Friday, July 21, 2017

Game Balance vs Old School Fun in 5e (follow-up post)

This is a followup post to Against the Funnel of Game Balance - Old School Fun

In that post, I laid out how the impact of character death shaped the style of play and how expectations of character death was very much shaped by other parts of the system. In other words, choice of game system is a strong factor in whether game balance should be a factor or not. I drew the lines up between TSR-era games, such as B/X and OSR retroclones, and WotC-style games like pathfinder and 3rd and 4th edition of D&D. But I didn't really cover 5th edition D&D.

So where does the current edition of D&D fall on this spectrum of Old School Fun --> Game Balance Fun-nel?

In this, as in so many other ways for this edition, it falls sort of in the bland middle - It doesn't do either style particularly well, but honours both enough that both types of players can enjoy it.

The first point to make is that it is different from 3e and 4e in this regard. In making this observation, I do not look to the stated rules (recall, 3e did not explicitly encourage game balance, but other parts of the game created a culture demanding it) but for how people are using it - Let's start with the major factor - The mini-game of character creation and planning:

One of the things that showed me that the culture had shifted focus away from the mini-game of adventure-as-character-actualisation in 5e was looking at the character optimization guides online.

Your classical 3e guides were assumed a culmination at level 20 as the pinnacle of the fully realised character.
5e guides as a rule depart from this, arguing "what is the point of building towards level 20 when the vast majority of gametime will be spent between levels 1-10?" They've brought a renewed focus on the experience of adventure gameplay at the table as opposed to the adventures as a means to the ultimate actualisation of your character concept.

Nonetheless, we can see 5e as a solid "in the middle" kind between TSR and WotC style game evidenced by the fact that we do still have character build and optimization guides. For those who enjoy this, it remains an option. The difference is that you can still opt to just roll a character in 20 minutes and play, and level up with a minimum of decision points, without ending up with a character that the charoppers will leave in the dust.

In 3e, this was not possible. In 4e, you wouldn't necessarily be left behind, but the breadth of choice and the fact you had to choose also did not encourage disregarding this mini-game (there is a reason the online character builder was so popular - in 4e, it was a lot of work).

The gains, demands even (feat chains - looking at you 3e), to be earned from optimization and planning ahead have radically decreased in 5e. The options to go simple have been placed more at the forefront of the game. In other words, it is easier to make 5e the kind of game you want.

The actual rules for encounter balance are a bit shit. In the comments to the first post, +Wright Johnson  hit the nail on the head I think in his analysis of 5e game balance in actual play:

I've found in running 5e that the game is straight-up more enjoyable if you ignore the encounter building guidelines and throw whatever makes sense in the fiction at your players, using CR to ascertain just how scary something is. The increased survivability and bounded accuracy mechanics not only work for "unbalanced" play, but actually work better.
The game generally gives the players plenty of chances to learn from their mistakes before they die horribly, and random treasure is given out on a per-encounter-CR basis, so the players can generally expect increased reward for increased risk. Clever play allows them to mitigate the risk through the advantage/disadvantage mechanic. And if the PCs take the increased risks, they often gain magic items which allow them a chance of triumphing in high-CR encounters they wouldn't have survived otherwise, not to mention the obvious benefit of speedier advancement. It turns "unbalanced" play into a virtuous cycle.
Which is why it's so baffling that the actual rules for encounter building in the DMG throw that virtuous cycle out the window and impose 3e's bonkers "adventuring day" nonsense on top of a system which feels worse when constrained in that way. It's harder for the DM to manage (have you seen the math you're supposed to do?) and less interesting for the players.

On the combat front, XP for killing is still the baseline - The DMG offers some alternative options that seem to have some usage - But it's fairly diffuse stuff, with no good discussion of how to use XP awards as incentives to set the campaign style. It's the 5e DMG in a nutshell - It does a great job of covering all bases, but not really in sufficient detail, or with crisp precision, for it to be the best option.

=============

In the interest of the full overview, I do think it is worth noting that some measure of challenge rating and game balance has existed in the game from the beginning. The math may not have been properly attempted until 3e (or actually working until 4e), but ideas about estimating how deadly an encounter is, and whether this is desirable or not, has been part of the game from the outset.

In fact, I think the designers of 4e put forward the best argument for why challenge ratings are worthwhile:

The basic premise being that there is a certain sweet spot in combat, where combat is not too easy nor plain impossible - that is just plain more fun. Being able to consistently challenge your players meaningfully in combat is more exciting than a run of too-easy encounters followed by a run-from-the-TPK encounter. Being able to determine in which ballpark that sweet spot lies goes a long way towards making combat encounters more fun and exciting.

So having a challenge rating for guesstimating this sweet spot can be useful - Whether it is the DM being experienced enough to just eyeball it, or the complex encounter building system of 4e.

