Friday, September 10, 2010

Accidental Rebels - Session 2



This was a short session but it served to get the thing back on track after a month-long layoff. The heroes begin back in the detention center. Last session, Walex opened the turboshaft doors despite the lack of power only to be attacked by an interrogation droid which the rest of the party quickly dispatched. Now the party decides to climb down the shaft to try and head for the hangar bay where they hope to find the wookie smuggler's ship and escape.

Moving downward they cross several areas of no-power, survive some bounces and bumps as the ship suffers more explosions, and eventually find a door they can open. Moving forward they find the rooms and corridors beyond deserted, not something they expected on a star destroyer.

Eventually they find a computer terminal and tap in, pulling up a schematic of the ship and some status reports describing the amount of damage the ship has sustained - it is massive. They also find that the ship has been set to self-destruct in 3 hours. This new information spurs them to action - find the hangar bay!

As they hurry off, Walex notes that he could modify the self-destruct system to go off sooner than the imperials expect but the rest of the group looks at him like he's crazy - trapped on a burning crippled star destroyer that's rigged to blow and you want to speed that up? There are no buyers for what he's selling.

The nearest downward passage goes through engineering and the group passes perilously close to one of the sublight engines which is on fire. Moving carefully they avoid any incidents, sealing a door behind them just as the engine explodes

Moving through this new level the group is startled when a mouse droid wheels around the corner and squeaks at them. It's promptly blasted into fragments by the pirate and the jedi then stomped on by the wookie, thoroughly squashing the hapless bot. But a short time later as they move through an intersection they hear a noise behind them and turn to see a squad of stormtroopers fanning out across the corridor behind them...

Thursday, September 9, 2010

4E Draconomicon - Chromatic Dragons: A Review

Some Perspective:

The first Draconomicon was published in 1990 for AD&D 2nd Edition. It was a 128 page softcover that was mostly fluff with a little crunch, mainly some new dragons, and then a set of dragon-centric adventures at the end. It was alright but even back then I remember being a little disappointed in the content. The adventures ate up about a 3rd of the book which I thought could have been put to better use. I did like the idea of a special book just for Dragons as they are the iconic beasties of the game, I just thought this wasn't the best effort in that direction.

Fast forward 13 years and we have the Draconomicon for 3.5 which I thought was excellent - 288 hardcover pages of mostly crunchy details covering all then-current types of dragons and adding some to the mix. While much of the book was aimed at DM's, a fair chunk of it was also aimed at players with a chapter on fighting dragons, a section of dragon-flavored spells and feats, and a section on using dragons in the party. The book wrapped up with sample lairs for each dragon type and statblocks for each type of dragon at each age category. There was fluff on environment and physiology and personality which was helpful too, but much of the book was game mechanics and details intended to be used in play. If you were planning or running a dragon-heavy campaign it was an excellent resource all the way around. WOTC would later follow a similar format for an Undead book, an Aberrations book, a Demon book, and a Devil book and I thought all of them were similarly useful.

Now jump to 2008 and we have the first 4th edition monster-specific book, 256 hardcover pages also named Draconomicon and subtitled Chromatic Dragons. Right away we know the focus of this edition has been narrowed by half - it only covers the evil dragons.It opens with 40 or so pages of Dragon background - physiology, personality, general fluff discussions. We then have 46 pages of DM material including magic items, sample adventure hooks, and hoard breakdowns. The next major chunk of the book is 76 pages of sample lairs - very nice and much more useful than the 2E adventures. We then close out the book with 90 pages of new monsters.

By section:

The Background section is nicely done and is probably more than most people really need but I think that's the way to err in this kind of book. I liked it and for a new player or DM it's a great starting place to build up your knowledge of dragons.

The DM material is fine. I thought it was the least focused section of the book. The encounter advice is fine, the adventure hooks are limited, the campaign outline is interesting, and the hoard section is almost more detail than we need (lots of tables), feeling like a throwback to 3E or even 2E in some ways - that's not a bad thing, just unusual in a 4E book.

The Lair section includes 9 dragon lairs fully mapped and statted out including traps, guards or minions, and the dragon itself. It's very well done and is instantly useful to the point that the DM could drop one of these in if the party took a sudden wrong turn in the middle of a session and decided to seek out a dragon instead of continuing on a particular adventure.

The last third of the book is monsters - descriptions and statblocks - with draconic themes. There are things in here ranging from new types of dragons to new types of kobolds including some new templates, alternate dragon powers, and some legendary dragons like Dragotha the undead dragon.

Overall I liked the book. It gives a DM much more information to work with than the Monster Manual entries alone. It gives a DM a bunch of dragon-flavored monsters to add to their campaign. It gives the DM drop-in lairs requiring no extra work. These are all great things to have even if your game does not center around dragons specifically.

The only real downside is that there is no player material in this book. The 3.5 book included a fair amount of material on dragon-slaying and even dragon-recruiting which does not appear here. It's not critical but it would be nice to see material like that somewhere as stuff like that gets players brains and creativity flowing. Maybe it's in a Dragon article somewhere but I don't know as I don't subscribe to DDI.

The only other thing I came away from this book with that might be a negative is that I'm not sure we need a separate book on each subtypes - Chromatics, Metallics, and presumably others down the road. The statblocks are longer in 4E, it's true, and I don't have a huge problem with it, but it does look a little like padding. Part of the 4E business theory appears to be that multiple books on one subject are OK - PHB 1-2-3, MM 1-2-3, Martial Power 1-2 - so I suppose Draconomicon 1-2-3 fits right in there. I don't have the Metallic Dragons book  at this point but I will and one of the considerations in  that review will be "was this book truly neccessary?"

