I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Showing posts with label 3e. Show all posts
Showing posts with label 3e. Show all posts

Tuesday, October 05, 2021

HP bloat in old-school systems

We usually talk about HP bloat as a modern problem in D&D; something that started (or at least accelerated) in 3e and peaked around 4e and 5e. To sum it up, the idea is that a 9th-level fighter might have 50-60 HP in B/X, but more likely about 80-100 in modern D&D.

(I'm using B/X and 5e as my examples here because these are my favorite versions of D&D. The comparison is not perfectly suited for other editions. AD&D has bigger numbers than B/X overall, and BECMI goes all the way to level 36, while 4e goes to level 30)

Some people will even notice how modern PCs got it easier since they have more HP. In the old days, even a goblin could drop you with a single hit!

Well, this second part is just wrong. A 5e fighter has about 12 HP while a B/X fighter might have half as much. But while a B/X goblin might deal 1d6 damage, the 5e goblin deals 1d6+2 damage; it also has twice as many HP and can hide with a bonus action, which mean it is likely to attack you with advantage, increasing the chances of a hit (and of a critical hit). It's attack bonus is +4 (instead o ZERO), which you usually make PCs get hit more often than they did in B/X.

(As an aside, if you allow AD&D fighters extra attacks against HD 1-1 creatures, a 9th level fighter might have a BETTER chance against nine goblins than a 5e fighter!)

So, maybe the problem is not HP bloat, but everything bloat; HP is higher, but damage is also higher, and more powers are available. In 3e (and even more in 4e), attack bonuses and defenses were also a lot higher when compared with old school games. The same applies to skill bonuses, saving throws, and so on.

(This might be a problem when the inflation becomes REDUNDANT; say, by doubling all HP and ALSO all damage, or by giving ludicrous skill bonus but also enormous DCs. The advantage is that this gives more granularity; maybe too much).

5e dialed it back almost everywhere except HP and damage. A 9th level fighter might have a +8 or +9 attack bonus, while a B/X fighter has +5 (+7 on level 10). [This is part of what they call "bounded accuracy, BTW]

We could think of it this way: a fighter has to be level 7 on B/X to get that +5 bonus. At this point, he has 7d8 HP at least (it is likely that he has a bit more due to Con bonus; let's say about 35-40 HP). In comparison, a 5e fighter STARTS with a +5 attack bonus (and about 12 HP). This is unlikely to change until level 3 (which means about 24 HP).

In short... if you compare fighters with the same attack bonus, the old school fighter has more HP!

In other words, I think the right question is not "how many HP a 7th level fighter has in B/X when compared to 3e (or 4e, 5e)", but "what level do you have to be in 5e to be comparable with a 7th level fighter in B/X"?

There is not a perfect answer, but I'm guessing it would be about 3 or 4. Ultimately, this is comparing oranges and apples. But we can certainly say that a 7th level fighter in B/X has more in common with a 4th level fighter in 5e than a 7th level fighter in 5e!

Of course, this changes when you reach level 9; in old school games, your HP will raise slower after that. However, since you gain levels a lot faster, the amount of HP per XP is raised too!

Anyway... modern D&D does not exactly inflates HP; what does is that it takes PCs to a higher magnitude of power

For example, while in B/X you would reach (at most) level 14th with (at least) a +9 attack bonus and (at least) 9d8+10 HP, in 5e you can do the same by level 9, and you still have 11 more levels to go.  

Now, I'm not saying the modern method is better; in fact, I usually stop my campaigns by level 10 when playing 5e, and even published campaigns usually stop around 10-13th. The "additional tiers" of play that modern D&D adds are a lot less useful for me than each of the 14 levels you can get in B/X. My own game stops at level 10 (which is roughly comparable with level 14th in B/X). Because of that, material for higher levels are mostly "filler" for me - but they might be useful and fun for other players.

In short, "HP bloat" is not really a thing that can be separated from "power bloat" (or, at least, "numbers bloat"). The important part is not how many HP you've got, but what kind of heroes (or superheroes) you want to play.

Tuesday, March 09, 2021

Players don't need the rules (Old School Ramblings)

I haven't written an "old school rambling" in a while. Well, with the latest from D&D 5e (especially Tasha's) I think this is a question worth addressing.

As you know, I play mostly 5e and OSR stuff. Here is an important difference between the two: in the OSR, the GM needs to know the rules, while the players can play with learning much. In modern D&D, there is a tendency of requiring the players to know a lot about the rules (3e is probably the main offender here; 4e is a bit better, and 5e a lot better in this regard).

I am not saying this is true of all OSR games (or modern D&D, for that matter); only that this seems to be the expectation.