It was never the "challenge rating" systems that my original post argued against, but rather what they were used for. The 3e DMG, before the designers realised that the game system as a whole implied the need for a social contract on game balance (which the challenge rating and encounter building systems were the means to enforce), actually states that around 5% of all encounters should be out of the PCs league.

Wednesday, July 19, 2017

Update on "Into the Unknown" - Kickstarter Boxed Set looking likely

Quick intro: "Into the Unknown" is my hack of 5e to make it run more like B/X - Old school meets modern. Many simplified mechanics; Race-As-Class; reaction and morale rolls are back; spend-gold-for-xp combined with downtime activities; simple but central hexcrawl framework; terse and short writing - And fully compatible with 5e. Click the tags below for more.

The player booklets are basically finished. Works has stalled a bit as I am working hard on the GM booklets. This is turning out to be a lot harder than the player booklets, but I want it to be good - And this is really demanding the best of GM wisdom from me! We're still a couple a months away from completion, but I have the structure of the booklet and just about every chapter and section lined up, so things should be proceeding more smoothly from here.

There are other good news though. The player booklets look quite good, even just printing it with a regular printer. And I've been researching the cost of making a proper print run - in a boxed set! This looks much more affordable than I first assumed, as long as it is 50+ made. At first glance, production cost here in Denmark could be as low as the 30 usd range for six booklets and a box which is not what I expected. So I went ahead and made a box cover in anticipation of putting this on kickstarter:

Obvious Homage is obvious
So yeah, I think this is really happening. A target of 50 backers seems realistic - I won't run until I have all the actual material written and I enter the final edit-tweak'n'polish phase (I am thinking to use the kickstarter as playtest as well) and I have a firm price offer from a printer. Sometime in autumn?

I guess that means I should look at stretch goals and stuff? I've never done anything like this before. Comission someone to make a kewl character sheet? Comission art from Russ Nicholson and Larry Elmore?

I guess I will need to set up a company as well, to report taxes on this for and all. Jeez. I did not anticipate all this when I first started hacking this.

Friday, July 14, 2017

Against the Funnel of Game Balance - Old School Fun

Game Balance is a totally different kind of fun compared to old school fun. It's more a fun-nel really, that basically seeks to minimize the parts of the game that old schoolers find fun.

Gamers, generally speaking, roll dice because the element of randomness brings a level of excitement to the table. And they applaud creative thinking or player skill being able to make a crucial difference in a tight spot. Because it is fun. Because they are variables making the game more open-ended.

Game Balance is the opposite: It is the premise that so long as the party manages its resources properly, they will be guided through a scenario of progressively more difficult encounters, each of which they should be able to defeat in turn and still come out with positive hit points, for a total combat experience that should be neither too easy nor too hard. If the GM knowingly presented encounters too strong for the party, that is seen to be GMing in bad faith. If they are too easy, the GM is expected to make adjustments so that the players can stay within the happy medium of challenging encounters in the Game Balance Funnel.

In other words, you can expect to come out on top as long as you stick to the guidelines on both sides of the table. You can roll dice and come up with zany stratagems, but the game is rigged so that the outcome is meant to be a foregone conclusion regardless of these variables.

This concept of "game balance" became part of the gaming culture during the 3rd edition cycle and was enshrined into inviolate law in 4th edition.

In 3rd edition, the Game Balance funnel was not originally intended to be part of the game. It provided encounter guidelines mostly as an tool for eye-balling Total Party Kill encounters and enabling the GM to steer clear of this if he wanted to. The gaming culture however, quickly began to take the guidelines as a social contract and part of the game. When Wizards of the Coast released adventures that did not follow these guidelines rigorously, there was outcry. They quickly learned not to do that again. The guidelines had become law.



In 4th edition, this was taken to its ultimate conclusion. Though the various mechanical widgets players had to choose from were probably more plentiful than ever, 4th edition was so perfectly balanced that it was virtually impossible for the GM to "break the game" (ie, kill the player characters) as long as players and GM alike stuck to very clearly defined guidelines. As part of the this, players also could not break the game either - Each class was designed to be perfectly balanced against each other, giving every player a chance to shine equally. 4e is maybe the most balanced RPG ever made.

Why did game balance become such a hot item? How did it go from 'here's a guideline' to being the holiest principle in the design of the game? And why wasn't it a bigger deal before 3rd edition? Whilst some of it might well be the zeitgeist of the times, I'd argue that the design of other parts of 3rd edition, developed even further in 4e, inevitably lead to a design where Game Balance had to become law. In two areas mainly:

Character build - with 3rd edition, making a character became a mini-game itself. "Builds", tracking progression from 1st to 20th level, became a thing. The game itself encouraged this sort of fiddling with prestige classes that could be combined in multitudes of ways and whose requirements and optimal benefits required planning ahead many levels in advance. Feats likewise, often required planning chains of them many levels in advance The tone of the game itself shifted, with a greater emphasis on self-actualisation through the character you are building to become over time, than the adventures to be had.

