Critical Hits

The Journal of Gamer Culture

Carrot Design, Part 2: D&D 4e’s Classic Rewards

In part 1, of this  series, I tackled what I thought were the main challenges of writing articles for D&D 4e in gaming magazines.  I surmised that there were opportunities to write successful articles by targeting areas of the game that you found lacking in things you’d like to see in your own games, i.e. design for your own needs.

Over the last months, while discussing with various game writers and designers, I concluded that the best way to achieve my goal of writing great 4e material was to create mechanics associated with specific rewards that would encourage their use during play.

That’s why I decided to review D&D 4e’s current rewards, both those hard coded into the game’s mechanics as well as those less tangibly supported. I’ll attempt to describe each and explore variants and opportunities for each.

Lets start with D&D’s classics

Experience Points (XPs)

They’ve been around for 35+ years. They are the game’s milestone for character progress across editions. They’ve also, up until the last edition, been a resource that you either had to protect (level-drain) or spend (create magic items).

In 4e, experience points play only one role for players. They measure a character’s progress to reach the next level of experience.  As written (Dungeon Master Guide p120), XPs are given out for beating encounters such as defeating monsters, overcoming traps, solving encounter puzzles and succeeding at skill challenges .

You also get XPs for completing quests, which I’ll cover later.

It can be argued that 4e’s XPs are not rewards but rather a score-keeping tool to mark a party’s progress till it beats enough encounters to hit the next powering up milestone, arbitrarily defined as “every 10 or so”.  In fact, I think   XPs are now far more useful as an encounter design currency for DMs than a tangible reward for players.

XPs become direct rewards when given out for things beyond encounters.  For instance, a group could use a variant where noticeably good plays net the whole party additional XPs at the end of game sessions.

For example, at the end of a session, a DM could ask each player to nominate some of the evening’s  “Moments of Awesome”, like a critical attack that came at just the right time or a player having made a really hard choice in line with his beliefs but against his best interests. The DM would then award XPs to the whole party worth the equivalent of a Minor Quest (or more) for each such “Moments”.

So there’s some potential there.

Quests

Quests are one such form of XP rewards given for completing specific, often story-related objectives in an adventure.  They can be important, plot-defining quests (major) or side-quests that must be sought out during the adventure (minor).

As I’ve seen them used in the game so far, quests are among my least favourite rewards.  While in essence they speed up play progression by cutting down by about 10-20% the number of encounters to overcome before levelling up, they don’t provide an actual alternative to the “beat up/out skill/figure out ” encounter paradigm of the game.

But they could be so much more…

For example, in a recent article, I suggested dungeon environments where competing NPC factions had differing agendas playing against PC goals and interests. Each faction’s agenda would get a corresponding  “prevent X from happening” quest worth the sum total of  XPs used in building the encounters related to the agenda (plus maybe a 20% or so story bonus).

As PCs beat encounters, they’d collect XPs, taken out from the Quest’s pool. However, should the party succeed in thwarting an agenda in whatever way, they would receive all remaining XPs from the associated quest in one shot.

Thus, killing monsters and overcoming skill challenges, still a core element of the gaming experience could also be supplemented by lateral or large scale thinking/planning.

At the very least, I think Quests could easily be worth up to five times more XPs without breaking anything.  They have such untapped design space around them, it’s worth exploring.

Levels and Powers

I believe that this, along with treasures, is where the most significant rewards of D&D lies. In an old blog post I can’t find anymore, Monte Cook mentioned that one of the attraction of D&D over it’s contemporaries (mostly point buy systems and Dice pool games at the time) was that players looked forward to those distinct packages of powers and abilities represented by a new level.

Levelling up is a reward because the player gets a choice, and that makes it something to look forward to when making your PC more powerful.  In editions previous to D&D 3.5, that choice was limited to “Do I take another level or do I multi-class”.  D&D 3.5 introduced level swapping in its later splatbooks, allowing to exchange class features upon reaching a new level.  4e pushed it further, replacing all pre-set class abilities with pick-n-choose powers.