This distinction comes from RPG pre-history; it is the main difference between Kriegsspiel and "Free Kriegsspiel" (if you ever heard about the FKR or "Free Kriegsspiel Revolution", this is where it comes from, BTW), like you can see in the Wikipedia article (emphasis mine):
Lieutenant Wilhelm Jacob Meckel published a treatise in 1873[d] and another in 1875[e] in which he expressed four complaints about the overcomplicated rules of Kriegsspiel: 1) the rules constrain the umpire, preventing him from applying his expertise; 2) the rules are too rigid to realistically model all possible outcomes in a battle, because the real world is complex and ever-changing; 3) the computations for casualties slow down the game and have a minor impact on a player's decisions anyway; 4) few officers are willing to make the effort to learn the rules.[13] The fourth issue was the most serious, as the Prussian military struggled to meet the growing demand for umpires.[14] Meckel proposed dispensing with some of the rules and giving the umpire more discretion to arbitrate events as he saw fit. The only things he kept were the dice and the losses tables for assessing casualties.[15] 
In 1876, General Julius von Verdy du Vernois proposed dispensing with all the rules and tools completely and allowing the umpire to arbitrate the game entirely as he saw fit.[f] This form of Kriegsspiel came to be known as free Kriegsspiel (counterpart to Reisswitz's rigid Kriegsspiel) and was well-received by the officer corps because it was easier to learn and allowed umpires to apply their own expertise.[16][17] 
As you can see, in "Free Kriegsspiel" the umpire (GM) is supposed to know more about the rules than the players. In fact, he can completely disregard the rules in favor of "ad hoc" rulings that better suit the the complexities of the real world (or the even greater complexities of fictional world, I'd guess).

That hasn't been my experience with 5e - or modern D&D in general. The fact there is a lot of discussion online about good "builds" and "character optimization" shows me that the players are supposed to know the rules in some detail.

On the other hand, the amount of existing material makes nearly impossible for a GM to know all there is to know about players characters (more and more with every new splatbook, of course).

In practice, in the 5e tables I have participated, each player was responsible for knowing the rules that applied to their own characters. They choose their own races, feats, classes and subclasses, and the GM doesn't need to pay attention to the character sheets.

That is fair enough for me - the GM already has a lot on his plate.

However, like in "rigid" Kriegsspiel, having complex player-facing rules discourages them from learning the game in the first place.

On the other hand, I play the game with experienced players... who also play GURPS, Savage Worlds, and many other games. They are fairly smart guys, but there is no way they can memorize all the rules of all those games, and that's not our focus anyway. When playing 5e, I've realized they forgot half their features by level 10. I can only imagine how level 20 playes, since we didn't get there.

Of course, memorizing and using many features forces you to focus on the character sheet - but the moments we enjoy the most in our games are focused on the fictional world. 

(I've just realized there is a lot of overlap between this post and the character sheet one... oh well).

And in combat, my players like grappling, dropping heavy objects on opponents, pushing them from high places... things that are not necessarily encouraged in the existing rules.

So, anyway - this is the reason I'm writing a minimalist D&D. I seems like a good options for both new players and experienced players that play a lot of games or don't care to memorize lots of rules. The exception are the players that like system mastery. 

It is certainly a matter of taste - and I'd certainly be happy to run a game for hardcore 5e optimizers, as long as they take care of their own sheets and let me run the game as I see fit.

I guess I prefer Free Kriegsspiel over rigid Kriegsspiel, after all.

Sunday, January 24, 2021

Weapons distinctions - brief D&D history

If you've been reading this blog for a while, you might know my favorite editions of D&D are B/X and probably 5e, but I like to take ideas from all editions. Also, you might know I write a lot about "5e weapons", and not as much about weapons in an old-school context. But now I'd like to take a brief recap of melee weapons through D&D editions (if you play 5e, take a look at my book at the end of the post).

In all editions of D&D, weapon proficiency is determined by class; so, a fighter is always good when fighting with a sword, while a wizard is bad at swordplay or incapable to use a sword (an idea I dislike).

OD&D (1974) had little differentiation between weapons; all weapons deal 1d6 damage. The main distinction is in magic: swords are not better than, say, axes, but magic swords are a lot more common than magic axes, with give fighters an edge (hehe). 

Notice, however, that Chainmail did include a weapons versus armor table, making some weapons more efficient than others, especially against some kinds of armor. Here is a good post on the matter. It was a really interesting and well balanced system.

The Greyhawk supplement (1975) would include variable weapon damage: daggers deal 1d4 damage, swords 1d8, etc., and different damage against large opponents.

In Holmes (1977), all weapons still do 1d6 damage... But included this bit:

Light weapons such as the dagger allow two blows per round. The heavy two-handed sword, battle axe, halberd, flail, morning star, and most pole arm can be used only once every other round.

Which means daggers are four times better than two-handed swords, in addition to being cheaper and lighter, with no apparent downsides. But Holmes refers to AD&D for more detail...

And AD&D (1977) had very detailed weapons, as you can see below. weight, length, space required, speed, variable damage and a different damage against Large opponents. There was also another table for weapons versus armor.


This was probably too much - if I remember correctly, Gygax himself didn't use these tables, although I cannot find the original source for this claim.

B/X (1981) included variable damage as an optional rule, but not much more than that. You could say this simpler method, where weapons are mostly defined by damage, weight, cost, and use (missile, thrown, two hands, etc.) but usually have no explicit difference against armor types, would become the usual method in the WotC era. Some weapons are slightly better than others, but they are a bit more expensive, and so on.