Say Player A spends half a day building a character, plotting out how Lazariavilnus the gray elf rogue was going to become a Rogue 1/ Wizard 4/ Daggerspell Mage 10/ Unseen Seer 2/ Arcane Trickster 3 at level 20, meticulously planning assigned feats and skill ranks to get just the right synergies at level X and Y - And then Lazariavilnus dies in fire at 2nd level due to a random encounter with a dragon - Player A is probably going to be unhappy that the GM took away the character he had invested so much time in already - Especially when the GM actually had encounter guidelines that could have avoided this.

It is only natural really - Player A invested his time in ways the game encourages - Engaging in the mini-game of character building. What's the point of doing that if you have no assurances that your player is likely to survive to ever see it come to fruition? That Game Balance became expected by players is almost inevitable when you design a character creation mini-game with that kind of investment in it.

The other part of the game that lead to this is the increasingly binary nature of encounters in the game. Gone were reaction rolls - Which, though in spirit intended to let GM decide for himself, tend to just lead to more binary outcomes of "Fight or.... fight?". As were morale rolls - creatures were now much more likely to fight to the death. And even more crucially - encounters changed from primarily being obstacles in the path between the PCs and their goal (gold, which = XP) to being the goal itself (XP).
Besides the more variable outcomes of encounters in TSR editions of D&D, it also gave ways of attempting to by-pass encounters that were way out of their league, without necessarily compromising their quest for the goal of the game (XP).

Contrast this to 3rd and 4th edition, where the combat encounter was enshrined as the ONLY real way to gain XP and thus advance your character - If combat is presumed inevitable and something the players are supposed to seek out in order to advance in the game, it becomes more natural for players to expect that they should be able to survive it. Sure, the party could have just sneaked away from that dragon, but that's not what the game incentivizes. As part of this focus, it is only natural that combat was more developed, and took up more of the game time in a session, in 3e and even more so in 4e.

So game balance became the pillar to stand on for the increased focus on the mini-game of character building and the different more combat-focused player incentives offered in the game.

Looking to TSR games, and their OSR offsprings, we can see why game balance is mechanically less relevant there and simply not in the spirit of these games.

Character creation is quick. You can roll up a character in less than 15 minutes. Discover more about it in actual play if it makes through the first few sessions. In fact, we can see that character mortality was considered a feature of older games, not a bug. Quote +Frank Mentzer, author of the BECMI series of D&D:
"The point is so obvious that many folks miss it (emphatically including the designers and players of the current version):
D&D Characters Die Frequently.
If you and your players refuse to embrace this axiom, you fall prey to an invulnerability that renders all the dangers impotent. You simply reenact plots knowing that the hero always survives and wins ::yawn::. But in accepting it you spring headlong into a world of thrills 'n' chills where failure and death are ever-present possibilities, surmounted only by the now-classic D&D resolution: create another heroic wannabe and try to do better."
Secondly, Combat is more avoidable - reaction rolls tend to produce different outcomes. Morale rolls tend to shorten fights. And more importantly, players aren't given strong incentives to look for fights. The real prize is the gold on the other side of the encounter. Why fight a dragon when you can just sneak past it and try to loot its hoard by stealth? Especially if you have doubts that you would be able to survive it.

This last part is the clinch in terms of fun - The social contract of game balance means players are simply not supposed to consider if they are able to survive the encounter - the rewards of the game are triggered by engaging in and winning fights and we're supposed to be able to survive each encounter - There should be no choice needed for that random encounter with the dragon - The GM wouldn't put it there if we couldn't defeat it. The world the PCs inhabit is basically solipsistic. It exists only as a level-appropriate response to the PCs and their goals of character advancement.

In TSR D&D, fighting is more of a choice - And one you can opt out of without detracting from your primary aims. This also means the GM can put in encounters that the players could not hope to survive if they engaged it in combat. And from there, create a world that is more open-ended - A world which feels less like a solipsistic funnel towards the next combat encounter and more like a world that has its own life independent of the PCs; where combat is but one aspect of the game and whether to engage in it at all is a legitimate strategic decision that the game will not punish you for opting out of.  Where achievement is earned and not a foregone conclusion.

The good GM then, does not go out of his way to set challenges that he knows will not kill the characters. Rather, he lays out meaningful choices for the players; to choose whether to fight the challenge, or look for other solutions to accomplish their goal. And he leaves it to the players, not the GM, to estimate the "challenge rating" for encounters they come across.

