Mailbag 7–All By Myself, Part 4
Now we come to another piece on managing your solos. If you’re just joining us, you can read the first, second, and third installments if you like. It’s probably not necessary. I’ll reiterate a little before we start.
DMing a solo is at least as rewarding as running encounters with more monsters. It can be even more satisfying, since a solo can and should evoke strong reactions from players as it deals out destruction. But running a solo requires extra care, especially if you’re using the creature as the lone menace in the fight. Make sure your aware of what your solo can and can’t do, then prepare for it.
Work Environment
In any encounter, you need to provide your monsters a good workspace to spice up tactical play and the narrative. This is even more true for a solo. The most memorable encounters are a magical mixture of monster, terrain, roleplaying, and story.
It’s your job, as an encounter’s designer, to make sure the environment is working for the solo creature, but not necessarily against the characters. (I’ll elaborate on this latter point in the final installment.) A flying monster can use some open space. If the creature climbs and has good ranged attacks, think about including ledges and similar high terrain. Any monster that relies on stealth needs places to hide.
Terrain effects, such as those found in Dungeon Master’s Guide and Dungeon Master’s Guide 2, can benefit the creature, shoring up its weaknesses. A monster’s strengths might also be emphasized, such as how a flying creature’s aerial capabilities are highlighted when it has space to take wing. A creature that can use forced movement might have hazardous terrain in its lair, especially if the monster itself is highly resistant to the given hazard. Terrain can also be used as a story element—it makes sense for a red dragon to live in a volcano, for instance.
Terrain can provide the monster special powers, one or more times. A Huge creature might knock down walls or cave in a passage. Intelligent critters can also plan ahead for advantages with this type of terrain. A dragon might have dammed an underground river to use against intruders on one level of its lair. What if the volcano-dwelling red dragon unplugged such a dam to allow water into a chamber that has lava pools? Steam bath!
This last example also shows that creatures might be able to create terrain or other environmental effects. The ability to do so might be a power in the monster’s statistics or a terrain power you situate in the environment. Quinn Murphy’s Worldbreaker rules provide one a neat way to do this.
In any case, if the characters have little chance to gain a benefit from the terrain, be sure to consider it to be part of the encounter’s difficulty. Neutral terrain benefits those who occupy it, so terrain that helps only one side or the other isn’t neutral. If the terrain is an advantage only to the monster, it’s more or less a trap or hazard. Traps and hazards, as well as monster-favoring terrain and terrain powers, are fine supplements a solo’s ability to work well, as long as they’re part of the XP budget for the encounter and thereby fair to the players and characters.
A solo doesn’t care about being fair to its attackers, though. The best terrain features, in its mind, help it hurt or otherwise hinder its enemies, as well as disengage and reenter combat effectively. Terrain features like these also work to add movement and excitement to the battle. If the archlich can teleport to a ledge, forcing the characters to reengage on his terms, that can be cool. It starts to be uncool, however, if the archlich does that in a way that costs the characters whole turns to catch up to him. Smart monsters should be played as fun and smart, in that order, as I’ve said before.
Smart monsters, and even critters that are merely cunning beasts, have fallback plans, or positions, and escape routes. If the dragon becomes bloodied, it might withdraw to another area of its lair. An animalistic creature could simply flee until cornered in a new area. This requires a little more preparation, but it has the effect of changing up the battlefield, adding novelty to the ongoing combat. The Angry DM’s second article on D&D boss fights also talks about this.
Coworkers
Some DMs I’ve talked to take the solo label a little too literally. Although a solo is meant to challenge a party like five monsters might, the creature needn’t be alone. Whether it’s unaided is entirely up to you, your adventure’s story, and the XP budget you choose.
Good coworkers for a solo help the monster perform better or in ways that are more interesting. Allies might tie up attackers, allowing the solo freer movement during the early battle. They could impose effects and conditions on the characters that are beneficial to the solo. The combinations are limitless.
I like minions for this role, especially those who enter the fight in a paced way. A young dragon’s kobold minions might come in waves, especially to cover their beloved master’s strategic retreat. The solo creature might create minions intermittently, like Mike Shea’s dracolich.
Minions that impose effects on the characters, or aid the solo creature’s attacks, instead of attacking are even better. For instance, I created fire sinks in Seekers of the Ashen Crown. These creatures each have a 1-square aura that not only deals a small amount of fire damage but also negates fire resistance. The sink just moves to keep characters in its aura, and it never attacks. Such minions are easy to use and track, and they’re less time-consuming than minions that require attack rolls. Now, consider if all the fire sink’s aura did was negate fire resistance and grant vulnerable 5 fire in that red dragon’s volcano lair. Maybe the dragon’s breath even creates the sinks. Burn, baby, burn!
