a "leader" in 3.5.
I guess what I'm trying to say is that my friend was right on the money. I didn't know it at the time, but I know it now. The grass will always seem a little greener as you peek over that fence, but remember how many house rules we had for 3.5? Maybe, just maybe, it's time to start making a list for 4th Edition. We've had a year and change, we're all starting to get a grasp on what works and what doesn't for our groups. I know I've got a mental list going. I'm sure you all do as well. I think next week I'm going to float some ideas for my DM, see what he thinks. And when I get back to running my game, I'm going to issue some new house rules. I'm actually very happy with 4th Edition, though sometimes I have trouble remembering why. Now I just need to polish off the rough edges on our relationship. But like all good relationships, it takes a little work, but it's worth every minute.
October 24, 2009
And He's Down....
Now that my wife and I are settling into our new house and I have functioning internet again, my OCD is kicking in and I am putting myself back to work on some blog posts. Hopefully, I'll start to build a stockpile so that in case another "Big Life Event" comes along, I won't drop off the grid like this time.
Sorry again, and I'll see you all Wednesday morning!
October 07, 2009
The Marvel Universe Roleplaying Game
I applaud the designers' intentions to keep this game streamlined and simple. The game lends itself to a minimum of accessories, which is certainly refreshing in this day and age where D&D is starting to feel a bit like Warhammer with all the mats, minis, cards, etc. The inclusion of play-ready stats for many super heroes and super villains means that a quick read-through of the rules and you're ready to hit the ground running.
I have to admit to a certain bias in favor of this game, since I've been a Marvel fan for a long time (though I'm not impartial with DC either...). Any game that gives me off-the-shelf stats to play Gambit has my vote. But setting that aside for a second, let's look at what makes this game successful.
The simplicity is great. The central mechanic of the game boils down to resource allocation. The rules generate numbers based on your character's statistics. These numbers tell you how many "stones" you have available for various actions. You then determine how many stones to assign to any given action. Assign too few, and you will not succeed, assign too many and you may find yourself short of available stones at a critical time later. This means that Spiderman never plummets to his death swinging through New York City because you rolled a one on your first "web-slinging" check of the night. This makes for an interesting, engaging method of action resolution, with a real possibility of failure (without which success becomes much less enjoyable) but without the arbitrary and often frustrating intervention of random numbers.
The other aspect of the game that I find outstanding is the leveling system. After completing a "Mission" the Gamesmaster awards 1-4 "Lines of Experience." These lines are a short sentence describing an activity you undertook at some point during the mission that lends itself to your character's improvement in a certain area. When ten lines of experience related to an "Action" (specific thing you can do in the game. e.g. Ranged Combat or Telepathy) are accumulated, you raise your action number by one, which increases the number of stones you can dedicate to undertaking that action, and raises the complexity of actions you can undertake. (If you have a Telepathy Action of 3 and "Creating a mental illusion" has a "Difficulty" or complexity rating of 4, you can't create mental illusions.) This system reminds me of computer games such as Betrayal at Krondor by Sierra, and the Elder Scrolls Series by Bethesda Softworks, where individual skills or abilities were improved through use, rather than a system such as D&D where regardless of the number of traps you have disarmed during your journey from first to second level, your rogue is now better at disarming traps.
Unfortunately, a simple game has simple innovations. I'd like to say more good things about it, but ultimately, these two features, combined with a strong encouragement toward roleplaying (lines of experience are partly awarded based on your portrayal of the character you play) make up the primary strengths of the game, and the main reasons I've found it so enjoyable. Where does it fall short? I'm glad you asked!
Lines of Experience are at once the greatest innovation and the worst implementation I've seen in quite a while. While the system encourages players to use the abilities that they want to improve, it does it hideously slowly. 1-4 lines of experience means that a hero must devote all lines of experience to a single action for two or more missions if they want to improve it as quickly as possible. And if the player is trying to keep the character well-rounded, it could take you ten or more missions to see a single point of improvement. Many people, myself included, derive a great deal of pleasure from watching their character grow and improve. Personally, I would examine giving more lines of experience, but capping the number that can be assigned to a single action per mission completed. This might allow for a faster growth curve, while keeping players from slamming all their lines into a single action to keep themselves "as powerful as everyone else." Of course, I haven't been playing the game long enough to see what kinds of balance issues this sort tweak to the leveling system might incur.