Since current powers, in both D&D 4e and its Essentials sub-brand, heavily favour combat. the available choice feeds into the XP loop which then feeds into catering for Power Gamers and Butt Kickers which leads to getting new powers and so on…  Therefore someone aiming at encouraging/balancing gameplay toward other motivators like Storytelling, Exploration or Acting should think about creating new powers.  à

However, given the aforementioned feedback loop, that should not be done in a vacuum.  The designer/DM should consider handing out discrete chunks of XPs to reward whatever tasks the new powers were designed to accomplish.

Action Points

Action Points reward players who push past D&D 4e’s “5 minute work day” reflex. They are however granted only once every two encounters (as defined by a challenge that nets XPs) and no PC can spend more than once per fight. This is likely to avoid players hoarding them and unleashing them all on the last boss.  They are great rewards for players that get their kicks out of well executed, efficient plans.

However, I believe that Action Points also have a largely untapped potential as rewards for players who favour things other than efficiently dealing with encounters.  Provided you don’t change the “use only once a fight” mechanic, you could award more Action Points to reward other cool Player/PC actions in the game: Great in-character retorts, playing to a PC’s weakness, achieving non-quest character-established plot goals are just a few ideas.

Of course, If you start using Action Points like that, you need to provide new opportunities to spend those points. Think about interesting, bonuses, temporary boons, ways to change the outcome of a roll or even add new elements to the the setting. Seek things that would encourage character to do the exact things that scored them Action Points in the first place, that’s how positive feedback loops are maintained.

This barely scratches the surface of great design opportunities just there.

Treasures

The quintessential D&D reward represents half of the “Kill & Loot” ethos that some associate with the game.  Treasure has always been roughly categorized as monetary,in various levels of portability or magic, from quasi-mundane potions to world shattering artifacts.

The role of monetary treasure has shifted over the years, starting as what determined the amount of XPs a character would win, progressing to paying for living expenses and training fees to level up. In 4e, it ended up being split between magical gear and money you could use to manufacture and purchase Magical Items you wanted but didn’t find during adventuring.

Creating new magic treasures is a relatively easy undertaking, there’s so many published examples to use as guides and models but I’m not a huge fan of them.

The Dungeon Master Guide 2 offers interesting alternative treasures called boons,  things like divine favours, grandmaster training and legendary secrets.  They all grant new powers except presented in the context of potentially strong story elements like cults, Grand religions, hermit NPCs and long lost secrets.

Given the very limited number of examples shown in the book and lack of new ones elsewhere, boons are also a very rich area one should explore to expand gameplay.  By strongly tying those boons to elements of the setting and the story, you will directly address what storytelling and exploration-seeking  players are looking for.

To that extent, artifacts are very similar types of treasure, transcending their roles as mere magic items to become as much a part of the stories they shape, an extension of the wills of the PC holding them and interactive plot elements with its own agendas.  They too make excellent rewards for a would be designer/homebrewing DM (and would warrent their own post).

Select your brush and start painting

I’m halfway through my planned list, having only covered what I defined as D&D’s classic, tangible gameplay rewards. I’ve already identified many areas where design space is wide open for DIY Dungeon Masters and Writers.  Time to crack knuckles and get to it!

In the next post.  I plan to cover the tangible rewards, those not  directly supported by 4e’s rules.

Thanks for reading.

P.S. I turn 38 tomorrow (Jan 12th), yay!

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Thirty Days in Cataclysm

My name’s Mike and I’m an on-and-off World of Warcraft junkie. It’s not as bad as my hardcore Everquest addiction that left me with five novels of fan fiction, 9,600 hours of played time, and a wife. Over the past six years, I’ve played WoW heavily for a couple of months, then put it aside for six, only to return when Blizzard does something interesting. It’s a good way to play. It gives me the maximum rewards for the time I put in.

I hadn’t played WoW for about six months before Cataclysm came out but now that it has, about a month ago, I’ve put in a good deal of time into the new expansion and I liked what I got. Today I’m going to talk about I’ve seen over the past month, what I liked, what I didn’t, and where I plan to go. You might call this a review, but reviewing a game expansion with such a large amount of content isn’t really possible. So really it’s just my experiences so far.