Wrapping up, I think D&D does benefit from a separate book on Dragons - they are iconic opponents in  the game usable at all levels and they tend to be one of the more complex monsters to run with melee, ranged, and special-case attacks, 2 or 3 movement types, spellcasting in some editions, and they are supposed to be smarter than most player characters.If any creature in the game deserves a special manual, it's the dragon. If any particular type of dragon deserves to be covered in there, then it's certainly the evil ones as they tend to be the majority of the draconic opposition in a campaign and this book covers them excellently.

Tuesday, September 7, 2010

Gaming Fiction Review: The Orc King


Today I'm reviewing R.A. Salvatore's The Orc King, published in 2007, and Book 1 of his most recent Drizzt Trilogy, Salvatore has been writing about this same group of characters, a group of adventuring types living in the Forgotten Realms, since 1988 and the stories fill about 20 books so far. This trilogy is supposed to cover the 100 year timeline jump between 3E Realms and 4E Realms and since the main character is an Elf, there should be no consistency problems in doing this. I have read all of the Drizzt novels over the years and though there are those who will disagree I consider Salvatore to be about the best writer of D&D novels working today - more on that later.

To the book: There is a framing device used here where Drizzt and another elf are discussing the events in the novel 100 years after they occur. I thought this was appropriate and will hopefully set the tone for the remaining books in the trilogy. The book opens very shortly after the end of the previous novel (2004's "The Two Swords") with dwarf king Bruenor dealing with an orc army camped at his front door for the winter. Drizzt, Wulfgar, Regis, Cattie-Brie, and other supporting characters remain close at hand though each is considering following up on their own urges during the winter lull. Bruenor ends up looking for the lost city of Gauntlgrym, Wulfgar goes off to pursue his own interests, but otherwise things stay pretty stable through the first half of the book. Partway through the story intrigue n the orc camp really takes off and provides most of the driving action and plot complications in the book.

Characters: Drizzt is the main character and is at the center of about half of the action. He is the usual combination of wise councilor and ass-kicking champion (sort of a combination of Merlin and Lancelot) with thoughtful commentary between major sections of the book. It's not new but it is consistent and does help the reader pick back up on the feel of these books after a multi-year gap.
Bruenor takes a major role through a large part of the story and does have some interesting decisions to make. He remains the stereotypical dwarf in many ways and has a lot of fighting to do at the end.
Cattie-Brie is sort of a victim through the first part of the story, mostly following around other characters, suffering from an injury sustained in the earlier books and not really making decisions on her own. Late in the plot though a new channel opens up for her which could be interesting in the next 2 books.
Wulfgar is given an interesting path to follow, one that has little to do with the rest of the story in this book. His chapters are mainly about him and are largely separate from the main story and the rest of the characters. There is some very adult material here - not in the X-Rated sense but in the grown-up sense - and it is interesting in some ways, it might have been better off as a separate novel that told a complete story rather than as a few chapters of "Wulfgar goes off by himself to tie up some loose ends and find his destiny."
Regis has next to nothing to do in this one, so if you like the halfling don;t expect to see much of him. He's not a major character this time.
The previous trilogy centered around the rise of an orc king named Obould Many-Arrows and even spent some time telling the story from his point of view. This was one of the more interesting aspects of those books as it's unusual to get to see through the eyes of the orcs in a D&D novel/ Plus, this orc was the Chosen of Gruumsh, and after so many Elminster appearances in novels as the Chosen of Mystra it was incredibly refreshing to see that there are Chosen of other gods too, and that it does mean something. We do get to see more of Obould in this novel and much of the plot centers around what will he do next, but it's not as extensive an in-character view as we had before.
There are other supporting characters including various orc chieftains, orc shamans, another Drow, the usual lineup of dwarves, and a new villain who makes his first appearance in this novel and only this last one, the opponent,  feels off in any way.

Plot: The plot centers around the uncertainty of King Obould Many-Arrows next move as winter thaws and the campaigning season begins. There are factions within the orc forces, some hidden and some more obvious. The dwarves have different options open to them. Other settlements in the north have opinions - Silverymoon, the Moonwood Elves, Nesme, all have to decide how they intend to react. In between this larger political storyline the characters do their things until it all comes to a head at the end. I thought things were headed a certain way at the climax and I was wrong, somewhat disappointingly so.

Disappointments: I have had two problems with Salvatore's work in the past and both of them crop up again here, in addition ot one new issue I see and hope does not become a trend: Spoilers Ahead!

Issue #1: The reset button - like a bad episode of Star Trek The Next generation the books often have interesting potentially world-changing events looming overhead, only to be resolved with no real change to the world by the end of the book/episode. Things at the end of the book tend to be about the same as they were at the beginning of the book with much of the actual change taking place between novels.  Many books back Drizzt fights his arch-rival Atermis Entreri after much build-up. What happens? It's a draw, both survive. Drow take over one of Amn's major cities and ehat happens? Nothing, it's largely secret. The drow attack Mithril Hall and what happens in the end? The dwarves drive them off. The orc king attacks Mithril Hall and what happens? The Dwarves drive them off. Drizzt fights the Orc King, a confrontation between two unstoppable forces and what happens? It's a draw, both survive with no real injuries and go back to their bases. In this novel, has Bruenor found Gauntlgrym? No. Bruenor and some of his closest advisers head out on a suicide mission to take down Obould and anvils are dropped repeatedly that no one is coming back from this, Bruenor in particular,  but guess what? Not only does Bruenor not die, neither does any other dwarf that sets out with him! Everyone is fine! The king suffers a broken arm but that's it! In the end a treaty is signed between the orcs and the dwarfs that leaves things pretty much the same as they were at the start. There's plenty of talk about change and accepting new things but effectively the situation at both ends of the novel is that dwarves and orcs are camped next door to each other and mostly not trying to kill each other.