Unearthed Arcana (1985) introduced "weapon specialization" to AD&D, and here at least we've got the relevant Gygax quote:

It was a somewhat ironic addition, because back in The Dragon #16 (July 1978), in a much earlier Sorcerer's Scroll, Gygax wrote, "There are a number of foolish misconceptions which tend to periodically crop up also. Weapons expertise is one. … For those who insist on giving weapons expertise bonuses due to the supposed extra training and ability of the character, I reply: What character could be more familiar and expert with a chosen weapon type than are monsters born and bred to their fangs, claws, hooves, horns, and other body weaponry?"
 
AD&D 2e and the RC/BECMI had their own systems for "Weapon Mastery" or "Weapon proficiency" to allow characters - especially warrior types - to specialize in certain weapons and wield them more effectively, and also use special maneuvers such as trip, disarm, etc. (I think they were introduced in Oriental Adventures


Such mechanics are double edged (pardon the pun). On one hand, they provided a much needed boost  of power and variety to warriors. On the other hand, they add complexity to a class that could be played in a more simple way. They also encourage warriors to forgo new, interesting weapons that they've found while adventuring (say, a +2 fire halberd) in favor of those they are proficient in, and discourage other classes to fight creatively (no tripping, disarming, etc. if you're not proficient). Here is one interesting critical look.

3e/Pathfinder kept detailed weapons. It had a decent grip on weapons, IMO. The "Weapon Focus" bonus is small enough to make it irrelevant if you find a magic weapon, and most maneuvers can be attempted by anybody, although they will only be optimal if you have the right feat (and fighters get more feats). Each weapon is better for something different (better critical hits, better against big opponents, etc.).

Unfortunately, that level of detail, in an already complicated system, might have generated enough dissatisfaction to cause WotC do dial things down in 4e and 5e.

4e also had a very good weapon system. Simpler than 3e, but each weapon still has its benefits and special maneuvers. It also had "weapon groups", so that being specialized is "maces" would also benefit you while using clubs, greatclubs and morningstars, for example. 4e falls on the "you cannot do that if you don't have the feature" trap - but that is a design intent of the whole 4e system. Overall, I really like 4e's weapon system - probably my favorite in modern D&D.

5e has good intentions (weapons are varied, you need feats to make the most of them, anyone can attempt maneuvers, etc.) but it made the system too simple IMO, with huge gaps - there is no reason to use a trident or mace, for example. It also managed to throw lots of good ideas regarding weapons in the garbage.

There are not that many different weapons, except for magic weapons - like it was in the days of OD&D. New weapons are rare and not necessarily balanced (the yklwa from Tomb of Annihilation comes to mind).

Most weapons are defined by feats - you have feats for archers, for heavy weapons, for dual wielding, for polearms, and now a feat for slashing weapons, another for piercing weapons, etc. These are mostly well made - altough I think weapons should ahve more differetiation without the need of feats.

I mentioned Pathfinder 2 here - I like he way it deals with weapons; it seems to have the right amount of detail, but I've never played it.

---

So, this is basically my brief history of the evolution of weapons, from old school D&D to modern D&D. Now, if you want to know about my favorite methods...

For OSR games, I like variable weapon damage plus some discreet weapon traits. Longer reach for a spear, maces are better against armor, etc. One trait per weapon is enough. Yes, the sword is probably longer than an axe of similar weight... but while it might make a difference in real life, it becomes negligible when you're fighting a huge dragon.

This is exactly what I used in Dark Fantasy Basic, of course. It is about the level of detail I intend to use in my minimalist 5e games.

For Fifth Edition games, well, the system is decent enough - it only needs a few tweaks, corrections and additions. As you might know, I wrote a whole book about the subject! It is my 5e Manual of Arms: Weapons, which you can find on DTRPG (check the link).

The tweaks are quite small - I changed half a dozen weapons, added three or four new weapons (that are really needed, IMO). The rest of the book is analyzing weapons and ideas for creating your own. If you have been following this blog for a while, you've seen my ideas about weapons already. 

And if you want to add a little detail to your D&D weapons, the book is worth checking!

Friday, December 06, 2019

The 10% HP rule (just a flesh wound)

It goes like this:

If an attack causes less than 10% of your HP in damage, it has no further detrimental effect on you (besides damage). No concentration checks, no death saving throws, etc. If damage stops spells in your game, damage that is lesser than 10% doesn't, and so on.

Something like massive damage in reverse, I guess (I dislike this rule in 3e, but 5e has an interesting variant in the DMG... that I find a bit unecessary).

The inspiration for my (probably unnecessary too) rule comes from an old game of Marvel Superheroes RPG (FASERIP).

If I remember correctly, I was playing as the Hulk... and, after taking massive damage from some super-villain, my PC got stabbed by a mook... and died!

I really hated that.

To be fair, I have no idea if this was because of the rules, of the game master, or just faulty memory (it was more than 25 years ago).

And, now that I think of it, it reminds me of Achilles... So, it might make sense in some contexts.


Source.
In 5e, it works as an anti-mook rule. This means your 15th-level fighter will not be executed by a kobold with a knife in a few seconds, just after being knocked out by a dragon. Also, the same kobold will not break your 15th-level wizard's concentration.

Again, this kind of grittiness has its uses, but doesn't quite fit the heroic fantasy tone of most official D&D stuff. Remember that the 15th-level fighter will probably survive a fall from any height!