The final thing I'd like to mention is the vast player support for this game. The division of Marvel that created the game is apparently defunct, but the fan-base has kept the game alive and continued improving it. You can find general juicy tidbits, along with some miscellaneous stuff of undetermined value here. And here is a sourcebook for the Spiderman area of the Marvel Universe, created entirely by fans!
September 30, 2009
Waaa-mbulance Revisited
Gear grinder #1: Weapon Proficiency Bonus
Initially, this seemed like a great idea to me. Then I realized that not only were many of the Fortitude, Reflex, and Will defenses often as high as AC, but even when they weren't, they were only one, or possibly two lower. When +2 is the low proficiency modifier, and +3 is the high, before factoring in class abilities (the Rogue's Rogue Weapon Talent, and Ranger's Prime Shot) and flanking, and therefore +2 to hit from combat advantage, is plentiful for these strikers a disparity begins to grow. Suddenly, the rogue is looking at an attack roll modifier that is 4 higher than any implement power. And then, he can take Piercing Strike and he's attacking Reflex instead of AC. And only losing a few points of damage if his other at-will is Sly Flourish. If not, he gives up nothing.
Sure, there are plenty of creature for whom their AC and reflex are equivalent, and so the advantage of Piercing Strike and similar powers are not universal. However, most monsters have a single weak defense. Their AC, Reflex, and Will for example will all be within 1 point of each other, and their Fortitude will be low. This is a terrible way to make implement-using classes "balanced." Now, they have to try targeting several defenses to try to figure out which is the lowest and most readily hit, which is complicated by the fact that a hot streak, or cold streak on the dice could make several rounds of combat uninformative, not to mention unproductive. Additionally, even when the character has determined the most effective defense to target, that now limits the powers they can use effectively against the creature during the encounter. WIth the limited selections of powers a character can have at their disposal at any time, this further restriction makes implement-classes feel even less fun, and harder to play. And if you happen to play a bard, or another implement class that focuses heavily on a certain defense (such as Will in the case of the bard) there will often be fights where you simply feel like you can't attack certain monsters because you can't seem to hit their defenses.
The Fix:
While it's more work for a DM, I suggest making all defenses 2 lower than AC. If they already are, leave them alone. To counter the additional advantage that this gives to classes who can use weapon powers to target non-AC defenses, I would remove weapon proficiency bonuses from those attack rolls. Class features, feats (such as weapon expertise), and weapon enchantments should still apply. Alternately, attacks such as Piercing Strike could do 1[W] damage rather than 1[W] + Dexterity modifier damage. This reduced base damage would likely be a fair offset for the higher hit chance. It would be similar to the penalty imposed on the Ranger's Twin Strike power in exchange for its higher chance to do damage on any given turn.
Another idea that just came to me as I considered how complicated this all felt, was to add an implement proficiency bonus. If you are proficient with an implement that you use for an attack, gain a +1 to that attack roll. This will provide a much needed boost to the hit chances of an implement user while having no effect on other classes. Also, it would not overbalance any class against a low defense.
Gear Grinder #2: Hitting to Heal
Perhaps a large part of the reason this is getting to me is that I am playing a bard in my current campaign. Many of my encounter powers require me to hit a target to grant healing, saving throws, etc. While this has the positive effect of making me feel like I'm in the action, instead of standing back like some healbot and just keeping everyone else in the fight, it also means that until I get a utility power that heals allies, I have two reliable heals, outside Daily Powers. There is nothing more frustrating than being out of majestic word uses for the encounter, having a bloodied ally who is barely on his feet, using my Theft of Life power, and rolling a 2. Not only did I not heal the ally, deal any damage, or create any other positive effect, but I managed to squander the majority of my turn in the process unless I spend an action point. Having not yet played a class other than a leader for the long term, and therefore having a somewhat myopic view, I will go so far as to say that there is a great deal of stress on the player who is responsible for healing the party. My friends that I play with in my current campaign assure me that I'm not responsible when their character collapses into unconsciousness and starts making death saving throws, but I feel it keenly, and that stress can quickly turn even my favorite session into an Antacid-gobbling, anxiety-ridden, guilt-fest.