For $40, Cataclysm gives you a whole lot of gaming with World of Warcraft. You can spend just about as much time as you’re willing to give it and get a lot of good entertainment for that time and for your dollar. It might not have the sort of cohesive story and gameplay with a game like Uncharted 2, but it holds up well. On the negative, while the large detailed quest line ties together a great story, it’s mainly a linear path through about 500 quests that follow the typical formula of “pick up 8 things, kill 12 people, hunt a boss, go to the next quest quest-giver” model we’ve seen for the past six years. Still, it’s a beautiful enjoyable ride for those who know how to live in moderation and find the right balance of effort and reward. [Read the rest of this article]

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Critical Bits for the week ending 2011-01-09

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Chatty’s New Lair, V2.0

I’ve just spent a lot of the last few days shopping for new office furniture and building it with the help of my buddy PM.  Since I’m now fully self-employed and work 95% of my time at home, I decided to blow a bundle of (tax deductible) cash and refurbish my old office so I’d have the perfect lair to hatch my evil 2011 plans.

I’ve spent many hours cleaning, building, sorting, throwing trash out, fighting wires, tie-wrapping and what not.  Now I’m exhausted but too damn excited to go to bed yet… so I decided to share some pics of what my new abode looks like (click images to embiggify).

It started with a simple, glass desk that takes 1/2 the space of my old “L-shaped” press-wood monstrosity.

My new desk... with a tamed snarl of wires.

Then since I’m stuck with the house’s electrical box on the wall to my left, I improvised to recuperate the dead space.

Complete with Jared Von Hindman originals!

Then I built one of those friends-in-a-box from Ikea, name of Billy and filled him in on my latest projects and blog subjects…

That Gnome sure isn't as happy as in the initial 4e commercials huh?

Then, I really needed to find a place to store all those dice, minis and dungeon tiles.  Ikea once again rescued me!

A cascade of geekiness in cheap red metal called Helmer

Of course, an at-home office would not be complete without a Kids’ art corner.  Witness the talent of 7 y.o. Rory, the house’s graphic artist.

That's our family up right, with age labels...

Finally, I (well, my wife Alex) added a white shelf over the monitors and I nerdified the whole place with some of my favourites toys…

...including an autographed pic of a certain net famous actress

Now I’m ready to take on a CRAPTON of new challenges.

Bring ‘em!

Happy belated New Year.

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Personal Encounter Design Workshop

In mid-December I received a great e-mail from a reader named Brian that I talk to regularly on my twitter account, he was planning for an upcoming D&D adventure and wanted some specific help with designing an encounter. I’m not sure what exactly prompted him to send it my way, but I was more than happy to read through and share some of my ideas to help spice up his encounter.

Just today I received a follow up e-mail that he is planning to run the encounter tomorrow and that he wanted to run his updated encounter by me again. I was all to happy to oblige, and I also realized that the exchange of e-mails might be something some of you would be interested in seeing. So here it is, with his permission of course.

Here’s his original e-mail to me (with some minor edits for clarity):

I’m running the prelate module “Thunder Below”, with my party this Thursday. We are playing 3.5 d&d, and I wanted to create a challenging boss fight with this elder green dragon in the encounter. It seems like whenever we fight a boss one on party, it goes down pretty quickly

I wanted to set my fight in stages. Have the party beat the dragon down the drain, and when it reaches a certain point, have it transform or mutate into a different color of dragon, say green to black or something.  And when the dragon was down to another certain point, it could also gain extra abilities right before it dies

I was also thinking of having the fight in this cleared glade in the middle of the forest, and have these random craters in the bog spew poisonous clouds at random from the earth to add some spice to the encounter.

Thoughts? :)   -Brian

After reading his e-mail and giving it some thought, I sent him back some of my suggestions:

Brian,

That sounds like a pretty sweet encounter! I haven’t run 3rd Edition in 8 years (and I’ve never run 3.x) but I have played in a 3.x game more recently, so I can’t really offer that much monster design advice other than to say when I did run 3E I almost always ended up just BSing the monster’s stats. It’s less satisfying as a DM, because you feel like you’re cheating, but for the most part the players should never notice (especially if you have a DM screen). What that means is – the monster won’t die too early or take too long to kill, because even though you may have a max HP for the monster, you adjust its HP (or how much damage it’s taking) round-to-round to keep the combat fun and interesting.

When you’re doing a multi-stage encounter, my advice would be to try and design the stages so that they will happen at key points in the combat – realistically a stage should change right before the party starts to get bored with the combat as it exists at the moment. If your party is really good and avoids getting bored in longer combats, then I’d say build the first stage or two on them pretty quickly so they feel the escalating of the combat and it feels like it just keeps getting cooler and cooler, then the encounter will have a much more effective climax.