Issue #2: Major characters are not allowed to die - This ties in somewhat to the gripe above but I think of it as a distinct issue. Out of 6 or so major characters in any given novel, only one has died (Wulfgar) and he came back in the next couple of books. Even major villains can't die - Entreri, Jarlaxle, Obould - all have faced Drizzt and none of them have dies, for some reason. In this novel, much foreshadowing points to Bruenor not making it out of the climactic fight - even Bruenor says it - and this would have been a great way to send off a good character but no! Once again we are denied a heroic end as he somehow survives with only minor injuries. Even secondary characters cannot die - Thibbledorf Pwent is a dwarven battlerage who regularly hurls himself into or onto major foes and even he doesn't get a heroic death! He comes through every battle in great shape. We end up with irresistible forces bouncing off of immovable objects in a literary version of bumper cars! We've had 20 years and 20 novels of these characters - PLEASE LET SOME OF THEM GO!

Issue #3: The one-shot villain - I saw some of this in the previous trilogy with the Drow advisers who met a bad end. In this book we have two - a new orc chieftain who comes up from the underdark and a gnomish wizard of all things, who ends up being a major threat. I was OK with the orc rival to Obould - some factioning among orc tribes is almost required - but the gnome just comes out of nowhere with no real motivation other than a desire to jack with people and appears to have been added to give Drizzt something to kill that appears as a credible threat! It's sloppy and doesn't really fit the rest of the novel. I think the story would have been much better without the interloping evil gnome. Do orc shamans really need help scheming and plotting? If so couldn't it have been a devil or something, maybe showing a religious schism and that not all of them are looking to Gruumsh in their search for power? Couldn't the big uber-orcs from the underdark have brought something along to deal with flying surface elves rather then benefiting from an unknown wizard hidden in their midst? It just sticks out like a sore thumb, feels very random (an evil surface gnome acting as the secret power behind an orc tribe in the underdark?) and doesn't even tie into any past opponents from earlier novels - surely there are enough of them at this point to work in revenge from a prior enemy. This is the first time it's really stuck out for me in reading these books, and I hope it''s not something that continues.

So you might think I hated the book overall after reading the issues listed above, but I didn't - I like it. It does have some problems but it's several cuts above most D&D novels and it does serve as the next chapter in a book that we've been reading for a very long time. If you like these books, this is one of the better ones. If you hate the Realms, D&D books, Drizzt, or gaming fiction in general than this book isn't likely to change your mind but it's not a terrible book by any means. One caveat - this is not a good place to start. Much of it's impact depends on knowing how much the characters have gone through to get to this point and without that background it's going to lose some power.

On a final note Salvatore has grown considerably as a writer over the years. There is one exchange in the book that really struck me as grown-up writing. Drizzt and Cattie Brie are discussing the death of an elf they knew and she asks Drizzt if he would have married her after C-B's death. He's uncomfortable with this and doesn't really want to talk about it but she continues and asks him if he thinks that the elf thought about him in her last moments. There's more to the conversation, and it doesn't really have anything to do with plot but it does come across as very real, something a woman would ask a man and it's just flat-out well-done. Women characters in most gaming fiction don't really come across as being much different from men unless it's as caricatures but this series and this book in particular is better.

So there you go - if you like these kinds of books then it's on the high-end of things. If you hate them then continue and skip past this one. I liked it enough to seek out the next two books in the trilogy and see where it goes. I'll let you know down the road.

Friday, September 3, 2010

Roles Through the Editions - Magic-Users

In a weird way, magic-users have changed the least throughout the various editions of D&D in a party role sense, even though they have seen major mechanical changes in the last few editions. In AD&D mages were always the least effective physical combatants with the poorest weapon choices, no armor choices at all, poor to-hit chances, and a d4 for hit points. They also had the unfortunate combination of being the weakest class at low levels and the toughest progression chart, requiring twice as many XP's to advance as a thief at low levels. This weakness has remained basically true through all editions being hard-wired into OD&D, Basic D&D, 1E, and 2E. In 3rd edition there were ways to change this with feats, multiclassing, and prestige classes although the default was basically the same as before. With 4th edition the choices for weapons and armor and the hit point amounts are still weaker than most other classes but it's not as drastic as before.

Abilty-wise Intelligence has always been the king for wizards. In early editions it determined your maximum spell level - not that it mattered until you were in double-digit levels - and extra languages but that was it. It wasn't exactly a power-stat. Dexterity was usually 2nd choice - have to get that AC up somehow! Plus it helped with those thrown daggers and darts used so much at low levels. Some chose Constitution as 2nd but I never saw that as giving great results. When you only have an extra 5- 10 hit points by 5th level it's basically 1 extra hit from a typical weapon or creature. If you were going to be running around with an AC of 9 or 10 it just wasn't enough - Dex always seemed like a better bet.

The biggest complaint regarding M-U's in 1st edition was the limited number of spells at low levels. It is a problem - no one likes getting all prepped and equipped and only getting to do their thing once or twice in a whole day. Before and after that it was all about the knife-throwing (or dart throwing) with the occasional toss of the flaming oil flask. That's really not what a lot of people are thinking of when they think "wizard". Combining this with the extreme fragility of low AC & low hit points, and you had the potential for frequent unhappiness.

One solution was house-ruling and a popular option was to have a high Int grant bonus spells in the same way that a high Wisdom did. I don't have a huge problem with this - it certainly makes the M-U better as almost all of them are going to have a 16+ Int which gives 2 extra 1st's and 2 extra 2nd's, a considerable difference.