Pacing
A poor work environment and poor coworkers can make for a poor encounter, solo monster or no. But solos have staying power, so standing in one place beating away on such a monster can become tiresome. Terrain solves some of the problem. Movement creates some sense of pacing, as well. Proper planning and pacing can do more.
I’ve said that my theory on disengagement powers on a solo is that such powers help the lone creature gain a tactical advantage every once in a while. Disengagement powers also allow you to change the rhythm and/or location of a clash. Like any movement, these tactics increase the freshness in a fight. They force the characters to revamp their tactics.
You can purposefully use pacing in any encounter, even without disengagement powers. Monsters attack, retreat, regroup, attack again, surrender, or flee. You decide if and when the critters take these actions when you design the encounter. They look for tactical advantages and a way to put enemies on the defensive. You do this during play. Pacing for a solo is different only in that involves keeping a battle interesting with, ostensibly, only one enemy on the field.
Usually, a solo creature is so much more powerful than any one character that it might be bold while it’s not bloodied. Maybe disregards opportunity attacks to move and attack as it likes. When it becomes bloodied, it might become more cautious. As the DM, your roleplaying like this can keep the conflict interesting. As we’ve discussed before, a solo could also have a state change when it becomes bloodied or meets some other trigger, altering how its powers work. That’s another form of pacing.
The Work Environment section mentioned fallback positions. This is yet another tool in your pacing arsenal. The creature withdraws, giving itself, and the characters, time to regroup. Maybe it then attacks again, but from a different angle, or forces the characters to pursue it into unknown territory. Both options change the feel of the fight.
If the monster flees for a short time, be sure the characters lack the time for a short rest, unless you intend for them to take one. Allowing a short rest can make the finale a little more interesting, however, since the characters recharge their encounter powers. But what’s good for them is good for the monster. If you do let the monster heal, grant it no more than a quarter of its hit points, no matter how many healing surges it has. This break in a combat encounter can be especially useful if the characters are slightly outmatched.
Healing or no, give the poor solo creature a break. If it’s clear to the monster that it’s going to lose, it should retreat or surrender. Newbie DM had a fantastic idea about applying the rules for subduing a dragon from Draconomicon to use for other solos. (You could use those rules for attrition in any encounter, really.) Basically, the creature unleashes all it has, and it stops fighting when it’s bloodied or reaches some other appropriate measure you choose. Then the monster acquiesces to character demands based on how badly it was beaten. As a designer, I wholly endorse this intuitive application of the rules. Monster surrender is also a roleplaying opportunity that is not to be overlooked. It can tell you a lot about the characters.
Competition
Next time, we’ll take a look at solo encounters with the characters in mind. The focus, of course, is fun for those on the other side of your DM’s screen.
Critical Bits for the week ending 2010-05-30
- RT @4eBlogs: Sly Flourish: Skill Challenges for Combat Groups http://goo.gl/fb/76×86 #
- RT @Brian_Ashcraft: Rock Band 3 ready to tickle your ivories: http://kotaku.com/5547072/rock-band-3-is-the-piano-man #
- RT @KevinKulp: Are mules broken in #4e #dnd? http://bit.ly/b9BN8G #
- Cloakers, Imix, and kraken, oh my! http://is.gd/coH5J #
- Steve Kenson discusses Mutants & Masterminds 3rd Edition and DC Adventures RPGs http://is.gd/coO1j (via @cadorette ) #
- RT #gamefiend @SceneGrinder: SceneGrinder now has a persistent campaign journal/log. http://is.gd/coPax #
- Final Ruling Skill Challenges column: http://is.gd/cq777 (DDI sub required) Congrats to @mikemearls for a fantastic run of columns. #
- D&D Tiny Adventures Facebook application shutting down tonight, no indication of the reason why. http://is.gd/crPVV #
- RT @KoboldQuarterly: Beware when the Red Eye of Azathoth opens! Or just enjoy the interview. http://cot.ag/dkp7ly #
- Thanks to @drivethrurpg for being chosen as a "Treasure of the Net" in their latest newsletter! #
- Thanks to @drivethrurpg for choosing us as a Treasure of the Net in their newsletter! http://bit.ly/bVXeOI #
- Go buy/commission art from @JaredvonHindman, it's for the good cause of getting him to GenCon http://bit.ly/bb4qa7 #
- Masterplan (version 9) now available for download: http://bit.ly/7dGqr Will investigate any changes once installed #
- RT @gamefiend: on Wizards "OOC is the new IC" by yours truly: http://bit.ly/d8pI7i Come share your thoughts! #
- DDI content gallery for June is up: http://bit.ly/aPsDCR Some discussion: http://bit.ly/9RIdNU #
- RT @loganbonner: Sesame Street Fighter: http://technabob.com/blog/2010/05/17/sesame-street-fighter/ #
- D&D Monster Man makes noises for all the monsters in the Monster Manual http://is.gd/ctCXC #
Twitterquest Winners Announced
The judges have been deliberated and we have returned with our picks for the winners in our Twitterquest contest, where contestants entered via comments, our Facebook group, and to our Twitter account, submitting their 127 word or fewer adventure pitches.