In fact, if you want to make 5e less "bounded" and more "epic", i.e., the 15th-level fighter simply cannot be hurt by a single kobold, you might just ignore damage smaller than 10% altogether.

I have also considered a 50% HP rule as a complement... Say, if you WOULD take more than 100% of your HP in damage, the excess damage applies regardless of immunity.

So, in theory, the Tarrasque CAN hurt a werewolf with a bite, although it isn't easy.

AD&D had something like that IIRC. If you had enough HD, your attacks bypassed the usual "magic weapons" defense.

OTOH, some small creatures could be immune to fire, and swim in magma... So maybe this rule would only work for attacks?

I dunno. Maybe it is a case of rulings, not rules ("of course the Tarrasque killed the werewolf!"), or a matter of taste.

Saturday, August 31, 2019

Pathfinder 2 and me - not quite a review

So, it seems Pathfinder 2 is out...

Pathfinder has lots of interesting modules, cool art, and incredible support. It is not something I would usually play, but there are good reasons to take a look at this - specially if you liked my last post. Mainly, because there is a SRD and you can check this stuff online without spending $60 (!!!) on a 640-page (!!!!) rulebook.

(TBH, I think the investment in time is worse than the money spent... But that is the subject for another day).



At a first glance, PF 2 looks a lot like PF 1: endless rules, heavy character customization, lots of addition (say, you could get a +23 bonus to do something if you're level 16 - no "bounded accuracy" here!), many feats, +1 bonuses are still a thing, etc. These are things I do not like.

However, I noticed that they adopted some of my favorite solutions (some I used for my own Dark Fantasy Basic):

- Criticals and fumbles based on DC (or AC!) plus or minus 10...
- ...But there are usually no fumbles when you attack with your sword (also, the irritating rule of "confirming crits" I mentioned in this post is gone).
- It uses diminishing returns for abilities over 18!
- Everybody adds their level to saving throws.

Somethings they seem to have adopted from 5e, which is good if you like both PF and 5e: the way backgrounds and "proficiency" works, more powerful feats, a similar action economy, etc.

There is also stuff I dislike:

- Everybody adds their level to EVERYTHING, so you basically got your 15th level wizard with Strength 10 and  +17 to athletics...*
- The number of options you get at first level is, well, insanely big (which, I admit, might be a plus for some).
- Needless complication is still a thing, small bonuses, etc.
- The basic "ancestries" are Dwarf, Elf, Gnome, Goblin, Halfling, Human... Nothing wrong with the horizontally challenged, but should 80% of the non-humans be short folks, with half of them having a strength penalty?

[*BUT only if he's trained in athletics, otherwise it's +0. This creates a different problem. If the fighter has +21 athletics and the wizard +0, they simply cannot face the same challenges, like climbing the same mountain. I don't mind it - it is more "realistic" this way - but I see why some would prefer 5e's bounded accuracy, and I prefer a solution that is between these two extremes]

And there are things which just seem useless or redundant, like having an "elven" blade with the "elf" trait, trying to make all abilities even, other tables with superfluous entries (see "Check Penalty", "Speed Penalty" and "Bulk", below), etc.

Medium ArmorPriceAC BonusDex CapCheck PenaltySpeed PenaltyStrengthBulkGroupArmor Traits
Hide2 gp+3+2–2–5 ft.142Leather
Scale mail4 gp+3+2–2–5 ft.142Composite
Chain mail6 gp+4+1–2–5 ft.162ChainFlexible, noisy
Breastplate8 gp+4+1–2–5 ft.162Plate

There are some things that seem to be actual improvements to D&D as a whole. I like "ancestries" better than "races", and the whole ancestry feats, lineages, etc., is both sensible and cool. Legendary skills make "mundane" classes a lot cooler (a thief could steal the armor you're wearing, or something of the sort - these come only at very high levels).

Other things I would call "good D&D practices". Monster stats are a lot shorter and more interesting than PF 1 (I love how big weapons are more useful against some constructs, for example) . Encumbrance is simpler. Equipment is a lot cooler. Initiative is interesting. These things could be easily adapted to any version of &D - including 5e!

Overall, the game is a lot closer to my tastes than PF 1, but still too complex for me. I mean, take a look at the character sheet:


So... Nope.

In short, get this game if:

- You're into heavy character customization.
- You like many bonuses and dislike "bounded accuracy".
- Like lots of details (in skills, weapons, etc.).
- Prefer to have specific rules over vague rulings.
- You're looking for truly "epic" heroes.
- Appreciate having a very complete SRD online.
- Like Pathfinder 1 and would like to see a modernized and improved (IMO) version.

Do not get this game if you prefer simple systems, "realistic" heroes, short books, small numbers, rulings, etc.

---

But anyway...

Why I'm talking about this game, if it is not for me?

Well, Pathfinder 2 has pretty detailed D&D combat, including weapons and armor!

Take a look.

The weapon list looks a lot more detailed (and interesting) than 5e, and some of the weapon traits could be used in 5e directly. For example:

Propulsive: You add half your Strength modifier (if Positive) to damage rolls with a propulsive ranged weapon. If you have a negative Strength modifier, you add your full Strength modifier instead.
Sweep: This weapon makes wide sweeping or spinning attacks, making it easier to attack multiple enemies. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.
Versatile: A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.