The point of this article is not to argue that all those who play pathfinder and 4th edition today are having BadWrongFun. When I played 3.5, I went all in on character builds myself and enjoyed the experience of tinkering with it. It was a fun solo mini-game to engage in outside the group play. And lots of combat can be fun - up to a point.

The point is rather to illustrate that when modern players consider older games to be unbalanced - That this is a feature, not a bug. And that this was by design, not accidental.
That developments of game balance do not necessarily constitute an evolution of the game, but rather a horizontal shift in focus in terms of what the game wants to be.
That there is a different kind of satisfaction in discovering your character in play, as opposed to building it and plotting out its future well in advance. And that being less attached to your character is actually somewhat liberating. That accomplishing your goals without the compulsion towards combat can create a wholly different style of play. And that combat is genuinely exciting - Because you could very well die.

It's a different kind of fun to the fun-nel you've been used to.

My advice to 3e/4e players wanting to give the OSR experience a shot - Try dying. Come to the session with a folder of character sheets. It won't take more than an hour to create a good handful or more. Just have a basic idea of what that character is right now. And die a couple of times. Get it out of your system.

Around that point, you will start to have a good feeling for how to navigate a world of fantasy full of dangers and glories to be had, where the skeletons of adventurers who failed might actually be found in dungeons - And do your best. Doing so WILL affect the outcome. 

Monday, June 26, 2017

4th edition's implied setting is Old School as f*ck

4th edition really turned me off D&D, at least as far as keeping up with its current state goes. At the time, I was already souring on 3.5's existential crisis with wanting to be GURPS in a class and level based system with abstracted combat. GURPS I felt simply did that better and I was coming to realise older versions of the game did the D&D parts with class, levels and abstracted combat, better.

When 4e then came out, I read all the reviews and play examples to get a feel for the game and see if I wanted to tag along. Nothing new under the sun from me there - I was instantly turned off by the extremely gamist nature of it - A roleplaying game so standardised by rules, it had abandoned all pretence of players playing out the scene and using rules as an aid - Players were playing out the rules with the scene as a background prop. Combats taking forever. 9 page character sheets. Characters defined primarily by boardgamey tactical roles. The hours spent on the mini-game of charop taking almost as long as actual gaming sessions. As with all things, I am sure it's possible to use 4e differently than this, but I've seen nothing since to suggest 4e does not at heart encourage this style of gaming. The players I know who play 4e in fact play 4e not because these criticisms aren't true, but because they like this style of play (in addition to liking other styles of roleplaying as well). But I didn't - at all - So 4e got a pass from me as the edition where corporatist D&D finally went off the deep end and shed its legacy and connection with former editions to go off and be its own thing in the 21st century.

The flavour parts of the game didn't seem much better at first glance either. Dragonborn and Tieflings are core classes now? And what's an Eladrin? Ugrh. For me, D&D has always been about mundane heroes journeying into the wilds to encounter the Weird and fantastical. And through this touch of Chaos, become greater than they were, gradually breaching the gap between the world of men (or even risk becoming alienated from it) and the world of myth on the other side of the fence.

4th edition at a glance seemed to totally break down this dichotomy and bring the fantastical right into the hearths of the mundane households, letting fey rub elbows with demonic offspring and dragonchildren in your regular tavern. When there is no Otherness to the fantastical, no sense of the Unknown,  the sense of wonder evaporates. The fantastical becomes mundane. 4e looked to have jumped the shark on its fluff to me at first glance. To be expected from such a gamist edition I figured and went on my way.

It was only around the time of the D&D Next playtest that I, thanks peeking at the flamewars that were inevitably sparked by the changes of a new edition, was inspired to look a bit deeper. Not for the rules, mind you. I still would rather play just about any other version of D&D. But the fluff. The fluff was just downright.... inspired!

Set that one critique about mundane vs the weird to the side for now though (we'll revisit later), and the implied setting of 4th edition reveals itself to be imaginative, bold, absolutely dripping with adventure potential and above all - Old school as fuck.

4th edition's implied setting feels far more mythic than any of its predecessors. This often translates into "gaming disconnect" (Tolkien, Glorantha, Dragonlance) as it setting becomes more pre-occupied with its own stories and mythology than its gaming potential - For Nentir Vale though, making it more mythic actually makes it more gameable. Gone are the tolkienesque angelic-racist elves of 2e & 3rd edition. The eladrin realms of the feywild have that dreamy otherworldly "journey into faerie" feel that traces its legacy back to the folkloric tales of the middle ages.