Our first runner-up entry, from our Facebook group (19 entries), comes to us from Bryan Wang:
Necromancer & Artificer bind dragon spirit in clockwork. Mecha-Draco-Lich Go! Phylactery is Warforged, who escapes (is a PC?)
Our second runner-up entry comes to us from the Twitter account (with 53 entries), courtesy of @hogman5809:
A fleshy orb appears over the city. Its shadow causes madness and lays eggs in heads. PCs must fight & defend the same people.
The two runner-ups win copies of Krod Mandoon Season 1 on DVD.
And thus, our grand prize winner comes from the comments, and wins the following:
- Player’s Handbook 3
- Underdark
- PHB Races: Dragonborn
- A selection of Geeky Clean Soaps
- Uber Goober DVD
- A Treasure Horde Generator Pack, courtesy of Chaotic Shiny Productions
Drum roll please… our grand prize winner is… [Read the rest of this article]
Antagonistic Viziers and Fleeing Pickpockets
There’s been an awful lot of digital ink spilled on many 4E subjects, but I can’t seem to find anything about skill challenges.
Har har. But seriously, I know what you’re thinking: “For crying out loud, not another skill challenge article.” In the words of the poets and philosophers, I feel ya, dawg. Even though one out of every two articles, podcasts, and posts are about these wacky and alien creatures, most of them turn out to be quite excellent, gland-squirtingly so.
It feels like there will always be creative space for more, especially the “how to create” and “how to run” variety. Just as a f’rinstance, Gamefiend’s Skillcast features a live-play example that is perfectly wonderful, setting my toes a-tapping, my knees a-popping, and my stomach a-clenching. Cease all activity (except perhaps breathing) and go listen to that right now.
Because of my obvious intellectual and less obvious game mastering deficiencies, I’m singularly incapable of offering advice on creating or running skill challenges. Sure, if you need help unoptimizing your character or coming up with up with obscenely, grotesquely, egregiously superfluous adverbs, then I’m your guy. If you need some good ole book-learnin’ on skill challenges, then you might want to look elsewhere.
You may have noticed that 4e gaming material is eminently scannable. By organizing traps, monsters, and magic items inside the glorious simplicity of a table, you enable any dope (me, for instance) to quickly process the relevant facts and act accordingly, even when the sections get a little verbose. Have you ever seen the Ghostly Possession power?
Wordy anomalies aside, the tabled data is pretty excellent. Of course, they didn’t just start that way. It’s been a long and grindy road, running over 30 years, and the official presentation of information has changed radically over that time. Consider the following examples from previous editions, which I edited slightly to protect the innocent and hide from copyright lawyers:
Basic
This large chamber is used for dancing, eating, and tickle competitions of the horkinforkin clan. There are many beanbags and futons set out, indicating the clan is preparing a sleepover. 4 horkins (AC 5, HD 1+1, hp 6 each, #AT 1, D 1-6, MV (30’), Save F 1, ML 8), 5 forkins (AC 7, HD 1, hp 5 each, #AT 1, D 1-6, Save F 1, ML 7), and 9 lorkins (who will not fight) are living here. Horkins have d10 silver pieces each, forkins 2d4 copper pieces. Under the biggest futon is an electrum crayon set, with a value of 30 g.p. for the set.
Oh brother, do you remember morale scores? I referenced those about as often as I had dates back in the day, so yeah, you do the math (hint: I was playing a LOT of D&D). Anyway, here you have a room description, monsters and stats, and treasure list, all packed into a solid chunk of words. Handy!