The Fix:
People who play leader characters, for the most part, are looking to buff and heal their allies. It's the main purpose of that class. Sure it's nice when we get to deal some damage, but most of the time, we just want to fill our role and keep everyone else humming along. So I'll propose a little fix that I don't think is terribly unbalanced: Small consolation effects for certain encounter powers. So, I would suggest the following two rules. If these two tweaks seem to powerful, they could be made into one or two feats. However, I feel that they are so necessary to leaders that they would become "must-take" feats, which is something I don't particularly care for (Slaying Action and Predatory Action being two examples) so I am presenting it here as simply a rules modification:
Leader's Assurance
When you miss with an encounter power with the healing keyword, you can choose an ally who would have been eligible for healing from that encounter power to regain hit points equal to your Charisma modifier or Wisdom modifier, this healing may not be increased in any way. [*Note* I've added this caveat to avoid the Summer Rhymer paragon path and similar PPs from making this change truly broken. This is supposed to be a small consolation heal, not something that is just as good as the healing granted by the power itself.]
Leader's Relief
When you miss with an encounter power that grants a saving throw, you grant one ally who would have received a saving throw a +2 bonus to their next saving throw.
So there we go, a couple tweaks to the game that shouldn't be too broken, but will assuage some of the frustration of certain classes. Let me know what you think, and if you try them out and you find something I didn't think of that results in a broken play or combination, let me know!
Tune in next week for a review of a game a friend lent me: The Marvel Universe Roleplaying Game!
September 23, 2009
Collaborative What?
In D&D 3.5, there was a feat: Swarm-fighting. The feat had a bonus which increased for every character in the group who had it. But the feat was very specialized, the odds of an entire party, or even the melee members of a party all dropping a feat for this benefit were pretty low. So I thought maybe there is a way to bring this idea, synergized feats, into 4th edition. Adventurer's Vault 2 brought us item sets, which give benefits when multiple party members possess pieces of the set. Now, let's examine the idea of feat sets. Below, I've sketched out a feat set. Each feat has a small advantage on its own, with additional benefits if other characters in the party have other feats from the set. I've tried to keep them broad, because obviously, the composition of each party is going to be different. Try them out, if you get the chance, and let me know what you think. If you come up with another feat set, post it here and we'll all try to do the same for you.
Feat Set: Wolf-Pack Tactics
Protector of the Pack
Gain a +1 to Fortitude, Reflex, and Will defenses against attacks from enemies marked by you. If an enemy adjacent to you is flanked by you and an ally with a Wolf-Pack Tactics feat, that enemy does not count toward flanking for you or the ally you are flanking with.
Cull the Prey
When you designate a target using oath of enmity, hunter's quarry, warlock curse, or ardent vow, you gain +1 to damage rolls when you apply extra damage from your class feature. If the enemy you designate is adjacent to an ally with a Wolf-Pack Tactics feat, you can choose to treat that enemy as marked by that ally.
Corner the Weak
When you are applying extra damage through a class ability, you can choose to apply half the normal damage or dice, and your attack immobilizes the target. If you and another ally with a Wolf-Pack Tactics feat are adjacent to, but not flanking, the same enemy, that enemy grants you both combat advantage.
Incite the Pack
When you restore hit points to an ally, that ally gains a +1 to attack rolls until the end of your next turn. If that ally has any Wolf-Pack Tactics feat, they can also choose to receive a +2 to saving throws until the end of your next turn, or shift one square as a free action.
Disorient the Prey
When you use a power that forces an enemy to move, any enemy that you hit with that power grants you combat advantage until the end ofyour next turn. If the power already causes the target to grant combat advantage until the end of your next turn, it is instead save ends. The target also grants combat advantage to any allies who have a Wolf-Pack Tactics feat while they grant it to you.
There's the crunch, as promised. Let me know how it works if you give it a shot! See you next week.
Running Late!
September 16, 2009
Call Me a Waaa-mbulance!
My first axe to grind is with the Star Wars: Saga Edition rules. I love the freedom of multiclassing in the system! Love it! Want to take a couple of levels of soldier to pick up armor talents? Sure! Take a level or two of noble to get some contacts, or some money to sling around? No problem. Want to make a Jedi who specializes in healing? Well, better multiclass, or just sit tight until level 7 and take the talent to use your Use The Force skill in place of Treat Injury. Really?! Jedi don't know First Aid?! Perhaps it is just the game I play in and the characters I choose to play, but in SW:SE, I find that more and more I feel less like the multiclassing rules give me more flexibility, and more like they make me jump through a ton of hoops.