This happened in 4e. I wasn't around to witness it, but it did.
4th edition may have ditched alignments - Yet they crafted a mythology that is absolutely about the eternal conflict between Law & Chaos - Giving us a setting with all the principles of Keep on the Borderlands knitted straight into the fabric of the setting (moreso, I would argue, than any D&D setting before it) . The only thing they didn't do was explicitly call out that this dichotomy was their guiding principle (because officially - no alignments.

I mean, their cosmology is basically like this: The Astral sea was boring, so now it's Spelljammer with planes instead of planets (fuck yeah). The astral dominions are basically where the entities of Law took residence - They are all platonic embodiments of various concepts.

The Elemental Chaos is the other side of the cosmos - And far more visceral and, well... "elemental".  The font of creation - Basically Limbo, always in flux, but with elements of various kinds floating around in pockets and realms. Still, you can take your spelljammer ship and ride the elemental waves here as well (unlike the para-elemental plane of Ooze that we fucked off with the rest of the great wheel).

And below that, the nasty side of Chaos - Entropy leading into oblivion. The Abyss sitting between existence and nothingness.

Oh, and just to be even more mythic on y'all, our Law/Chaos struggle mirrors the Olympians/Aesir vs Titans/Jotuns struggle.  So you can instinctively grog this because this story is already in your cultural consciousness. And giants sided with the titans primordials.  Giant losers are therefore cosmically inimical to Law, gods and mankind. Ergo, go fight the good fight, adventurers.

And the underdark? Back in the mythic time when gods and primordials fought over law and chaos openly, one god was cursed and thrown underground for eternal torture. All these caves and passages is him dragging his tortured corpse around underground, creating open spaces as he boroughs through.

And we get mirror planes, basically reflections of life/nature and death/shadow - Because not all world-walking is about cosmic power and opening portals to new realities. Sometimes, the farmer just stumbles into faerie by accident. So your low and mid-level characters can walk into the realms of myth as well. Remember my criticism about the barriers between the mundane and the Weird? Turns out they cranked it up once you look past the player races. 4e's implied setting hardcodes this dichotomy into the setting (and blends law/chaos into the division on top) (too metal, man) and then turns up the volume on the fantastical once you go into the Weird. It's like they drank from Odin's mead of poetry Gygax's mountain dew of Appendix N when creating the setting for 4e.

It's easy to grog and get into, thick in mythic flavour and basically IS D&D embodied and distilled into setting form.

And yet, for all the flavour, it doesn't get self-absorbed in its own history or style. There is something accessible and basic, almost saturday morning cartoon style, in the way it grabs you. "These are our memes and archetypes. You have met them elsewhere, even if you don't know it. So just plug and play."

Part of the reason it is so accessible is that it is intentionally sparse. There is tonnes of stuff simply left out, or barely hinted at. Because it was designed to be nothing more than the most basic of frameworks for DMs to fill in the blanks on and make their own worlds out of. I know, right? Old School as fuck.

In fact, the publication history of its implied setting is like some sort of tragic homage to another very old school setting. We get the bare bone outlines in the DMG - 24 pages of teasers (mostly about stuff like "what is a town", "fantasy worlds tend to have religions", "here are rules for weather") that open with "the world of D&D doesn't have a map - until you make one" (so fucking metal) and then talks about the higher level assumptions of the D&D world. Things like:

  • Civilization is scattered points of light amidst a vast wilderness full of monsters in which ancient and mysterious wonders are nestled
  • gods are distant
  • It's your world
and another 15 pages on Fallcrest and the Nentir Vale, a pocket sandbox area+home base in a forgotten corner of the implied setting. That's it.  Old. School. man.

This is Fallcrest, the homebase. Shadowdale can fuck off back to Tolkien's Shire.

From here, the rest of the implied setting is revealed in scraps and pieces in various modules and articles in dragon magazine. You know which setting I am talking about now, when I said it was a homage, right? Yeah, this is basically World of Greyhawk all over again. Only, this one is dripping with flavour already and has the law vs chaos angle built right into its mythology with direct access for adventuring potential.

Except for one, tragic, difference. Greyhawk got its boxed set to set the word on what the world is like, even if it is an open-ended, loose framework, word. 4e's implied setting, Nentir Vale, never got that far before they killed the line. The setting book was on display on amazon and all. But then D&D Next happened and what was probably D&D's most D&D-like setting ever fell off a cliff.

That setting book could have been its last old school hurrah. "here's your setting book. It leaves out most things for you to create, but now at least you finally have your setting map. You will never see another supplement for this setting again though. Create the rest yourself." But we never got even that.

There is no "canon", no well defined history (myths in fact are far more prevalent than history) or even list of countries. It will remain forever an individualistic hodge podge of scant notes in the DMG cobbled together with hints and tidbits from supplements and adventures, some scholarly attempts at making sense of it all from fans online and the vast majority of it left for DMs to fill out with their own imagination. Old School. as. fuck.