AD&D 1st Edition
FLOCKER: AC 4, MV 3″/12″, HD 8, hp 49, #AT 2, D 1-8; strangles prey in 2-8 rounds unless slain; surprises on 1-3 (d6). The flocker hides in the shadows of the ceiling, looping its tentacles around the throats of creatures that pass underneath. There is steady traffic because of the edible fungi, which means that things coming for food often wind up as food. Beneath the monster are dried bones and other remains but no treasure.
So the stat order has changed, with move earning a much higher billing, and also getting a makeover to be nearly unreadable: “Instead of feet, we’ll convert move to table inches, and separate different move types with some random character from the keyboard.” While some modules had started to introduce boxed text, it wasn’t yet a standard, which meant you might still see stats blended with location description.
AD&D 2nd Edition
The vault is guarded by scuttering plips, which take the form of small metal spheres with jutting spikes, which tumble across the floor like animated jacks. The spikes are coated with an oily poison; if hit, the victim must save vs. poison or fall asleep for 1d6 hours.
Scuttering Plips (30): AC 5; MV 6; HD 1-1; hp 6 each; THAC0 20; #AT 1; Dmg 1d4 (spike); SA spike poison; SD half damage from piercing weapons; MR immune to charm, hold, and sleep; SZ S (1′ diameter); Int Non- (0); ML fearless (20); AL N; XP 120 each.
Well, well, welcome to the party, THAC0. In the extremely old days, DMs would look up attacks on microtext charts, doing all sorts of cross-referencing and comparisons. With THAC0, you could easily determine the “to hit” value with some backwards and anti-intuitive math. Frankly, it was easier to set everyone’s armor class to zero.
D&D 3rd Edition
Crakkit: CR 3; Large outsider (earth); HD 4d8+3, hp 25; Init +3 (Dex); Spd 30 ft.; AC 17; Atk +4 melee (1d6+2, bite); SA Grinding chew; SQ 60-ft. darkvision, suffer half damage from slashing weapons; AL N; SV Fort +4, Ref +3, Will +3; Str 16, Dex 14, Con 14, Int 4, Wis 4, Cha 4.
Skills and Feats: Climb +9, Jump + 11, Listen +6, Spot +4.
Special Attacks: Grinding chew (ex): Opponents struck in melee must succeed at a Ref save (DC 13) or suffer automatic bite damage for 1d4 rounds. Victims may use a full-round action to escape the bite.
Possessions: Diamond necklace worth 150 gp.
Oh, the humanity. Please keep in mind, I’m using a short example. With the right monster stat example, I could have easily tripled length of this article (see dragon, red, ancient, big, scary). Well, you do get a full picture of the monster, there’s no denying that.
In the body of the modules, authors would reference the monster names, usually with a funny little horsey-head icon (I know, I know, it was supposed to be a dragon), and then run the lengthy and exhaustive stats in the back of the document like some sort of classified compendium. Instead of flipping through the endless pages of one of the several Monster Manuals, you could flip through the endless pages of the module you were running.
D&D 4th Edition
Oh yeah, get a load of that baby.
Now, it is not my intent to impugn the wonderfulness, excellence, or perfection of previous editions, but rather to explore how the presentation of data has evolved over time. And, just for the record, that stat block continues to evolve in 4E, making it even more eminentlier scannabler.
And Now, Skill Challenges
Considering the development here, one would assume that the presentation of skill challenges will also grow and evolve and develop over time, and hopefully to a place where I’m not confronted with 700 words in six paragraphs. For me, that may be the prickliest part of skill challenges.
Look, I am probably older than you. I have lost the ability to retain any information in my head, assuming I ever had it in the first place. I frequently forget the names of my spouse, children, and dog. When I go shopping, I often lose my car. When I travel, I never remember my terminal gate, my seat number, my airline, my luggage. And you’re asking me to quickly scan six inches of text and be able to recall any of it? Wait, what was the question?
We have already implemented the stat block, so there’s no reason we can’t adapt skill challenges into the same sort of format. I’m thinking along the lines of:
- Header block, containing the name, description and goal, and complexity.
- Primary skill blocks, containing DCs and results.
- Secondary skill blocks, indented under the appropriate primary skill blocks, containing DCs and primary modifiers for results.
- Boxes beside the skill blocks, allowing you to check for success or X for failures, and also track those skills that can only be used a certain number of times.
Take a look at this cataclysmically simple example.