Some more general suggestions – make the Dragon’s phase changes meaningful (and logical), not just changing colors for the sake of it. My suggestion would be to set the scene in the cleared glade with the bogs spewing poisonous clouds at random, a pretty interesting setting (and a dragon foe should always be interesting). Maybe at some point the players start to get the upper hand, and they push/strike the dragon back and a large poisonous bog opens – have the dragon fall in. The players might think they’ve won, or watch impatiently, but then after a nice and short dramatic pause (maybe if they start to leave the area have it happen just as they’re about to leave), and the dragon comes back out of the bog infected (and for all intents and purposes it is then a black dragon, but maybe its scales have been tarnished by the poisonous bog so it’s doesn’t appear fully black or fully green anymore).

Then I would say right before the dragon dies, maybe it gains the ability to have the bogs burst and spew forth tons of poisonous stuff, so the dragon literally turns the environment against the party just before it dies. Then right at the end maybe have it become completely covered in swamp poison goo and explode or something, but give them good warning so the party can stand back a bit if they’re quick/smart enough.

I hope this helps some, I’ve been running 4E for the last 2.5 years so I’m not sure if my encounter/monster design has become skewed by the different design philosophies, but I tried to keep it rules generic enough that it would still help.

Thanks for sharing and definitely let me know how it goes!  -Danny

Brian seemed to like the advice and thanked me for providing it, and I expected that to be it. However, I was very pleased today to see a second e-mail from him with some revisions and further sharing of thoughts: [Read the rest of this article]

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Shamanic Puberty

When I first started playing D&D with the people that would later become my Stupid Ranger cohorts back in ’03, I was at a loss as to what kind of character to make. All I really knew was that we needed a healer and that I wasn’t really feeling it. Nobody in the groups I’d played with previously really wanted the role. The term “healing bitch” was frequently utilized in reference to said player. I almost resigned myself to playing the standard mace-and-shield Generic Cleric™ when I started paying a little more attention to the spell domains in the 3.5e Player’s Handbook. Of special interest to me were “War” and “Strength”. Those did not sound particularly healing-bitchy to me. As a matter of fact, they sounded awesome. At that moment, an image popped into my head of a berserker warrior using the power of his god to spread goblin ketchup about the Forgotten Realms in his name. It hadn’t occured to me before that point that clerics could care more about kicking ass than healing ass. Thus was Lumbar, son of Uthgar the Battle-Father born, and holy crap was he fun to play.

Of course, such things were not without cost. Me doing more fighting and less healing meant, well, more people (myself including) running a little low on the HP. Also, this was the first time I ever tried roleplaying a bad stat roll, so poor Lumbar had a CON score of 8. We referred to it as his “delicate constitution”, and a frequent side effect of combat was that Lumbar would wake up afterward and ask if we had won. This worked for awhile, at least until about 10th level or so. I’m not sure if our DM was doing it on purpose or whether the monsters just started to get more bitey and kill-y, but Lumbar’s leanings toward rushing into battle without much strategy (or using all the tools Uthgar gave him) were starting to become a liability.

For me, changing Lumbar’s tactics turned into a really exciting opportunity to draw on his backstory and build his character. He started out as a warrior, exiled from his tribe until he passed a combat rite of manhood. Once he needed to change, I took this as him learning his place in the world and how to live up to his full potential. So it was he started being a better person. Less, alcohol and rage, more cuddling of puppies and taking care of wounded party members. My wife’s character in particular almost died of poisoning from a Drow arrow, and this was a turning point for Lumbar. By the end of the campaign, Lumbar still liked to smash things with his dire flail and roast some undead with Searing Light, but buffing the party and keeping everybody standing became a priority. I daresay we all started fighting as a team, and wound up saving the world.

Fast forward to 2008, when I started my World of Warcraft account. I didn’t really know what class to choose, but after reading up on them, I liked the Shaman’s versatility. And by that, I mean I liked the Shaman class’s ability to heal himself if he does something stupid (a trait I desired based on three decades of gaming experiences of doing stupid things and wanting not to die). I was told the best spec to level a shaman with was Enhancement, which involved a lot of close quarters combat and beating the hell out of things. This reminded me a lot of Lumbar. All of it. So I made an orc shaman named Lumbertha, after my beloved battle-cleric. Wrath of the Lich King had just come out, so I leveled her all the way up to 80.