If I were to run a non-homebrew setting these days, I'd probably pick 4e's or the Wilderlands of High Fantasy. I'd have to find a way to make those dragonborn and tieflings palatable to my sensibilities somehow, but that ain't hard. Other than that, it's just straight up D&D.

Tuesday, June 20, 2017

The D&D endgame has always sucked (except for *that* edition)

In the grognard-sphere, you can find many examples of grognards decrying the loss of D&D's endgame.

As I am working on B/X-ing 5e for Into the Unknown,  a cursory look at end-game approach is also on the menu (though mostly for a later Companion supplement since the core will only go to 10th level).

I've never really played with domain and stronghold rules. I was certainly aware of them and of the fact that the game was supposed to move in that direction. I just didn't understand how non-wargamers would think they are anything but an exceptionally boring endgame.

"You have over countless sessions fought everything from orcs to dragons, progressed from saving villages to saving kingdoms. Now, as you move into high-level play, new destinies and high level rules appear. Forget about resource management of rations and arrows. That's for noobs! At high levels, you get to manage the resources of an entire keep! Track the cost of building a new wing of the stronghold. Retain reeves and chamberlains. Collect taxes. Explore the intricacies of domain resources and incomes. Hear the complaints of peasants and track the cost of holidays. Graduate from low-level hero to high-level administrator! Play the domain game."

If that was the kind of campaign I wanted to play, I'd have gone for Birthright from level 1. The domain game fading from D&D was a natural consequence of it having nothing to do with the kind of game you thought you'd be playing when playing D&D.

That doesn't mean it was replaced by anything better though. 3e seemed to just go with the assumption of "why should high level play be any different from low level play? Just add more hit dice!"  Ignoring for a moment how awful the execution of this was in 3e, this assumption is, in itself, not terrible, since this is, after all, the kind of game you are playing D&D for.

Freebooters of the Frontier embraces this conclusion by declaring a simple endgame condition: amass 10,000 silver pieces and you win the game. This is perhaps preferable to the 3e's approach of "just keep doing the same thing with ever increasing numbers and levels of complexity." If D&D is to have an endgame, it should be somehow different, or at least an evolution, of the basic "kill creatures and amass treasures to defeat the villain" model of D&D. And preferably one that doesn't hand me rules for pricing the cost of holidays in your barony.

5e is not much better. Basically, the only edition who seems to have gotten the right idea is 4th edition (drops truthbomb, runs away).

4th edition D&D introduces epic destinies. They come on board about 8-10 levels too late, but they play to a good assumption of high level. While low-level play is often reactive and about a party walking the land waiting for destiny to happen, high level play ought to be about crafting a destiny for yourself.  Epic destinies enable this deliberate approach towards building your character into something larger than life the way you want to be larger than life. Low-level D&D play is "choose your own adventure", high level play should be "choose your own destiny." and 4e is the only edition to really grog to that.



In terms of flavour, 4e often does it quite well, presenting a good load of destinies that are essentially about transitioning from mundane hero to genuine mythic paragon. From legendary generals or sovereigns, becoming an archmage or epic lorekeeper, to questing for demi-godhood, heimdall-esque defender of a cosmically significant place, or an entire people, becoming consort to a deity to emerging as an actual avatar of a deity, thieves who can steal actual concepts, to becoming a literal parable yourself.

A lot of this is very high level stuff of course (and oftentimes more a culmination of a path of estiny) and some might want some intermediate high level play, on the level of domain play, becoming a guildmaster or similar. That is sort of what the Paragon tier (levels 11-20) was supposed to accomplish for 4e, except the execution amounted to little less than "choose your next splash option".

But the point remains - In either case, high level play should be about crafting your destiny and the rules for high level play should be in support of this - Rather than assuming that the end game should revolve around one goal (domain play) or none at all (3e).

So basically, the high level endgame I would want to introduce for Into the Unknown has very little to do with B/X and its endgame (cosmic adventures, a la the Mentzer Immortals set, would probably come closest as a possible destiny to choose from). I don't think I want to take an old-school approach just for the sake of doing it old-school.

Sunday, June 18, 2017

Reaction Tables for 5e/Into the Unknown

Having rules for reactions are one of the good things in older versions that were sadly abandoned in 3e+ versions of D&D.

I understand the reasons for omitting it, that DMs shouldn't feel constrained by random rolls for playing out encounters. The problem is that omitting them teaches a more one-sided and uncreative approach to DMing than that 'straightjacketing' of following a table does. It's far easier for a DM to disregard an outcome rolled secretly on a table he feels doesn't make sense than it is for a GM to train himself to consider a range of possible reactions each time an encounter happens. The outcome is often binary: "it attacks / is neutral". It might

Reaction tables is actually an opportunity for a DM to get creative at the table, playing out responses they might not have considered without the prodding from the table.