I certainly wouldn’t suggest that this is the beginning and end of the skill challenge stat block layout. You could argue that it’s not even the beginning. But I know in my heart of hearts and my gut of guts that this is easier for me to read and process. And that’s all that really matters.
Air War: A Skill Challenge
Last weekend, as part of the finale to a major plot arc in my game, I wanted to make a skill challenge to represent a fleet of airships breaking through the enemy’s air forces in order to get the party to their objective (the Big Bad Guy and his reborn Primordial). I’ve done a few airship skill challenges before, thanks to a motley Dwarven pirate airship. Escape from the giant dragon air skill challenge and “oh crap the airship is crashing” skill challenge both had been done, so for this one, I envisioned something like the space battles in Star Wars, like the trench run but in a more open space.
Thus, I consulted Gamefiend, the mad genius of skill challenges, for his help in designing it. One Skype call later (and then another day of planning later) I came up with the following skill challenge. It is stretching the skill challenge framework quite a bit and turning into its own mini-game, so be prepared for that right away. I’ve made it slightly more generic for use in your campaign, along with some notes for adapting.
Air War
Background
A ragtag fleet of 6 airships needs to puncture the enemy’s air forces in order to deliver the party to their objective. The party has been given command of the flagship of the fleet, which is equipped with listening coins to be able to communicate with the captains of the other ships. The goal is for the party to reach the end, while saving as many of the other ships as possible. The DM is encouraged to staff the other airships with important NPCs, absent PCs, and allied forces to increase the drama and importance of each ship to the party. [Read the rest of this article]
My RPG DNA: Part 2: The Middle Years, GURPS
A few weeks ago, based on Rob Donaghue’s exercise of reminiscing about gaming history, I too started sharing my story, starting with my initial infatuation with AD&D covering the mid-80′s period where I was between the age of 10 and 14.
Letting an old friend go…
As I grew older, I grew progressively dissatisfied with playing AD&D only. As new RPGs emulating different genres came out, I wanted to experiment them with my friends. However, we soon observed that having to learn a whole new set of rules whenever we felt like switching genres was a significant barrier to entry.
I also grew progressively dissatisfied with AD&D itself. By that time, as many geeky teenagers were wont to do and as my rapidly rising grasp on the English language allowed, I was trying to cram as many of the AD&D rules into our games as I could. This included using the infamous Unearthed Arcana that some of our grumpy luminaries identified as what broke AD&D.
Between the cavalier’s rising ability scores, double weapon specialization and the godawful stat generation alternatives, that book, while initially cool to my munchkin-styled DMing, eventually made me regret using it. Also, AD&D’s numerous and disparate subsystems, alternate XP leveling chart and sheer “grocery store of Magic Items” that the published adventures combined to make me want to play something different.
Finally, I had a yearning for more of what I now abhor in RPGs: realism!
The Rise of the Crunch Overlord
I wanted to be free of the 1 minute round and wanted to experience the blow-by-blow, break your left knee and explode your opponent’s right eye of Rolemaster, without actually going insane running that game of limitless charts and options (I tried playing Middle Earth RPG and quit during character generation).
Before TSR started announcing the 2nd edition of AD&D in Dragon magazine, I was curious about this particular game: Man to Man. A realistic game of medieval fighters! I had long been a Steve Jackson Games fan, having bought so many black boxes of Car Wars and destroyed Midville so many times (Heavy-Rockets FTW) that I was eager-curious about anything they published.
It turns out I never purchased Man to Man. When AD&D 2e came out a few years later, I didn’t feel like re-buying all the core books (sounds familiar, dudn’t it?), so I went to the local game store looking for that fighting game.Instead I found GURPS (then in its second edition) at the store, a whole RPG based on the Man-to-Man engine (and a re-imagining of Jackson’s The Fantasy Trip). Sitting beside the GURPS Box Set was a book called Autoduelling, which offered a setting and rules to roleplay in the world of Car Wars.
No way!
I snatched the box, the book and a copy of Gurps Fantasy.
Early disappointment, homebrewed bliss
Autoduel proved to be clunky and unplayable. In fact, playing with vehicles in Gurps, as much as I loved designing them, proved too complex for my GMing style and we ended up using the more abstract rules. Gurps Fantasy also turned out to be one of the most uninteresting RPG books I had read. The generic fantasy world seemed lifeless to me (and I don’t really like the “people-from-Earth-whisked-to-a-new-world-so-we-can-skimp-on-neo-sociology” trope).
And don’t get me started on the game’s wimpy excuse of a magic system..