One official solution was to add "Cantrips" - a sort of 0-level spell list that could replace a 1st level spell on a 3 or 4 to 1 basis. It was interesting, but I'll be blunt - they sucked. All the low-level mages wanted to do was be better in combat and cantrips were almost universally non-combat magic - lights, changing the color of a piece of clothing, cleaning a pair of shoes, minor lights, etc - absolutely no help in combat for damage, buffs, or any kind of help at all. This was a failed solution.

In my experience the best way to make a low-level 1E magic-user more effective is to get them some treasure - a few scrolls of things like Knock or Wizard Lock let them tap into some of that versatility without reducing their combat ability. A wand of magic missiles was a huge find as now the M-U could contribute every round. The best thing was that all of these were expendable and so self-limiting to a degree - more controllable than adding a +3 Sword to a Fighter in the party or a Mace of Disruption to the Cleric.


Second edition came along and added non-weapon proficiencies. this gave wizards some of the lore skills that their literary and cinematic counterparts often displayed. It was good but made no difference as far as combat though it did make them more "wizardy". Spells and magic items really didn't change, nor did spell-progression. One new wrinkle was the "Kit", kind of a customization to the character that flavored the class in a specific way. One option was the Militant Wizard, allowing one to trade a spell school or three for the ability to become proficient in some additional weapons. The Militant Wiz also capped out at 7th level spells, which rendered this too much of a compromise for many players.

The single biggest change for 2E though was the Specialist Wizard.This allowed a player to trade a more limited spell selection for the ability to cast an additional spell at each spell level as it became available. This was a pretty good option used by about half of the Wizard players in the campaigns I saw. It didn't help in the combat ability department but it did make a big difference in spellcasting,

So 3rd edition comes along and adds skills and feats, better ability score bonuses for lower stats, and a unified experience table. So M-U's are no longer harder to advance, their non-Int stats are more beneficial, and feats allow one to change the traditional poor weapon and armor choices of the mage for something better if the player wants too. Additionally the old house rule of bonus spells for a high Int became official. Wizard players were very happy with 3E as they gained a lot more options and flexibility and really gave up nothing to get it. Scrolls were easier to make, Potions were a breeze, there was a system for making any magic item in fact, many many spells were added and things were good.

The only weakness in all this was that multiclassing a wizard (or really any spellcaster in 3E) was not very effective as armor and level restrictions worked in such a way that casters lost a lot of spellcasting effectiveness when they took multiple classes. Many house rules were developed around this but there was never an official solution that was generally liked and accepted. Looking back I think this was overblown but it was an area where strong passions were involved and many a flamewar erupted over the best way to handle it. I think that weaker multiclassing in return for a better base wizard class is an acceptable tradeoff but not everyone felt the same way at the time.

Alright, so wizards have gotten progressively better and more flexible in each edition. how about 4E? Well, they still play fairly similarly. At low levels a 4E wizard is akin to a 1E wizard with a wand of magic missiles - he can make ranged attacks quite well and look like a wizard while doing it. There are far fewer thrown daggers by 1st lvl wizards in 4E but it's something I can live with. They still have a few weak to strong abilities they can fire off a limited number of times per day and they grow rapidly in power as they level up. The mechanics of how these abilities function have changed dramatically but the wizard is still the lightly-armored guy with weak hit points who stays at the back of the party and blasts things while throwing out the occasional illusion, summoning, buffing spell, de-buffing spell, or movement enhancer. They still like wands and staves. So aside from the mechanics change that affected everyone, wizards end up playing very much like they have in every edition. They have specialized a bit into wizards, warlocks, sorcerers, invokers, and now mages, they are still recognizable as the guys in the pointy hats I won't make a pronouncement as to the general happiness levels of wizard players with 4E given my limited experience at this point, but they do work quite a bit like the old ones in combat and there are a lot of options out there for the interested player. I will say this - if you liked magic-users in old editions and have been leery of 4E then if you get a chance to play I would say try a 4E wizard. That should tell you all you need to know.

Thursday, September 2, 2010

Schedule Chaos Disrupts Ongoing Campaigns - an old story



Well the start of school, an anime convention, a move to a new house, and a new baby have all conspired to frag my games even though the only one applicable to my situation is the start of school. One might think I would be good at that by now but with kids in multiple schools in multiple districts the myriad meet the teacher nights, open house nights, orientation nights, club organization nights, and anything else they can come up with nights have just been a huge time sink for the last few weeks.

We did manage to work in one session of Necessary Evil in August (I will post that up soon) , but the Basic and 4E campaigns have been grounded for weeks. The apprentices are eager to return to the Caves of Chaos in basic D&D and to finish escaping from the Star Destroyer in our Star Wars d6 game. After this weekend the 4E crew should be more free as well so I expect that to resume in short order.

The 1E game should finally fire up this month, probably on Sunday afternoons on alternating weekends, possibly with a rotating cast of players depending on availability. I'm going to try sticking to a set schedule for it regardless of individual availability and see how that works for us.

The only other potential game right now is dusting off Marvel Super Heroes and running some super sessions. This is the only tabletop RPG that my lone female apprentice has shown interest in so we might start this up as an occasional, intermittent campaign. The rough idea now is to set them up as a new generation of mutants being trained by the current X-Men before being sent off to San Francisco as the West Coast X-Force. Roughly, anyway it's a combination of the West Coast Avengers idea and it let's me drop in some occasional familiar faces like Wolverine or Colossus. We'll see how quickly it comes together when it comes time to put pencil to paper. It's good to have a mix of games with different apprentices so that no matter who is home for the weekend we have an option if they want to play. At least, that's the goal.