Others could be easily adapted, like I mentioned.

It inspired me to, once again, go back to 5e combat and see where it could be improved.

If you're into that sort of thing, it might inspire you too.

Good luck!

Sunday, May 19, 2019

Bounded accuracy in combat: OSR, D&D 5e and Dark Fantasy Basic

Warning: this post got very technical, very fast. Is mostly about number crunching through editions. Hope you enjoy it anyway.

So, D&D has this thing where your "to hit" bonus rises faster than your armor class AC. Soon enough, everybody is hitting everybody a lot more often.

On the other hand, hit points (HP) rise faster than your damage. So, while you're hitting more often, each hit takes a smaller percentage of your enemies HP.

These two thing balance of another, sort of. But there are also other things to consider. For example, Making numbers too high is usually a bad idea, because adding and subtracting all the time detracts from the flow of combat (this applies to "to-hit" and AC, but also HP and damage). Making numbers too small ruins granularity; a 10th level fighter (and, arguably, a thief) should hit more often than a 1st level one, but a 10th level wizard should (arguably) still have SOME chance to hit an opponent that is adequate to a 10th level fighter. Missing attacks often is boring; but if you hit all the time, you will probably deal less damage, and rolling attacks over and over again is equally boring. Etc.

There are numerable ways to deal with this.


In old school (and most OSR) games, the most usual method is keeping AC more or less stable, adding decent amounts of HP and to-hit bonuses, and SOME extra damage, but not much, unless you use weapon specialty rules. You may also get additional attacks, which raise damage per round.

In D&D 3e/4e, you get LOTS of bonuses. HP is significantly raised. To-hit bonuses rises faster and longer. Now AC is bigger, creating an arms-race of sorts. Damage gets bigger, but perhaps not always big enough. It is said that in 3e, creatures get so much HP that damage becomes less significant, although I don't have enough experience with the game to say for sure. In 4e and games like 13A, damage get exponentially bigger, like HP (although IIRC 4e had to be fixed because monsters just had too much HP).

D&D 5e tones things down a bit. To-hit and AC are diminished almost to OS levels (in fact, often even LOWER than OS levels), but damage and HP are closer to D&D 3e (without the 4e HP inflation). A wizard has a to-hit bonus that is not that far from a fighter, but the fighter gets extra attacks, the barbarian gets higher damage, etc.

Another interesting thing about 5e is that you're chances to hit an appropriate opponent are more or less equal at every level. Compare this to OS games where the chances to hit get higher and higher, but damage gets proportionally lower.

Let's do a quick and very rough comparison of a monsters in these systems (the stats are from S&W, Pathfinder, 4e and 5e).

Adult Red Dragon [OSR / 3e / 4e /5e]
Attack bonus (claw): 10/25/22/14
HP: 40/253/750/256
Damage (claw/bite): 23/40*/50*/55*
AC: 17/29/33/19
* Damage is WAY trickier. In 3e, the dragon can makes lots of attacks with tails, wings, etc, (apparently) at the same time, while in 4e it cannot "bite" and "claw" at the same time, so I've only counted claws. But it can also take reactions, free action, etc. 5e also has legendary actions every turn. So, hard to compare.

I'm not even sure the iconic red dragon is the best comparison, since modern editions (rightfully, IMO) made them more dangerous on purpose (in fact, the Rules cyclopedia already made them more dangerous in comparison to AD&D, for example). But it serves to illustrate the "number bloat" in comparison to earlier editions.

There is no right or wrong here; I dislike dealing with monsters with 750 HP or +25 to-hit, but they serve a function. For example, they make monsters more "epic". One hundred 1st level archers would stand little chance against this dragon in 3e and 4e, but they might win in 5e, and will destroy the dragon in AD&D or Basic D&D.


In my own game, Dark Fantasy Basic (DFB) - a mix of old school (specially Moldvay´s Basic) with modern stuff - I prefer to keep big numbers in check. The to-hit bonus are, at most, something close to +20 at the highest levels (that would be level 15th in my planned next iteration; currently it has only 10 levels) - suits a d20 roll very well, IMO.

Monster AC is unchanged from AC, but they get an HP boost. For PCs, they get a boost in both AC and HP. Damage is doubled for monsters, almost doubled for PCs.

I use this OSR to 5e conversion, BTW.

As you can see, DFB plays like an OS game in this regard - the higher your level, the most often your attacks land.

The difference between DFB and these other examples is how I closed the gap between high HP and more or less static damage. In DFB, whenever you hit a number that is equal to AC+10, you get a critical hit, which raises damage. So, not only you hit more often, but you also crit more often. AFAIK, Pathfinder 2 will use a similar formula, but there are certainly other examples outside of D&D.

This allowed me to make high-level combat somewhat shorter and still maintain an epic feel to big monsters (but probably not as much as 3e or 4e), while avoiding dealing with big numbers all the time.

Again, there is no right or wrong - it is mostly a matter of taste. If you would like to see how this turned out in my game, you can check Dark Fantasy Basic here.