So, I'm fabricating a new house-rule for the next time I run a SW:SE game: No class skills. Nobles already have an edge in the skill department with the highest number of trained skills starting out. No need to further expand the divide by giving them access to the most skills of any one class. Sure they have crappy combat stats, but between their unique talents, awesome bonus feat selection, and very different flavor, I don't think opening up skills to all classes really hurts the Noble. People will still be jumping into Noble for all sorts of things, even if they don't need to for access to the class skill list.
Let's stick with SW:SE for Axe#2: Use The Force as a skill.
The more I think about this, the more I just hate the idea. With UTF in SW:SE, you have a unique mechanic a skill that makes attack rolls. In SW:SE, defenses scale linearly with level. As do attack bonuses for most classes. Even the worst Base Attack Bonus progressions end at +15 at level 20. The base skill bonus for level 20? 10. If you're trained, it's 15 + Atttribute modifiers. If you take Skill Focus, it's 20 + Attribute modifier. At level 20, an enemies basic defense, before attribute modifiers is 30. That means that a Force User who doesn't take Skill Focus: UTF has to roll a 15 or higher (assuming roughly equivalent attribute modifiers, give or take since defense gets a bonus from class), that's a pretty rough roll to succeed on an attack. Especially when the Jedi who spent no feats on Lightsaber combat has a 20 + Attribute modifier attack, meaning that assuming roughly equivalent attributes, the Jedi with the lightsaber is about 25% more likely to hit.... The other way that this approach suffers is in early game. If a Jedi focuses heavily on Force use, you can pick up Skill Focus: UTF as a starting bonus feat and have 10 + Attribute modifier chance to hit at level 1 (assuming you play a human). Or level 3 if you aren't a human. Most classes have 1 or 0 + Attribute modifier attack rolls. This means that the low level Force wizard can't miss while the rest of the party only hits half the time or less. In my opinion, this needs to be leveled out some, instead of skewing toward low-level play as much as it does.
To resolve this, I am going to implement a house rule separating the UTF skill from other skills. For non-attack Force powers, the UTF skill will remain as is. You will be able to roll a skill check and take Skill Focus, or other feats as desired. When you make a Force attack, however, no skill modifiers will be used. Instead, the character will use BAB + Charisma modifier. This will bring hit percentages into line with other characters, without diminishing the effectiveness of non-attack powers, which seem to be pretty well balanced currently with the DCs given.
Star Wars: Saga Edition is a pretty fun game. With these tweaks, I think my next Saga game will be even more enjoyable. Unfortunately, it took me longer to rant about than expected, so I'm going to save my D&D 4th Edition rant for another time and sign off here. Next week, more crunch, less crying... I think.
September 09, 2009
Corruption for Fun and Profit
Now, before my DM reads this and thinks that I'm bashing on the execution of this plot device in his game, I should clarify: Brad, your game is fun!
So we're going to start with what Brad is doing, as our jumping-off point. The base-line corruption model is to create a situation where the corruption occurs automatically as a result of something the character does as a matter of course. In Brad's game, the weapon found its way into the hands of an avenger which, for those of you who aren't playing 4th edition, is a high-damage class which tends to finish off a lot of enemies. So the +3 lifedrinking fullblade? It corrupts its user when it is used to deliver a killing blow. This sort of scenario works best in two situations: the first is with a player who revels in the corruption of their character, and therefore relishes the implications as they continue doing what their character is designed to do with reckless abandon. The second is when the player is someone who enjoys adding complexity to the play of their character. "Should I do 'X' or should I not, because the price is too high?" Even without either of these types of players, a little corruption is still fine, but these two types of players will cause a little corruption to explode into a great deal of fun for the group, either as they try to control the spiraling decent of their darkening comrade, or as they cajole their friend into occasionally paying the price of further corruption in order to overcome challenges that seem insurmountable otherwise.
I've flagged this as a player option as well as a DMing idea because I feel that players should feel free to approach their DM and say "I want to play a good guy who has to fight against some darker tendency" and have their DMs support. While our previous baseline model works just fine for this type of situation (the player-instigated corruption plot point) the next model works especially well for a situation where the player wants to explore the idea of fighting against corruption.