Math: WTF? I need 2 turns to cast a 3d6 fire ball and I can misscast it AND miss with it?
Yan: Hey, My greatsword does that every turn!
Math: Screw that, I’m making a Barbarian with a Wolf Companion.
But boy did I love the game’s engine, especially the character generation rules and combat. We played Gurps from 1988 to 2000 and some very memorable campaigns (all homegrown) were played. We played various genres, from Fantasy (our recurring staple), to Supers (another favorite) to post-apocalyptic horror and Cyber/Sci-fi.
I flexed my campaign setting design muscles with Gurps. The fantasy world I created when I was 14 is the one I finally destroyed when D&D 4e came out. Like Yan told me, GURPS was a toolbox for world builders.
I loved it so much that I eventually re-bought my whole collection that I had sold when I moved 600 miles north of Montreal with my then-girlfriend/now-wife Alex for her first job as a Speech Pathologist in 1997. At the time, (I was 24), I was struck by the very strange notion that I was “an adult now” and that I should leave RPGs behind.
Silly Chatty…
Anecdotal aside to this anecdotal post: In truth I re-bought it after playing a godawful AD&D 2e game with a no less awful DM in the North. Turns out I stole all of that DM’s players when they converted to Gurps… and I threw out that DM out of my house when he was too much of an ass when I invited him to play with us.
Let me tell you about my campaign
My all time favourite was the last campaign we played when I came back from working in the Great North in 1999. (That’s where I reunited with Math and Yan and were later joined by Stef). It started with the premise of a high-technology Earth having a Shadowrun event, bringing magic to Earth. At the time, genetically engineered sentient dragons discovered and read Bilbo the Hobbit. They found Tolkien’s concept of how dragons living as kings, sleeping on piles of treasure quite pleasing.
Thus, they built arkships, “hired’ people (read: enslaved), stole human genetic material from Earth and set to colonize a nearby star to recreate this “draconic paradise”. During the millenia-long STL voyage, the dragons created the Tolkienesque races and used them to seed and terraform the planet they chose to colonize, a planet whose dominant life form were transcendent beings of pure energy that the “lesser races” called magic!
They then removed all traces of technology on the surface and settled as Kings and Queens.
The PCs were the (initially) unwitting descendants of the arkships slaves (and hidden Earth agents). They were all starting adventuring careers in a small kingdom ruled by a family of despotic Red Dragons.
My goal was to eventually unfold the campaign into a Fantasy vs Science Fiction conflict… but it never got to that point due to player revolt. When they found a crashed Spy satellite bearing a US flag, they ignored the plot hook and went to help some dwarves somewhere instead. I let it drop and chalked it up to not being too secretive about your campaign plot.
The highlights of that campaign:
- A wight NPC named Barry
- A halfling trap consultant that built access corridors and backdoors to all Dragon dungeons he built
- Turning one of my players PCs into a magic wand girl because he kept bugging me about adding more powers to his monk staff
- Said player had to get up and shout “Moon Heal” to use his “heal group” power =)
- Best PC to NPC exchange ever…
Chatty: Okay so as you enter the Dracolich’s lair you see it rear its head in your direction, but before he pounces he looks at Math’s PC (called Norim Lostlove, a sword and Shield fighting-man IIRC) he stops for a moment, as if recalling an ancient souvenir and booms, hesitantly. “Commander Lostlove?”
Math (having no idea what the hell that was about but sensing a huge plot reveal finally about to drop): You!
He he he.
Moving on…
After a decade, I eventually tired of Gurps. The combat system no longer met my needs. I wanted PCs and monsters to be able to do more per turn. I also found that having to use the point-buy system to create opponents was becoming more and more of a drag. While the rising availability of internet ressources helped alleviate that, I’ve always felt that all opponents in Gurps were noting but humans wearing rubber suits. To my then crunch-obsessed mind, it lacked something mechanical to set PCs and opponents apart.
In hindsight, I realize that’s because I should have used made monsters using Superheroes and Alien rules earlier in my GMing career and focus more on the fluff of it.
Damn, I think Wolfgang Baur has contaminated me!
At that time (early 00′s), I started hacking the engine to fit my needs. Combat turns became about 6 seconds long and monsters became more like multi-limbed super-villains. But the campaign lost steam and I was starting to look for alternatives. We tried BESM, which I liked a lot… (and still gauge new generic RPGs against for elegance and simplicity of design)
Then my friend Nicolas bought me a very special birthday gift in January of 2001…
The Dungeons and Dragons 3e Players Handbook…
But that’s another story…
Where were you in the 90′s?