Tuesday, August 31, 2010

Roles Through the Editions - Thieves


Thieves were added during the expansion process of OD&D and are usually viewed by old-timers as the "4th" class."I am focusing on them now as they play a role in the Defender/Striker split we see in 4th edition and illustrate many of the conceptual changes between the early versions and the latest take.

In Basic D&D they had d4 hit points, limited weapon use, mediocre attack progression, and a set of skills no one else had. AD&D upped the hit die to a d6 but left the rest pretty much the same. Now the skills were of somewhat limited usefulness (more about those in a minute) so why play a thief? Well first off they levelled fast - faster than any other class, usually keeping them at least 1 level and sometimes 2 levels ahead of the rest of the party. Additionally, Thief was the only class where demi-humans had no level limits - it was a solid "U" all the way across the table. Now I never saw a ton of single-classed thieves but it was a popular choice for multiclassing given the low XP requirements and the unlimited advancement.

As for the Thief skills, the thing that really made them unique, well, they just weren't that great:

-Pick Pockets: Almost always used against fellow party members, this skill caused much intra-party strife in older editions. Typically used by bored Neutral or Chaotic Neutral Thieves whose last words were often "but I'm just playing my character...". It's rarely useful in a dungeon or wilderness, it's typically only useful in a city adventure for anything other than getting the thief beaten and bloodied.

-Open Locks: Useful sometimes, but most parties included multiple fighters and most of the games I ran or played in were pretty much a "Plan A" affair - bash it!. How often is picking the lock advantageous enough to choose that over bashing it? Not that often. Now on chests it's a handy thing, but that's also where you tend to find traps and other nastiness which leads to...

-Find/Remove Traps: Now this is a useful skill, leading to the Thief being perceived as a specialist along the lines of a Cleric. Going into a graveyard? Better bring a Cleric. Going into a trap-filled pyramid? Better bring a Thief. With racial and dexterity adjustments it was possible to get reasonably good at this. A class-defining ability.

-Move Silently: Useful, but not as much as one might think. Sneaking off by yourself is rarely a good idea in a dungeon and it's unlikely the rest of the party has this ability. Also, Boots of  Elvenkind can steal the Thief's thunder here, allowing anyone to be better than a low-level thief and almost as good as a high-level thief.

-Hide in Shadows: Another useful skill but anyone wanting to be good at remaining unseen will go after a Cloak of Elvenkind or a Ring of Invisibility so it's easily superseded or surpassed, even by non-thieves.

-Hear Noise: A stepchild in some ways. If the DM gives everyone who listens at a door a 1 in 6 chance to hear something, they are already as good as a 3rd level thief! We played it (when it mattered) as a second chance roll after the initial d6 roll - if you didn't hear anything or heard something vague then the thief could use this skill to try and determine more details.

-Climb Walls: useful at lower levels, fading at medium to high as levitation spells, fly spells, feather fall, ropes of climbing, slippers of spider climbing, rods of lordly might, and other magic surpass it's abilities. This skill more than any other caused debates among players as if a Thief has X% chance to climb a wall, what does a non-thief have? Does Dex matter? Does Armor? Encumbrance? What if I have a rope? Adding a limited skill system to the game for one class opens up some areas for debate and conflicting official answers never really settled it. We will be playing it as the chance for a Thief to climb a wall with no equipment at all - it may not be the best answer, but it's simple and it works for me.

--Read Languages: a somewhat useful ability that varied quite a bit with DM interpretation. I always took it to mean things like treasure maps and journal entires as mentioned in the description, but some took it as a straight-up $ to read anything, making it very useful in some adventures.

So none of these skills are really game-breaking but as a set they do point to a character who is handy in many non-combat situations and is also useful in a dungeon. Not bad. combat-wise though they are weak with only leather armor, no shields, and only clubs, daggers, darts, slings, and swords as weapon options. Their to-hit tables were not great either. The saving grace of the combat thief was the backstab. Now it took a little setitng up (well, unless you had a Cloak or a Ring) but it gave a +4 to hit and double to quintuple damage depending on level.  This was very achievable even at moderate levels - a 5th level thief with say a +1 longsword would backstab with a +5 to hit and do 6-27 points of damage. Against a 5HD creature that may be enough to kill it and will certainly take a big chunk of its hit points in one shot.

Being in light armor and thus having high mobility plus being able to hide and then deliver a painful blow - this could be the genesis of the Striker going back to 1st edition AD&D. It could be, but I really don;t think it is as no one I knew thought of thieves as a primary combatant. The backstab was the only thing that made them useful in combat (note in 1E they don't even get bows, the best ranged attack they can do is daggers, darts, or slings) and it was nice when it came off but it was not an every-round kind of attack  - you could usually do it once per combat, maybe twice, but more than that was rare. Fighters were the kings of combat and Clerics were the secondary combatants. If the 16 Dex guy in leather skulking at the edge of the fight got in a good shot then that was great, but it was not something to be counted on. Thieves were not "DPS" characters the way some see them now (thank you MMORPG's), they were specialized characters mainly good at non-combat tasks with one nice combat ability.
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Complaints: The main controversy around the thief had to do with the skills, namely "what can non-thieves do in these areas"? Otherwise some players liked them, some didn't. I can say that a Magic-User/Thief was a lot of fun to play though...

AD&D 2E: Stats and skills remain the same for the most part. Armor is a little more open but weapons are almost unchanged. The biggest innovation here is that Thieves were allowed to direct their skill points at each level into the skills they wanted to be good at. This made it much easier to specialize in being the "Traps Guy" or the "Sneaky Guy" and so in that way was better, and it helped differentiate PC Thieves from one another. As far as non-weapon proficiencies, the new skill-system for 2e, Thieves were not the skill-monkeys that Wizards and Clerics were - they were on par with fighters.