The next option harkens back to the days of West End Games' Star Wars Roleplaying Game. For those who have never tried WEG's Star Wars, let's talk about Force Points. If you have played any Star Wars RPG, you know that generally Force Points are a mechanic to simulate a character using that all-powerful energy field from the Star Wars universe to generally be better at whatever they are trying to do. In WEG's version, if you used a Force Point, you multiplied the dice rolled on the test (WEG was a d6 system where you had a target number you tried to hit above on as many d6 as possible). If the test resulted in "a bad thing," loosely defined as the subversion of the free-will of a sentient being, death of a living organism, or selfish personal gain, then the character who called on the Force while doing such things received a Dark Side Point. Too many of those and you became a NPC, and lost your character. The idea, modeled here by WEG's Star Wars RPG, is to offer a character something good, but charge them a price. At it's most simplistic, you can tell the character that the evil wizard's staff will allow them to double their damage dice once per session, for example, but they move one step on the corruption track whenever they do so. As a rule of thumb, the power, or enhancement should be available twice as often as it can "safely" be used. If the player starts to ignore the cost of using the power, you might have to scale down its availability to keep game balance intact, but you might also just ramp up the cost per step on the track.
A slightly more labor-intensive version (for the DM) would be to make the corrupting powers "limited time offers." This means that the DM has one more thing to keep track of, which may not really be feasible for some DMs who have lots of players, or prefer running large numbers of monsters, etc. However, in a very "RP-heavy" game, or one where there aren't a ton of monsters and/or players to keep track of, this sort of corrupting influence can create all kinds of RP opportunities. Instead of giving the player carte-blanche to do something awesome whenever they are willing to pay the price, create true moments of temptation: When the character scores a critical hit, but discovers the creature has high damage resistance, describe time freezing for a moment and the evil warpick whispering an offer into the character's mind: "I can bypass that damage resistance, all I need is a trifle, a meager portion of your energy..." Now the player not only has to choose whether they are willing to pay that price, but if the offer is truly well-timed, it could be a choice between easy success, or less-assured victory. These moments of temptation need to be timed well by the DM to provide the player with the most engaging decisions possible. Offered at the wrong times, and the choice may seem too easy to pass up, or impossible to refuse. And remember, this system of corruption should only be used with a player who is interested in playing out a fight against darker tendencies.
So we now have three different ways to handle corruption in your game:
- Cause the character to suffer corrupting influences whenever they do something their character is designed to do anyway.
- Offer the player an additional power, usable at least once per session, which costs the player, moving them one step closer to total corruption.
- Create situations where a corrupting influence offers the character special powers in times of need, but at a cost.
*Special Note* All of these systems of handling corruption require some sort of "condition track" for the worsening of the corruption. Make sure that you have one in mind before attempting to implement one of these systems. Also, make sure that the corruption influences the character in some significant way. Don't make the corruption of the mighty fighter who used Charisma as his dump stat a penalty to Diplomacy checks. He just isn't going to care. Now, the glib bard? He's going to feel that sting a lot more, especially when the party relies on his Diplomacy skill to get them through most social encounters. As the DM, you know your party best, and you should spend some time making sure that the cost of corruption is high enough. If it's too cheap, it cheapens the fun as well, and can quickly unbalance your game to boot!
All of these should be used carefully, and with a special sensitivity to your player's interest and sense of fun. But with a little extra effort, and a player who is interested in playing this sort of thing out, you might just find that one of these systems will draw in everyone at the table just a little bit more, and keep them that much more interested in what is going on.
September 03, 2009
Props
September 02, 2009
I Miss the Arcane Trickster
I've been sorely disappointed so far with the decision not to bring the Arcane Trickster prestige class from 3e D&D forward into the new edition. So I've created my own Paragon Path, immediately below.
Arcane Trickster
"Now you see me! Now you..."
Prerequisites: Wizard and Rogue
Whether from a misspent youth finally channeled into a study of the arcane arts, or from a certain moral flexibility and penchant for larceny while study those arts, you have begun to merge your understanding of the shadows with your brilliant displays of arcane power. Researching new rituals is dull, tedious work, as is accumulating new spells to fill your spellbook. You prefer to reap the rewards of others' labor. A few quick spells, a picked lock, and a disabled warding spell are all the effort needed to expand your knowledge and arcane potency. If knowledge is power, you are indeed a force to be reckoned with, because knowledge, and power come easily to you.