Sunday, September 16, 2018

Mike Mearls on mechanics versus "identity", 3e/4e versus 5e, etc

So Mearls tweeted this:






He touches on lots of interesting points there: rulings versus rules, "narrative", options (and maybe the paradox of choice)  and mechanics versus "identity".

I am a bit curious about this bit:

With 5th, we assumed that the DM was there to have a good time, put on an engaging performance, and keep the group interested, excited, and happy. It’s a huge change, because we no longer expect you to turn to the book for an answer. We expect the DM to do that.


Starts out alright but... Do they really expect the DM to turn to the book for an answer? Not during the game, I hope! As you can see in the link, I view the book as guidelines, not something I am expected to follow at all times.

On one ahnd, I agree that the GM is the only one to turn to for mechanical answers. However, in a game as complex as 5e, IF I were to follow the rules strictly (which I don't), I would ask THE PLAYERS to know their own rules (as pertaining to their PCs) since I'm incapable of keeping track of the (literally) dozens of features and powers that a party of four 5th level characters have.

There is also "who you are is more important than what you do". Sounds like something anathema to old school play, where what you DO during the game is more important than what you character is, since your character isn't special.

However, in this context, it seems that Mearls is advocating for something like one mechanic per (archetypal) trait, something I obviously agree with. I'm doubtful if 5e achieved that - it has enough mechanics that seem to indicate nothing within the fictional word - but it is certainly an improvement over 3e and 4e in this aspect.

There is also this last part:


I like the fact that Mearls wants to do away with the insanity of 3e purposefully (?) adding bad feats to the game*, but TBH I wished that "mechanical expertise" was kept to a minimum instead of simply being "balanced" (which doesn't mean much).

[*to be fair, there are lots of people saying that this isn't what Cook meant. I still think toughness is a stupid feat that shouldn't exist, but Justin Alexander makes a good point]

Playing D&D - or being good at playing D&D - should be about being creative, fun, and using the fictional world in awesome ways, not knowing your ways around the rules (we have a GM for that) or looking for loopholes and combos to make your character more powerful. Loopholes in the fiction can be awesome ("So he cannot be killed by a mortal man? Good thing I'm a woman!"), loopholes in the mechanics are a lot less so.

The "mechanical expertise" part is also a bit discouraging to newbies, specially if they feel that they must be experts on 400 pages of mechanics to enjoy D&D. This is not the case at all.

All in all, I'm happy that Mearls and Crawford have taken 5e to a more straightforward and, in many ways, old school approach.

As always, I'm not sure that it actually beats Basic D&D, since many WotC-ism that I dislike were kept in the game. For me, its back to "playing 5e the old school way" or just going with Dark Fantasy Basic, my 5e+B/X mashup.

But hey  - that's just us! Individual groups have different experiences and all...

Saturday, October 28, 2017

Why Starfinder didn't fix Pathfinder (first impressions)

A few random thoughts on Starfinder. Take this with a grain of salt; I'm am no expert in ANY of the two systems. Here is a good comparison, BTW.

Of course, if you like Pathfinder, maybe there is nothing to be "fixed" at all. This is not my case.

But I do LIKE some stuff about Pathfinder. There are too many numbers, but they are in the right ballpark for my tastes (i.e., I like a 7th level fighter with +12 "to-hit" and 50 HP, for example; high level characters feel more "epic" than 5e when compared to low level ones). And there are SO MANY OPTIONS! You can find thousands of feats, classes, races, spells, monsters, etc. on the internet.

Unfortunately, I find PF too complicated, and what is worse, needlessly so - some of the complexity serves no real purpose. I.e., you have many options to adjust your NUMBERS rather than give you a new ARCHETYPE. A few examples: feats that give you a +1 or +2 bonus (which shouldn't exist) in one specific thing; an extensive list of skills; different tables for BAB and saving throws for each single class.

But this stuff shouldn't be that hard to fix, right? Just get rid of all the meaningless feats, skills, etc., and keep the good stuff.

That is what I thought Starfinder would do. Admittedly, I do not play PF and made no effort to learn about SF until a few days ago, when I started talking about it in forums and reading the SRD (I haven't bough the book).

Well, the COVER is certainly cool!
What caught my attention is that SF has lots of good ideas.

Iterative "+12/+7/+2" are gone; skills are reduced to a manageable number; feats are also fewer; and the action economy is a bit simpler, with a reduced numbers of attacks of opportunity, for example. The awful "confirming crits" rule is gone, as well as concepts such as "flat footed AC".

Themes, "subclasses" and simplified ability score generation make character creation a lot easier while still giving you plenty of options.

Overall, SF reads a bit like a mixture of 3.5e, Saga edition, 4e and 5e, which is good.

But I feel that while SF has made some important changes, it avoided going the "extra mile" - maybe for fear of alienating PF fans - and kept a lot of things for tradition's sake. We still get lots of weak "you get a +1 bonus" feats (TBH I don't even think +1 bonuses should exist), detailed modifiers, pointless prerequisites (believe me, the wizard with +4 BAB will NOT break the game by taking a combat feat), etc.