Then, a funny thing happened. I started running dungeon instances with some of my friends. And I was almost always at the bottom of the damage charts. Or dead. Actually, I was dead a lot. Part of it was that I wasn’t playing as much as my friends, and didn’t have as good of gear as they did. But a large part of it was that I was simply having difficulty seeing what the hell I was doing in the middle of a gigantic battle with lots of spell effects going off and character models all mashed up on each other. My eyesight isn’t great but it’s far from terrible. I think I just lack the ability to process that much visual information at once. Consequently, I would frequently stand there and think I was swinging madly at a boss, but really I was too far away. And I wouldn’t do enough damage, and I wouldn’t know where I was or where to run, and occasionally I might pull a few adds and get everybody killed. My friends were a lot nicer than most pickup groups and did not immediately boot me from the party, but the end result was that I got really damned frustrated. That, and the spectre of having to run the Sons of Hodir quests for rep until I was old and grey just for the right to buy a shoulder enchantment eventually got me to quit the game.

As some of you may have noticed, many of your friends have disappeared due to the Cataclysm expansion coming out. As I had some fond memories of Azeroth and heard that some big giant dragon was going to go muss it up as if it were the emo-haircut of the world. So began my retreat from the outside world as well, several weeks before the expansion was released, and I reactivated my account. I immediately wanted to quit, to be honest. It was just as frustrating as I remembered, and now my gear was REALLY outdated so I couldn’t even do any instances. Fortunately, this problem was significantly alleviated by the worst items in the new zones being better than most of the very best items that Wrath of the Lich King had to offer. (Wow, glad I didn’t work real hard for those, huh?)

Then I decided to try something new. Since Enhancement wasn’t doing it for me, and it was now cheap to dual-spec your character, I decided to ditch it entirely and go with Elemental and Restoration. For those not familiar, Elemental is frying the crap out of enemies at range with lightning and fire, and Restoration is more support and healing-based. I leveled up to 85 as Elemental, and now I don’t have to see exactly how close I am to hit something. I press a button, and lightning shocks it in a delicate place. I am also much better armored. I enjoy this, as it keeps me from being dead.

Then, another funny thing happened. Some of my friends wanted to run an instance, and we didn’t have a healer. So I got talked into it. And I really liked it.

In all the time I’d played Lumbertha, I’d never even so much as turned on that spec for longer than it took to haphazardly dump a talent point into it. (Fortunately, by level 85, you just sort of fill it all in with only a point or two missing at the end.) And now here I was in instances I’d already run, focusing madly on keeping these little green bars from shrinking into nothingness. My heart was racing. My adrenaline was spiking. I hadn’t had this much excitement in a dungeon, well, ever. And once again, I am reminded of Lumbar’s journey into a better man (and combat-effective PC). Except this time, maybe the journey is into an experience playing WoW that doesn’t end in me ragequitting the game for a year. Given that a whole group of people is going to be depending on me to keep them from dying and the drama that usually results from such undertakings, I find this unlikely. But it’s fun for right now, and so I shall give it a try Until It Stops Being Fun.

Of course, the part of me that likes to roleplay can’t help but think Lumbertha’s character has come of age as well. Is healing the niche she was meant to fill? Or is she resigned to eternally farm Savage Leather until the next expansion? In the end, I suppose it doesn’t really matter, because I’ll be pretending to play her in the WoW TCG regardless of whether my account is active or not. And she’ll play happily with her Spirit Wolves until the cows come home or the enemy’s entrails make a happy face. Whichever comes first.

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My Love Letter to “Mage: The Ascension”

Even though I’ve played dozens upon dozens of different RPGs, if you ask me what my favorite game is, the choice is clear: It’s Mage: The Ascension (2nd edition, to be precise.) It’s not the game I’ve clocked the most hours playing, or spent the most money on, or wrote the most about. I can’t even recall playing in a campaign as a Mage that lasted for more than a few sessions. Why do I have such fondness for the game, over 10 years since I picked up the book? Simple: it’s the first RPG that felt like it rewired my brain.

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Critical Bits for the week ending 2011-01-02

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