Arcane Trickster Path Features
Arcane Celerity (11th level): When you spend an action point to take an extra action, any enemy who was not adjacent to you at the start of your turn grants combat advantage to you until the end of your next turn.
Eldritch Ambush (11th level): You may apply sneak attack to any arcane attack power that targets a single enemy and targets the Reflex defense. You must still meet the normal requirements for applying sneak attack damage.
Mage Handy (16th level): You can use the cantrip mage hand as a free action to make a theivery check against any target within the range of the cantrip. Additionally, once per encounter, when you use an attack power with the weapon keyword and a range of melee, you give that power a range of 5.
Arcane Trickster Spells
Irrascible Assailant Arcane Trickster Attack 11
You flash a blade at the face of your opponent, and then with a word of power send it whirling into his nearby allies.
Encounter*Arcane, Weapon
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Intelligence vs. Reflex
Hit: 3[W] + Intelligence modifier damage, and one adjacent opponent in the blast grants combat advantage to you until the end of your next turn.
There and Gone Arcane Trickster Utility 12
You mutter an arcane phrase, make a small gesture, and appear behind your opponent.
Encounter* Arcane, Teleportation
Immediate Interrupt Personal
Trigger: An enemy enters a square adjacent to you.
Effect: You teleport to any other square adjacent to the trigggering enemy, and that enemy grants combat advantage until the end of your next turn.
Master of the Many Blades Arcane Trickster Attack 20
You raise your weapon, and suddenly one blade becomes many; they begin to dance around you in a deadly, weaving pattern.
Daily* Arcane, Weapon, Conjuration, Zone
Standard Action Close burst 3
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 4[W] + Intelligence modifier damage, and the enemies hit grant combat advantage to you until the end of your next turn.
Effect: The burst creates a zone of whirling blades which lasts until the end of your next turn. Any enemy within the zone grants combat advantage to your allies while they remain in the zone.
Sustain Minor: The zone persists. When you move, the zone moves with you, remaining centered on you.
I hope you all enjoy a little crunch, since I've been feeling like my last couple of posts have been so fluffy. Next week should be a little more... substantial.
August 25, 2009
Fantasy Craft by Crafty Games
First thing you are likely to notice as you crack the book (or scroll through the PDF) is the margin art. The top and bottom of each page has a small vignette drawn across it, adding a little ambiance to what can easily become a dry book of rules. I got a kick out of interpreting, and then reinterpreting the actions being presented on each small image. The artwork in general is highly reminiscient of the original Dungeons & Dragons and Advanced Dungeons & Dragons rulebooks, which will reassure us old hands at High Fantasy gaming, and intrigue the fresh faces who are just exploring the fun to be had with D&D 4th edition, Pathfinder, and now Fantasy Craft.
Crafty Games has done an excellent job of distancing themselves from their predecessors, with the Species options and Classes being sufficiently different from previous games of this type. As an owner of the old Council of the Wyrms boxed set, I was happy to see the inclusion of a draconic race, minus the anthropomorphism. The one thing I found a bit off-putting early in the rules was the high number of classes. Assassin, Burglar, and Explorer are three seperate basic classes in Fantasy Craft. Setting aside my general dislike of Assassin being a class (or prestige class! I'm talking to you, 3.5!), I feel like the flexibility of this approach could have been preserved without cluttering the system with so many classes. Perhaps using a system similar to the talent system from Star Wars Saga Edition or by giving a class different progression trees that can be chosen from. This would allow a new player to get their bearing in the character creation process a bit more quickly.
How about Action Points, you like those? Then you'll love Fantasy Craft. No, they don't give you action points, they give you Action Dice! And Action Dice explode! I like exploding dice. And the action dice in Fantasy Craft feel like more of a resource rather than a perk, which makes them more memorable to players, and more significant in their contribution to the flow of any given encounter. I also like the mutability of key abilities for skill checks. Did your Soldier use Charisma as a dump stat? You can still use Intimidate, just make sure that you are using it in a way that makes Strength a better key ability for it. That's the kind of flexibility that a game like this needs to be interesting.