3rd Editin sees a radical change - more weapon and armor options, a unified experience table meaning thieves are no longer the levelling champions, and two major changes:
1- "Rogues" now have more skill points than anyone else and their specialized skills are now part of the general skill population. This ensures that Rogues will now be seen as the "skill class" and it wraps up the whole "non-thieves trying to climb a wall" issue.
2- Sneak Attack is a replacement for the old backstab ability and it is possible to pull it off repeatedly in a round with multiple attacks, making it much nastier than the backstab even at low-medium levels and allows them to rival fighters as the kings of combat.

This is the beginning of the "Rogues are Strikers" design and is a big change from prior editions. In general Rogues in 3E were mainly seen as the skilled class (in the games I saw at least) but the rogue as damage inflicter concept was set and would only grow as 3E progressed.

From here it is a short jump to 4E's "Rogues (Thieves) are Martial (read non-magical) Strikers where the damage output is the class-defining trait - not sneaking, not finding/removing traps, not climbing walls or deciphering scrolls, but DPS (damage per second, an MMO term). It's a massive change from the early editions and reflective of the emphasis of the new edition versus the old. Combat has been a focus in every edition of D&D but it was always one sub-system among several in the game. With 4E it has become the game and the determiner of "balance", with non-combat abilities barely described, let alone quantified.

In some ways I like this better - anyone can learn rituals, the skill system lets anyone be good at what they want to be good at, and combat roles are easily grasped. But a part of me still likes the more open-ended nature of the older editions. One of the goals of "Balance" and more rigid rules in some areas is to allow players to play at conventions and in tournaments and to enforce similar experiences with the game. I get that and I don't have a huge problem with it. But I don't typically play at cons, I don't play in tournaments, and I don't join a lot of new groups or play with a lot of strangers - I usually play with the same group of friends, occasionally adding or subtracting a member or two. So much of the supposed benefit of these changes doesn't really benefit me and my players. It's different, but is it better?

Another of the big changes, having played both old and new D&D recently and seeing it especially with thieves, is that now everyone is good at combat. In older editions there were big differences between the classes and how they reacted to combat - thieves and mages weren't always keen on it and often were the voice of "Plan B" = let's talk/avoid/sneak/bluff or do something besides charge in. This led to some interesting situations and a lot of times things ended up in combat anyway but those discussions or suggestions were an important part of the game. Now with 4E everyone is optimized for combat so no one is really trying to avoid it unless they are out of dailies or have metagame knowledge that the beastie is too high a level for them to fight.

Again, it's not necessarily a bad thing, different people will have different preferences and I like a good fight myself, but it does lead to some different playstyles between the two games,  sometimes very different, and the dislike of old-school players for the new-school game tends to anchor here - not just in how they read, not just in powers, not just in "it's an MMO" but in the very real differences in playstyle that the different editions steer players toward. I probably could play a 1E style game in 4E, but mechanically things are not driven that way in play. There are some interesting design similarities between 1E and 4E (most of the rules are directed at combat, non-combat is relatively unregulated, and it's not a unified system - PC's, NPC's, and Monsters share no universal design system) but in play they are quite different and not everyone is going to like them. I'm OK with that. However. if someone needs an example of the changes in not just mechanics but in philosophy and playing style, let them ask someone who plays or played a 1E thief about it, then compare to a 4E Rogue player's view. That should be all the illustration anyone needs.

Friday, August 27, 2010

Roles Through the Editions - Rangers



I'm giving Rangers a separate piece from the Big 4 as I believe the genesis of the "Striker/Defender" split in 4E lies with the Ranger rather than the Rogue which is where a lot of the discussion seems to have focused in the past.

Rangers - in 1E they could wear any armor, use any weapon, and had the saves and attack progression of a fighter. They had a d8 for hit points but they had 2 of them at 1st level, which actually made them tougher than the 1d10 fighter at the lowest levels. With an 18 Con you could start 1E AD&D as a 1st level ranger with 20 hit points! They also had tracking abilities and then added some minor spell capabilities at 8th level and up. Most interesting to this discussion, they also had a +1/level damage bonus against certain types of creatures - mainly humanoids/giants. This made them very handy in the G series adventures while merely about as good as a regular fighter in the D series modules. However, nowhere in the 1E writeup is the concept of rangers as lightly armored fighter, more mobile fighter,  or more fragile fighter.

Role: Fighter substitute, especially if your DM runs a lot of outdoor adventures (tracking was usually a big player here as were some of the followers possible at higher levels) or if you thought regular fighters were boring. The tradeoffs were some stat minimums and some alignment restrictions, but this was not a heavy burden for most.

Complaints: Not many that I remember. Most people liked them just fine. Maybe that they end up looking a lot like fighters with a few powers added on but this was not a huge issue back at the time.

Solutions:

2E rather surprisingly added two-weapon fighting as the ranger's signature feature alongside tracking, but only in light armor, along with hiding and moving silently like a thief in some cases. Hit dice changed to d10's just like the fighter and paladin. The gradually increasing damage bonus against a list of creatures became a straight-up +4 to-hit vs a certain type of creature, period, ever. That was huge at lower levels so there was a temptation to take lower level creatures as the favored enemy, but it would be more important against things like Dragons which mostly came up later on, so this was a bit of a dilemma. So the 2E ranger ended up looking and playing somewhat different from his 1E form and set the template for what we see through 4E. I think it was the answer to a question that no one was asking, but it worked alright and gave rangers a somewhat different flavor than other fighter types.