5e is supposed to be a game with its focus evenly split between combat, exploration and social interaction. While it certainly balances this better than 3e or 4e, it remains a heavily combat oriented game. Re-introducing mechanics from older versions of the game would go a long way towards re-dressing this imbalance.
For example, using gold-for-xp would move the incentive from killing stuff to get xp to finding solutions to get past obstacles like monsters to get the gold on the other side. Having a morale mechanic emphasises that combat can have an afterplay besides killing your enemies. And having a reaction mechanic emphasises the fact that encounters can have a range of outcomes besides combat (emphasis on 'emphasises' - a lot of this is about what certain rules, or lack of rules, encourage, reminds and rewards in terms of style of play).

So here is a simple reaction mechanic for reactions in 5e - and Into the Unknown. It is greatly inspired by the reaction mechanic for B/X - I love the basic structure of the B/X track (basically five options from worst, bad, uncertain, good to best) - and my rules for re-rolls follows the math for rerolls found in the Rules Cyclopedia, which is simple and very sound - 2d6 on five tracks is just a very elegant resolution mechanic.

I added a different track NPCs than monsters - and allow for initial reactions to be influenced to something better (or worse, if you're not doing well on the talking) by charisma checks (meaning the initial reaction is not affected by charisma). 

Wednesday, May 3, 2017

A critical examination of Hit Points

Oh, Hit points. Is there any other gaming concept as opaque and contentious over the ages? Maybe Armor Class,  but that is for another day.

What are hit points really? With monsters, it is simple enough to equate hit points to physical damage. But less so for people.

Originally, number of Hit dice = the number of hits before you go down. Simple and intuitive option. A normal 1 HD man goes down when struck by a sword. A troll, being of larger and more durable stature than a man, has six hit dice (ie, can take six sword hits before going down).


But then the iffy part: A 6th level fighter fighter is the equal of six men - Is his body as tough as a troll? What does his extra hit points represent?

The exact answer seems to vary over the years and as significantly - There doesn't seem to be a clear consensus in any point in time as to its exact status.

"Wounds + [x], from taking a hit" seems to be the the closest definition people can agree on at any given time. But even that is stretched by the time we get to 4th and 5th edition - The most grognardy of my own group has taken to calling them "hero points" ever since we switched to 5th edition, due to the high and frequent rate of daily healing and proliferation of non-magical instant recoveries ("Second Wind", "Song of Rest") and morale boosts of temporary hit points ("Rally", "Inspiring Leader", "Heroism") suggesting that the "Hit" and "wounding" part of hit points don't mean much until you hit 0.

Gary Gygax, in his usual sesquipedalian style, gave this answer in the 1st edition DMG, page 82:
It is quite unreasonable to assume that as a character gains levels of ability in his or her class that a corresponding gain in actual ability to sustain physical damage takes place. It is preposterous to state such an assumption, for if we are to assume that a man is killed by a sword thrust which does 4 hit points of damage, we must similarly assume that a hero could, on the average, withstand five such thrusts before being slain! Why then the increase in hit points? Because these reflect both the actual physical ability of the character to withstand damage - as indicated by constitution bonuses- and a commensurate increase in such areas as skill in combat and similar life-or-death situations, the "sixth sense" which warns the individual of some otherwise unforeseen events, sheer luck, and the fantastic provisions of magical protections and/or divine protection. Therefore, constitution affects both actual ability to withstand physical punishment hit points (physique) and the immeasurable areas which involve the sixth sense and luck (fitness).
According to this then, Hit points = Physique + [skill, sixth sense, luck & divine protection(!)]. The problem is, EGG didn't really seem to grasp what hit points was supposed to be all that well, for there is no follow through on this definition in any of his rules.

One would presume, from reading the above, that the majority of a high level characters's hit points comes from the "immeasurable areas". But he still heals at a flat rate of 1 (or 1-3, depending on which early edition you use) hit point per day.

That 1st level fighter with 8 hit points who lost all but one of them in a fight is as good as new a week later. The 5th level fighter with 29 hit points who lost all but one of them in a fight needs 4 weeks to be as good as new. Where are the immeasurable parts reflected in the healing process?

EGG may have written flavor text to suggest otherwise, but his take on the actual rules for hit points place them squarely as "wound points". To which I would say to Gary, were he still alive:

Grognards, brace yourselves. I am now going to argue that the designers of the 4th and 5th edition understood the original concept of hit points much better than Gygax did. None of them have fully internalised the implications of hit points though.

Gygax, much like James Wyatt, Mike Mearls et al, was an interpreter of the concept. So let's go to the originator of the idea, Dave Arneson, and look at how he understood the concept of hit points.