So as you can see, I completely dodged the AD&D 2e/White Wolf/”Story” years playing one of the world crunchiest RPGs.
What was your game of choice during that time and what is your best souvenir?
Inq. of the Week: The End of Lost
Dave’s poll about cursed frogurt…errr, no I mean cursed items, from two weeks ago showed that a whopping 55% of you like cursed items depending upon their implementation. This kind of hesitation is exactly how I feel about them, as I know quite well how they can be used in a bad way by some DMs to completely ruin the fun of the game instead of adding to it. However, a very respectable 31% of you love cursed items in all forms and believe that the inherent risk is a part of the game! A small 8% of you hate cursed items altogether, and the remaining 6% are indifferent or some other attitude towards our not-so-pleasant magic items.
As you’ve no doubt heard by now the finale of the show Lost was on last night, and since my wife and I have been big fans of the show ever since the fifth episode (we caught up on the first four within a day or two of seeing it) we were very excited to see how things would end up.While the series as a whole had some rocky parts in the middle around late season two and early season three, for me the show has been one of the only American made shows to keep me enthralled for an entire run from start to finish. It’s even more rare that I watch a show while it is being broadcast, it’s much more likely that I catch shows on DVD years later such as Sopranos, of which we’ve just started watching the first season.
With the kinds of storytelling, writing, and topics that Lost addressed it’s really not that surprising that there are large groups of people who either loved or hated the finale. My personal opinion is that if you hated the finale then you probably weren’t a fan of a lot of elements presented in the final season, but I’m more than happy to be proven wrong on that one. I think it’ll be really enjoyable to see how the finale ranks in a poll and to discuss it with people in the comments, so please share your thoughts and feelings on it below!
(The comments section will most likely contain SPOILERS, so read at your own peril if you haven’t watched Lost or the finale of the show yet.)
Mailbag 6 – All By Myself, Part 3
In this installment of the exploration of solos, we have two statistics blocks based on what we’ve been talking about in the first and second installments.
Brand Power
First is a dragon. In or out of the dungeon, this monster has to leave an impression.
I envision many dragons as a little brutelike, along with another role in most cases. What I mean is that I like to see most dragons acting like the big, strong creatures they are. The solo role determines how they finesse the badass creature role.
The statistics here depict a copper dragon, as I might make it up to fit what we’ve been looking at. The dragon is built like a very strong elite, but draconic alacrity gives it two turns and two immediate actions each round. Draconic resilience is the way the dragon shakes off effects that are too effective against a single creature.
For an elite, the dragon has normal attack features, with two basic attacks for variety befitting a dragon. Its double attack maintains variety of choice for the DM, and its flyby attack does the same while playing up the skirmisher role. This dragon’s fly speed is a little lower than might be expected, because the two turns it receives make it a quick flier in combat, despite its speed.
You might notice this dragon pushes enemies around, knocks them prone, and slows them on occasion. That’s not only the emphasis on the brutlelike quality I was talking about, but it’s also another way this dragon skirmishes and disengages. If it’s marked, or otherwise wants to get away from a target, it uses its attacks to push and knock prone. It also punishes a flanker, but only twice per turn and only after the flanker hits the dragon. (It’s fun-killing and combat-lengthening when you deny a character a hit with a power such as tail slap.)
Frightful presence is a special case. I hate stunning powers, for and against monsters, because they diminish fun by denying someone the ability to play for a while. Typical frightful presence on 4e dragons is right out. Therefore, I made frightful presence a good minor-action disengagement power. The dragon has a decent chance to push creatures away so it can use the rest of its actions to resituate itself or even flee.
Dragon breath weapons are a racial shtick. They need to be felt. I believe dragon breath weapons should always deal half damage on a miss for this reason. Breath weapon’s slow effect is another stay-away aspect to an otherwise damaging power–the half damage on a miss is a must for me on dragon breath. It also harkens back to the earlier-edition versions of this dragon. Bloodied breath has one minor and subtle change from default 4e dragons: it says the dragon can use it. That means the DM can save the free recharge for later use if using the breathe weapon immediately is suboptimal or worse, as it can often be.
Photocopy Guy
Next we have a third-party-refurbished berbalang. This version jettisons all the complexity and confusion of the original. It’s relatively straightforward. It also acts like five monsters over the course of the battle.