3E Continued the 2E pattern - light armor, nature skills, outdoor thief skills, two-weapon fighting and minor magic ability. Bow specialization was added as an option as well. To some degree the Ranger became the "Skilled Fighter" at the cost of heavier armor. Favored enemies were now selected at several levels over the course of the adventuring career and the bonus was smaller but it switched back to a damage bonus, in addition to being a skill bonus The d8 Hit Die also made a return and so now we have a clear trend towards the future Striker:
  • Light armor
  • Lower hit points 
  • Bonus damage
  • Increased attacks (two weapons or faster bow firing)
  • Increased movement capabilities (Woodland Stride) 
  • Stealth capability
 So where before (1E & 2E)  the Ranger was a flavored Fighter, now it starts to look more like a more combat-oriented thief. He's less of a stand-up fighter now and probably won't be in the front line in a 10' wide dungeon corridor, which is a big change. In naval terms he's gone from battleship to battlecruiser, favoring offense and mobility over offense and protection.

As a comparison 3E rogues use light armor, a d6 for hit dice and have a slower attack progression and no inherent two-weapon or archery skill, but  they do get Sneak Attack damage, which is a conditional bonus that reaches +4d6 at 7th level and continues to increase every other level and have better stealth than a ranger.

4th edition simply completes this transformation. The Ranger is officially a Striker now, sacrificing defense for offense and really not looking much like a fighter, and you know what? I don't really mind. I played a 1E ranger all the way to 20th level over about 6 years and I liked it, but I don't mind the fighter-related subclass types branching out and finding a niche other than "specialer fighter". I don;t mind a class favoring offense over defense - you could do that with a 1E fighter by choosing whether to go with a shield or a two-handed weapon. If your iconic ranger is Robin hood, well, 4E rangers do Robin Hood pretty well. If your iconic ranger is Aragorn, well..that's a problem as the 1E ranger looks more like him to me.

What I don't like is that the Striker/Defender split being such a split. To me should be something reflected in the builds for an overarching "Fighter" class, ranging from slow heavily armored knight to swift lightly armored ranger rather than making it such a heavy break. I think that fighter type classes benefit from  broader classes rather than narrower ones, unlike spellcasting classes. Quick, what's the difference between a fighter, a ranger, a barbarian, and a warden? Now what's the difference between a wizard, a warlock, an illusionist, and a shaman? Even a non-D&D player may have an idea on those last 4, but the first 4 seem a little more closely tied IMO.

Think I'm wrong? Look at leaders. Some are better at healing, some are better at buffing, some are better at granting actions to others, yet they are all controllers. How closely related is healing vs. "here's a +2 to will defense for a round" vs. "Take a free standard action"? Now how closely related is "I'm a tough heavily armored guy who hits people wit ha sword" vs. "I'm a fast lightly armored guy who hits people with a sword" vs "I'm a tough guy who gets really mad and hits people with a sword? Aren't they at least as closely tied together as what the "Leader" umbrella covers? I think they are.

So where does that lead? Are there really only 3 roles to be played - combatant, leader, and controller? Maybe. There were 4 archetypes in classic D&D but 4E is so different that the old archetypes no longer apply anyway unless you think the 1E Thief was a Striker class for some reason. It wasn't. Leader clearly comes from Cleric, Controller from Wizard (though it;s not as clear as some seem to think) and I think both Defender and Striker spring from the Fighter. Where does that leave the Thief? Let's look at it tomorrow.

Thursday, August 26, 2010

Roles Through the Editions - Fighters



The iconic 4 classes in D&D are the Fighter, Cleric, Thief, and Wizard. A typical party in an old-school game would include multiple fighters and at least one each of the Cleric, Thief, and Mage if at all possible because that was the best mix for handling typical old-school adventures. Other mixes and approaches were certainly possible but this was the baseline. Let's look at how this has changed up through the new edition and why.

Fighters: The core of any party - you had to have at least one fighter to make a party really work. Oh it might be a ranger or a paladin or might be multi-classed into something else too but most parties of 4 or more characters included at least one straight-up fighter.

Role: Supreme physical combatant. Most specialized in melee combat but they could also handle ranged combat too. Outside of combat they were no more limited than any other character and they usually had good physical stats for the occasional strength-check, or open doors check.Strength was the primary attribute, usually followed by Con and maybe Dex. They had the best chance to hit in combat, the best hit points, could use any type of weapon or armor from Day 1.In a classically combat-heavy game, they were the best combatants.

Complaints:
  • "Fighters are Boring" - they didn't get any spells (except for high-level rangers and paladins getting a few), they didn't get any nifty skills like the thief, and the magic items they typically go for (+3 sword, Gauntlets of Ogre Power) simply add bonuses to what they already do rather than giving them more options. For players who liked fighting, this wasn't an issue - being really good at something isn't always boring. 
  • Fighters also tended to look alike at times - Plate mail, shield, longsword - because they were equally good at all weapons a fighter usually used the most effective weapon for the situation. So even if your 10th lvl fighter has used a longsword in every fight since level 1, another fighter could pick up a longsword at level 10 and use it just as well as yours. 
  • Also, fighters being used as the baseline for many abilities implanted the idea in players' minds that fighters were "normal" and everything else was exciting and different - to some degree it was a perception problem. Also their excellence was largely limited to combat. In a city adventure wizards and clerics and thieves all had some interesting options mechanically, but fighters usually did not. Some thought this was a problem, some did not. 