Originally, hit points were fixed. The notion of gaining more as you levelled came about because the players at Arneson's table didn't mind that it took multiple hits to kill a troll, but they minded that it only took one hit to kill them. So, he came up with the idea that:

 "As the player progressed, he did not receive additional Hit Points, but rather he became harder to Hit."

He soon enough changed this to hit points growing with level, but it is interesting to note that this was the original conception it grew out of (and also that Arneson tinkered with the 'modern' notion of power level=harder to hit, yet in the end decided to use growing hit points to model this).

Here we see where Gygax derived his inspiration for his flavor text from at least, but phrased in a much sharper and succinct concept - It is really only the first hit die of a player character that represents the physical part of hit points.

It seems however, that, unlike Gygax, Arneson followed through on this idea more (it was his own idea, after all) and treated hit points more fluidly and situationally as a result, in the same way he, and subsequently D&D at large, made AC and saves fluid through various situational modifiers.

In the "Temple of the Frog" as presented in the Blackmoor supplement, Arneson has this encounter:
"The destruction of an egg area will cause all frogs to fight at double value for 2-12 melee rounds after which all will withdraw to the pond and submerge."
Good golly, y'all. Dave Arneson used temporary hit point mechanisms in print way back in 1975.

And this is where we see 4th and 5th edition internalise Arneson's original concept of hit points much better than Gygax did as they treat hit points as a far more fluid mechanic than than static 'wound point' approach of former editions.

A fighter can recuperate hit points in combat with a "second wind", a leader can inspire his allies with temporary hit points. Anyone can, effectively, "heal" themselves up entirely overnight. Hit points in these editions are basically the metaphysical heroic mass of the character. And seen as such, the resource management built around it makes a lot of sense.

Here we see a proper implementation of the fundamental sense of hit points: An abstracted engine, not for determining wounds as such, but for recording attritionally, your heroic capability and resources in combat.

The problem for both 4th and 5th edition is that in embracing this, they have essentially taken the notion of characters ever actually being wounded out of the game. Sure, like Gygax did with the "immeasurable areas" of hit points, they pay token homage to the notion of wounds in their flavor text. But the actual mechanic does not reflect taking any wounds until you hit 0 hit points (and even that is just brief unconsciousness - or death). Prior to death, there are no dramatic implications to being hit other than your daily resource management.

Interestingly, Arneson seems to be the only one of significance who properly internalised how the implications of hit points being a gameable and dramatic abstraction for being harder to hit meant that something more was needed to represent actual wounds. In the original "Men & Magic", we have the seed of it (which I suspect, but have no way of knowing, was Arneson's bit):
“Whether sustaining accumulative hits will otherwise affect a character is left to the discretion of the referee.”
This is a statement D&D in general has done very little with. But Arneson's Blackmoor does. It gives us our first hit location system, wherein hits variously give penalties to dexterity, reduced movement or even instant death. I don't want to give Arneson too much credit here - The system is abominably complicated, but the idea of it is sound - Something more than hit points is needed to track actual wounds.

Conclusion:

Having played my fair share of games who did away with the 'unrealistic' bag-of-hit-point systems (a move which my younger self applauded back then), the unfortunate reality at the table of these more 'realistic' systems is that they just don't play out with the same intuitive and well-paced dramatic development as hit points. Landing more hits and taking points off your opponents metaphysical "still standing" score is just more fun and dramatic than a series "you hit, but the opponent parries" exchanges until someone actually hits with what is likely a fight ender.

I consider hit points as probably the most innovative and strongest feature in the history of D&D - It's a brilliant combat engine that strikes a lovely balance between being easy to track and the dramatic development of combat, tracked over more than just one encounter.

And yet, my opinion is that for more than 40 years, D&D has never really given us a damage system that properly integrates the implications of what hit points really mean.

5th edition probably comes the closest and gives us the best platform for addressing the gaps. The 5e DMG has a lingering wounds table. Throw in some hit point milestones for gaining levels of exhaustion on top and I think you have a good adjunct for tracking wounds and other effects alongside hit point that give dramatic consequences to combat whilst still being fairly simple.

For older editions, the fix is steeper, as the "hit point = wounds" mechanic is just so embedded. You'd need new healing rules, mechanics making use of hit points as a more fluid resource, etc. I don't think I'd want to go there.

But even in 5th edition, I'd like to see mechanics making more use of hit points as a fluid mechanism. "Temporary damage" from fear effects and low morale maybe? Critical hits giving temporary hit points to the attacker for a round or two. Stuff like that.

Either way, it goes to show, there is still room for growing the full implications of the original concepts of the game. Maybe 6th edition will finally take hit points and wounds to its natural conclusion?