Sure, it creates duplicates, which can be confusing even in this version. Here’s the simplified one: once per encounter, on its turn or when it’s hit with an attack before its first turn, the berbalang creates four copies of itself. Reactive projection, the triggered version of the psychic projection power, works even if the berbalang becomes stunned or dazed before the power goes off. (Technically, it’d also work if the berbalang died from the triggering attack, but given the context, that outcome is highly doubtful.) Although it lacks projection powers, each projection is otherwise considered to be a berbalang. That fact is key when reading the other powers. A berbalang projection is a berbalang for the purposes of the other powers.
To keep track of which berbalang is which, simply color code each marker. You can use file label dots on a miniature’s base or on a counter’s face. If you make your own creature tokens, you might give each one a different border.
Each berbalang resists 10 damage from any attack that has an area of effect. Although that might seem low, since the berbalang might take a lot of damage from such attacks, I’m inclined to leave such resist numbers low. That’s because seeing all your damage disappear to a resist trait is no fun–it’s hit robbery. (Another solution is that the berbalang takes damage from such powers only once, even when multiple berbalangs are hit, but I prefer some player satisfaction from the use of area powers.
I’d rather leave resist low and give the monster a payback power of its own. That’s when psychic backlash comes in. When a bunch of the berbalangs in the battle take an area hit, they retaliate with mind war. Psychic backlash also comes in handy against those pesky defenders who don’t want to let a monster move freely. On occasion, a player is going to decide to forgo an opportunity attack, area attack, or similar attack to avoid the chance of the damage from psychic backlash. That’s the point.
Move as mind‘s point is to be a simple disengagement power. Each berbalang–the original and two projections at the point this power can be used–can use this power to move without much regard for enemies. Or they can all flee to a more advantageous position or location. You need only keep track of which berbalang has used the power, but that should be simple since you’ve differentiated each one on the battle map.
Otherwise, the berbalang is a claw and bite machine. You have to watch for specific hit point counts, but you can pretty much ignore its projection powers once one or the other has been used. You needn’t worry about move as mind until the berbalang is bloodied, and you can forget about it as soon as each berbalang on the field has used the power once. Other than that, it’s move for combat advantage, rip, and chew with a few leave-me-alone or think-twice moments provided by psychic backlash.
Improving the Culture
I’m not positive everything is perfect with the samples here. Feel free to playtest and critique, or just critique. This is the internet, after all.
My biggest ambition with these samples isn’t perfection, however. I hope to improve the fun you and your players have interacting with monsters such as these. I also want to give you, the DM, food for thought for creating or adjusting your own solos.
If I’ve succeeded at those ambitions, you’ll let me know. Won’t you?
Critical Bits for the week ending 2010-05-23
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- Broadsword D&D 4e Character Generator for PCs http://redeyesp.webs.com/ (via ENWorld) #
- RT @cubicle7: OgreCave interview @mytholder about the "The Laundry RPG" based upon the novels by Charles Stross – http://tinyurl.com/37eye6r #
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- RT @mudbunny74: Details on the D&D team at WotC: http://community.wizards.com/christopher_perkins/blog/2010/05/18/the_dd_rd_team #
- Minor updates on the Acquisitions Incorporated D&D podcasts: http://bit.ly/abWfKp #
- Great RPGnet thread about Monster Manual 1: http://bit.ly/aupv5k Especially check out this analysis: http://bit.ly/95vxTa #
- RT @KeeperOfTheHDB: Great blog item!
RT @del_rpg: Topless Robot – The 10 Most Shameful RPG Dice http://ow.ly/17qDXA # - The DM Guys Podcast ep. 2 with hosts @chattydm, @newbiedm, and @davethegame with special guest @monkeyking http://bit.ly/cnro5E #
- RT @WyattSalazar: Monsters: Resurrection (MM2 Reviews Part 9): http://wp.me/po2FO-Gi #
- WFRP Dice Roller iPhone App http://itunes.apple.com/us/app/wfrp-toolkit/id372272432?mt=8 #
- RT @WyattSalazar: The Story As I Know It: Eoris Essence RPG: http://wp.me/po2FO-FM #
- Check out this great post on At-Will about alignment based zodiac powers: http://bit.ly/bDCEnH #
- Last day to enter our TwitterQuest contest to win some sweet prizes, 3 ways to enter: http://bit.ly/aJlYFx #
- RT @cordaxmike: i4e on sale through Memorial Day $2.99 http://itunes.apple.com/us/app/i4e/id332180778?mt=8 #
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- TwitterQuest is closed, thanks to everyone who entered, we should announce winners within a week! #
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