Flexibility comes at a cost, though. Treasure is awarded and retained through a relatively arcane Reputation/Lifestyle system. The Gear section wouldn't have surprised me if I had seen an entry on one of the tables for the "Kitchen Sink." The adversaries in the game scale with the level of your players' characters (a nice touch, reminiscent of the method used by Bethesda Games in their Elder Scrolls computer games), making each encounter a small exercise in your math skills just to get your stat blocks in order. Fantasy Craft also does away with the discrete organization used by games like D&D 4th edition for encounters, splitting things by scenes, which are far more arbitrary and harder to ajudicate.
Final Word? The Sage gives Fantasy Craft the thumbs up. If you like your gaming simple, sit this one out. If you want to exert a little more effort, and try some new ways of engaging your players, pick this up. Just make sure you have some lead time, you're going to want to read through this rule system a couple of times.
August 19, 2009
Extended Adventuring
So, what to do? We want to keep the game exciting, and we want to make sure that there are plenty of reasons to take extended rests, but is there a way to extend the amount of time a party can continue toward their goal? For DMs, this is even a way to retain suspense and build tension, because nothing kills the tension and excitement like a group of players afraid to do anything because they are out of daily powers and surges.
The first potential solution is to create a median between Short Rests, about 5 minutes of in-game time long, and Extended Rests, which are at least 6 hours long and must be seperated by 12 hours of activity. We'll call them Moderate Rests, lasting at least 30 minutes. A moderate rest should refund one daily power, and a quarter of the character's healing surges. Moderate rests should not be allowed more than once every two milestones (four encounters) in heroic and paragon teirs. Once the characters have hit epic teir, don't allow a moderate rest until three milestones (6 encounters) have elapsed.
If you feel that the real stumbling block is simply the fact that the effectiveness of the characters drops off too steeply when all daily powers are expended, consider giving the option of recharging a daily power instead of receiving an action point. This option should be restricted in some way, because players may choose to abuse such largess on the part of the DM. First, make sure that the character does not have an item which awards action points for some circumstance. No matter how unlikely the circumstance, this could lead to all players seeking out such items, and would mean that the players are not truly giving something up to gain another use of their daily power. Second, once the character has more than one daily power, consider restricting this option to only when they have two fewer than their maximum number of daily powers. This way, you won't have a character who is able to bring themselves back to a full compliment of daily attack powers by forgoing action points.
If you are open to something a little more drastic, a more significant adjustment to the system would be to boost the number of healing surges each character has, and to recharge daily powers half as often as you award action points. Take the final number of surges for each character and multiply it by 1.5 to give the total number of surges. Every four encounters, let the characters choose one expended daily power and return it to their "unused" pile. This system will allow for more encounters within a single day of game time. It might also unbalance the characters slightly against the level progression model of the core rules. If you use this option, consider slowing down the XP gain, perhaps by awarding only three quarters of the original experience. However, you might find that no balance problems arise, and if they do not, avoid instituting any penalties for the system.
Remember, the purpose of these rule options is to increase the number of encounters a party can tackle before running out of gas and needing some sack time. It's about increasing the entertainment factor, and keeping the game running smoothly. If you aren't having any problems with that, don't try these out, as they will simply tend to unbalance the game and potentially could ruin everyone's fun. However, if you're like me, and hate having to try to take a quick 6 hour nap in the Antechamber of Death's Dwelling because the four encounters getting to the antechamber, and then the fight with the red dragon in the antechamber, have completely wiped out your attack powers and healing surges, perhaps these slight tweaks might help to alleviate some of those problems.
August 15, 2009
Welcome, One and All!
Many topics will revolve around ideas for players, GMs, and even those of us who dabble in both. Some of these things might seem overly ambitious, or even down-right stupid. Tell me what you think, or if you give something a try, let me know how it turned out. If you'd like some thoughts from the sage on a topic, I'll even break a fundamental tennant of the blog (see: the title of said blog) and provide solicited material when asked!
Now, while you can peek over at the "About Me" on the right, let me establish some credentials before we get too far into this. I am NOT an employee of Wizards of the Coast (tm), WotC, or Crafty Games (tm). I have done some freelance work for WotC, such as writing this article with my buddy Greg Bilsland, who IS an editor at WotC. So, I've done some work, I have semi-regular conversations with industry insiders, and I play alot. That really comes out to pretty thin credentials. Fortunately, this is unsolicited sagacity, so I'll keep blathering on whether I am qualified or not.
Look for updates on Wednesdays. Hope to see you then!