It also ADDED some new mechanics, stats, etc., to the game... So the overall level of complexity remains almost unchanged. For example, now we have Resolve and Stamina in addition to HP... They seem to work very well (Resolve seem like a worthy addition), allowing for quick recovery after a fight and fixing the "5 minutes workday" problem. On the other hand, Stamina is so similar to HP that a simpler fix might work without the need of one additional stat. And now the sum of HP and Stamina is so high that damage is boosted as well. The result of this arms race being that we are routinely dealing with things like 75 HP + 17 Sta - 23 damage = 69 HP... at level 7, in addition to having multiple features to improve your damage.

This is one of the many things Starfinder seems to ALMOST make right. Let us see...

* Saving throws are improved (the soldier class gets better saves, for example, which is good), but they could have taken the extra step and unified all, like Saga Edition (and why the heck is the soldier bad at "dodge returning fire", while the mechanic is good at it???...).

* Magic is curtailed, not fixed; they just avoid spells beyond level 6.

* Skills are fewer, but the skill system is still convoluted: you have skill ranks per level, class skills, skill focus, skill synergy, skill expertise... Call me crazy, but a concept such as "you're good with these skills" could be created ONE single mechanic.

I cannot resist giving you one example: "In addition, when you roll your expertise die, you can add 2d8 rather than 1d8+4 to the result of your skill check." Did you really need a rule that adds HALF A POINT, on average, to your skill check?

A but simpler than PF but then again... - Source.
In short, "when in doubt, keep things as they are" is not a bad way of dealing with things if you want to keep your fanbase, but it might get in your way if you're looking for new customers.

This is focused on the MECHANICS, of course. I don't have much to say about the FLAVOR, other than seeing features like "Plasma Immolation", "Mindkiller" and "Explode Head" makes me want to play this game, maybe in a WH40k setting.

Overall, I LIKE what Starfinder does. It has plenty of good ideas, and is a bit simpler than PF while giving you innumerable options for customizing your character. For me, it feels like a lost opportunity to make PF a simpler game - which would necessarily include slaying some holy cows, and wasn't a top priority it seems (maybe they NEEDED to sell a book with 500+ pages to justify the effort) - but if you're a Pathfinder fan looking for a (somewhat) simpler game, I think you might enjoy checking it out.

Saturday, March 11, 2017

Does D&D require miniatures? (3e versus 4e versus 5e)

This is another internet discussion that I've decide to turn into a post (here is the last one). Since it has come up again and again, it may interest other people.

Case in point: does D&D require miniatures?

Well, in practice, you already know the answer: NO, it doesn't. After all, it is your game, and you can play it any way you want to. It's been that way from the beginning; supposedly, Gygax himself didn't use minis, but Arneson did. It is all up to you. Heck, I have even played without dice at one time or another. On the other hand, I cannot honestly say that D&D is MEANT to be played without dice. What about minis?

Personally, I love miniatures and, even though I don't often use them in my games, I think they are quite fun when I do. Unfortunately, 4e (among other editions) got so much flak for being heavily grid-based when it was released that you can hardly talk about the subject without being accused of edition-warring.

Hopefully, the reader will know where I'm coming from. I enjoy analyzing different versions of D&D but also finding stuff from every edition to use in my games (and yes, that certainly includes 4e).

This is what a cone REALLY looks like! Source.
I say that because last time I linked to this post where I said (albeit passingly): "Remember, in 4e you moved "X squares" per round and miniatures where mandatory, RAW", I was immediately accused of taking a swing at 4e for no reason, because 4e explicitly says miniatures are optional (unlike 3e, for example). Other people said that 5e ALSO requires miniatures because everything is divided in 5-foot segments (which, supposedly, is the exact same thing as squares, albeit with a different unit) so pointing this difference between 4e and 5e was undoubtedly a sign of 4e-hate.

Go figure.

In any case, I've decided to check. Here it goes, straight from the horse's mouth:

  • The 3.5 PHB does mention minis and grids among the things "you need to play".
  • The 4e PHB, on the other hand, explicitly says minis and grids are useful, but not necessary.
  • The 5e PHB says lists "playing on a grid", with "miniatures or other tokens", is a variant (i.e, an optional rule).

Yup, that is all folks, now we can all go home.

HOWEVER...

In my opinion, this is a case of "show, don't tell". The 4e PHB TELLS you minis aren't needed, but what does it show? The first mention of miniatures says (emphasis mine in all quotations but the "position is everything" expression, below):

"While the D&D game uses dice and miniatures, the action takes place in your imagination" 

Then we get to page 9 and indeed miniatures are indeed only "useful", but:

"Each player needs a miniature to represent his or her character, and the DM needs minis for monsters";
"Combat in D&D plays out on a grid of 1-inch squares".

In seems that it could go either way... until we get to the combat chapter:

When a combat encounter starts, it’s time to turn your attention to the battle grid. The combat rules assume that you use D&D Dungeon Tiles, a poster map, a gridded white board, or an erasable, gridded mat to show the area where a battle takes place. The rules also assume that you use D&D Miniatures to represent the adventurers and the enemies they face.
A combat encounter can be played without such visual representations, but there are good reasons to use them.
* Position is everything. With a battle grid, you can easily determine whether your character can see a monster, whether the monster has cover, and whether you flank the monster.
[...]