Solutions:
  • Unearthed Arcana added Weapon Specialization to make  fighters different from one another. It did help. Some considered it power creep or over-complication but in a long running campaign it was a nice little bit of differentiation. Fighters lost nothing in this update.
  •  AD&D 2nd edition added Non-Weapon Proficiencies to the system so that characters could be good at something besides fighting but unlike 3E's skill system, 2E fighters weren't gimped! Wizards and Clerics were given 4 NWP's while Fighters and Thieves were given 3. This was a pretty even-handed approach that gave fighters more versatility without compromising their combat ability. I still see 1E's lack of a skill system as a feature, not a bug, but if we're going to add a skill system then keeping it fairly even between classes is a good move IMO. So fighters gain something comparable to other classes and give up nothing.
  • D&D 3rd edition revamped NWP's into a skill point system which was more flexible but fighters were given a measly 2 skill points (effectively 2 skills to pick, down from 3 in 2E) the lowest of any class in the game and physical and sensory skills -what they should be good at - were rather finely divided. This crippled fighters in non-combat situations as suddenly other classes who still retain their spell and thief skill elements now also have 2-3 times the skill points of the typical fighter. Rangers and barbarians were given higher skill amounts but the straight-up "Fighter" was now significantly behind everyone.
     
  • 3E also added Feats as a subsystem for all classes which made it easier to individualize characters even more on the mechanical side Fighters benefited from this probably more than most as it replaced the weapon specialization  from 2E and gave even more options than that. Fighters as a class also received more feats than any other, making them the kings of versatility in character building, if not in play.

  • Mechanically 3E gave fighters the best attack progression and the most attacks as they progressed in levels. They still retained their flexibility with armor and weapons. So in combat they are still "the best" but they are still sometimes perceived as "boring" because they lack spells, skills, and special powers like Rage, Healing, Dual-Wielding, etc. This was a much lessened complaint though as one could make a 3E fighter that could out-archer a ranger, out two-weapon a ranger, excel at unarmed combat, specialize in breaking weapons, and pretty much excel at any kind of physical combat one wanted. Multiclassing could solve most of the other problems in making the character you wanted to play at the cost of some of the pure fighter's peak combat ability. With certain feats a rogue could get close to a fighter's damage output but most of the time the fighter was still better. At high levels a wizard could out-damage a fighter, but that had been true since 1E and eventually the wizard does run out of spells...
  • D&D 4th edition has taken a different approach to almost everything in creating a character. One of the goals was to balance all classes at all levels and this changes quite a bit of the mechanical element. Fighters still have the highest hit points but attack progression is the same for all characters and there are no multiple attacks as standard. This is a huge conceptual change - no character can be better at combat than any other as that would be unbalanced. This means that fighters cannot be the kings of combat any longer. They can still take more damage than anyone else as they have the most hit points and the most healing surges. They can use the most armor types of any class other than Paladins, who get one more surge as well. They can use the most weapons. They even get a comparable number of skills when compared to other classes. So far, this isn't looking too bad, but what about the loss of  offensive excellence? What replaces that? Marking.

     Now I have some issues with marking as I noted yesterday. I think it's not something the game needed but it is also in no way a replacement for offensive power. Where before Gutboy Barrelhouse might have  +3 to hit and a +3 to damage and 2 attacks per round with a battle axe at a fairly low level and this would get better, now I can...make this guy take a -2 to hit if he attacks someone other than me - wow, that's impressive. Let me charge the dragon so I can lay down that -2 on him. Even better, it doesn't stack so that if we did have 2 fighters in the party, we can't double-team the dragon - a solo in 4E terms - the most we can give is a -2. This is a piss-poor ability for what was once the mightiest combat class and all Defender types get this! Fighters have somehow morphed into the guys who are good at taking a beating at the expense of being able to really dish one out. Now they aren't helpless and you can take more offensive builds like two-hander specialists or two-weapon fighters but they are always second to the Strikers (Rogues and Rangers etc) who are built to excel at offense while being less durable on defense. It's the first time we have really seen this split in D&D and it's a questionable decision in my opinion as it elevates some classes at the expense of others.
Assuming that each edition of D&D is an attempt to improve the game and resolve the issues that players have with certain aspects of the game, are Fighters better now than when we started this ride back in 1E? I would say that, within the context of the other changes to the game as a whole,  through 2E and 3E yes. Through 4E I'm not sure - it's definitely different, but is it better? The powers are cool as instead of attack-attack-attack I can use Tide of Iron one round then go with Sure Strike, Rain of Blows, and Dance of Steel but much of the Fighter's "thing" is tied up in the mark and it's a mechanic I don't like. I would much rather have seen more emphasis on shifting and knockdowns and pulls which would be a more organic way to make opponents attack the fighter and would give them a definite physical fighter feel - pulling the orc barbarian off of the wizard by knocking him on his ass for 25 points of damage as you step between him and the wizard (damage + knockdown + shift) is a lot more vivid to me than insulting his mother and sticking a mark on him for a -2. The hit point inflation of 4E makes it nearly impossible to take an orc down in one shot on a routine basis so the old school "sweep" as well as the 3E era "power attack > cleave" forms of hide-saving are no longer legit, but there are other mechanics that are much more Fighting Man in feel than a taunt. I will say that the Brawling Fighter build in Martial Power 2 embraces some of this concept and looks like a lot of fun to play. The Battlerager Fighter and the Tempest Fighter in Martial Power 1 are also more offensive oriented builds and help a little too. For any old schooler looking to get into a 4E game as a fighter I would steer you in those directions.

In the end I'm still left with one question: Who decided that the concept of "fighter as prime combatant", a concept that worked through at least 3 editions of the game, was no longer valid and needed to be changed, and why did they decide this?

Hopefully I've illustrated how the OD&D/1E concept of "Fighter" was basically the same through 2E and 3E until suddenly with 4E it's split into "Defender" and "Striker".  This has gotten a little long so I'm going to split up  the classes into different posts over the next few days, including a look at the ranger since that seems to be the genesis of the "Striker" split.