Source
That is not all. A picture is worth a thousand words, they say, and 4e is full of pictures of minis and grids. Every explanation about combat (flanking, line of sight, blast, burst, etc.) is tied to the grid in ways that could hardly make sense without it. See the definition of wall, for one:

Wall: A wall fills a specified number of contiguous squares within range, starting from an origin square. Each square of the wall must share a side—not just a corner—with at least one other square of the wall, but a square can share no more than two sides with other squares in the wall (this limitation does not apply when stacking squares on top of each other). You can shape the wall however you like within those limitations. A solid wall, such as a wall of ice, cannot be created in occupied squares.

5e, on the other hand, gives you precious little tools to play around with a grid. You have 5-foot increments to make it easier, but these would work with hexes, rulers, or anything else. Flanking is optional. Pictures of minis and grids can be found in the DMG, but they are side by side with pictures of hexes and rules for adjudicating areas of effect without minis.

The designers of 5e made clear that miniatures are optional, not only by saying they are, but specially by not assuming minis and grids while describing combat. Show, don't tell. You can argue that they haven't succeeded (well, I think they have, but IMMV), but you can hardly say the book assumes miniatures are required, specially when comparing it to 4e and Pathfinder.

In short, while it is certainly possible to play 4e without minis, the fact that many people assume 4e uses miniatures is not a coincidence.

But what about 3e?

I cannot pretend to be an expert on 3.0/3.5/Pathfinder. It has been a while since I've played and, to be honest, I thought D&D was needlessly complicated at the time (and I was playing GURPS! Honestly!).

But - 3.5e clearly say minis are mandatory. Not only that, the combat examples are explicitly modeled around a grid, with plenty of top-down pictures of minis. How come so many people were displeased with 4e for requiring minis at the time?

Source.
I am not quite sure. I would surely appreciate some input from 3.0/3.5/Pathfinder players about the subject! But let me offer you a hunch.

I think 3e, like 5e, was designed to let you decide if you want to use minis or not, but while 5e makes minis optional, 3e makes NOT using then an optional rule.

Don't take my word for it; see what Monte Cook has to say about the subject:

However, I've certainly gamed a lot more in my life without miniatures than with them. It was one of my goals in designing 3rd Edition to make it playable without miniatures.
However, I've seen many people say that it's not possible. Even, apparently, the people working on the new revision of D&D. 

So 3.5/Pathfinder is probably more aimed at grids than 3.0. Again, I'm really no expert. Still, there seems to be some important differences between 3e and 4e.

Look at the Pathfinder rules for minis and grids:

You can count diagonally across a square, but remember that every second diagonal counts as 2 squares of distance. If the far edge of a square is within the spell’s area, anything within that square is within the spell’s area. If the spell’s area only touches the near edge of a square, however, anything within that square is unaffected by the spell.

How does a circle looks in a Pathfinder grid? According to this SRD, it looks like this:

Or this:


Yeah, okay, these aren't prefect circles... But they are clearly trying to fit the concept of a circle in a square grid. Many people disliked that; one could even say they were quite literally trying to fit a round peg in a square hole. But this made sense for many players - myself included. The fiction indicated a circle - the grid was just an imperfect  tool to portray that.

4e does things in a different way: the grid comes first. Moving across a square field diagonally takes the same time as crossing it from one side to another. A fireball has the shape of a square... or maybe even a CUBE. Here is an interesting post about 4e movement, etc., with lots of cool tricks you can use on a grid. And here is how it illustrates the 4e fireball:

Doesn't look like a circle at all, but it is easier to calculate and faster to draw.

In short, using a grid in 4e is simpler than using one in 3e. But using hexes or grid-less combat probably makes more sense in 3e, and 5e is probably better suited if you're not using minis at all. Remember, though, that you might like any of these editions for completely different reason that have NOTHING to do with minis and grids!

This is not that different from the "tripping gelatinous cubes" question. It is a matter of focus. It is also not black and white, but distinct shades of gray. 3e is focused on grids, 4e is even more, and 5e a lot less.

It is easy to say every aspect of the game is optional, but the assumptions aren't quite the same, and pretending that they are is really not helpful when trying to find the perfect game for your group. Compare 13th Ages's "Combat is dynamic and fluid, so miniatures can’t really represent where a character ‘really is" to 4e's "Position is everything: With a battle grid, you can easily determine whether your character can see a monster, whether the monster has cover, and whether you flank the monster". There is a clear difference.

Some games are made to be played one way or another; how you play them is up to you, but that doesn't change the nature of the rules.

As always, this is a matter of taste. "Always use miniatures" and "never use miniatures" are both valid options, but "use miniatures sometimes" is also a cool choice if that is what you're looking for (I know that I am).

To be honest, I also like hexes, grid-less combat with minis (Warhammer style!) and theater of the mind! Everything goes in my games; it all depends on the situation, really.

Or try this! It works really well!
What about you?  Do you play 3e or 4e without minis? Do you think there is a difference at all? Or do you prefer playing out your combat in a different way? Let me know in the comments!

Update (06/27/2018): I found this bit to be relevant:
As lead rules designer Jeremy Crawford explains it, “It’s a really simple thing, but in 5th, that decision to not require miniatures was huge. Us doing that suddenly basically unlocked everyone from the dining room table and, in many ways, made it possible for the boom in streaming that we’re seeing now.”
(source)