Critical Hits

The Journal of Gamer Culture

Epic-Tier Anything Sucks

There’s been a lot of talk around here lately about epic tier games in 4e (and how it isn’t very much fun, and how we’d all rather have our ever-regenerating livers torn out each morning by eagles than play characters over level 20). I haven’t had any experience with epic tier play in 4e yet, but from the sound of it I cannot wait. I have, however, dabbled in the cosmos-shaking power of epic level characters in previous editions. It sucked too. Let me tell you about it.

In The Beginning

I first started regularly playing D&D when I was 13. It was a time of great fun and overwhelming stupidity. Space hamsters were hilarious, mind flayers sucking peoples brains out were hilarious,and Grease spells were ULTRA hilarious. It was a time when my friend had 2nd Edition books and I had 1st Edition books, and we decided to use them all. For a time, it was enough to roam around with low-level characters, exploring dungeons, slaughtering demihumans, and hoarding treasure. One day, one of us discovered that we could multiclass our character. My friend chose to dual-class his Fighter/Illusionist. I decided to go for broke, and go for Fighter/Cleric/Magic-User. It quickly became apparent to me that gaining levels was going to take an extraordinarily long time, as my friend’s character was far outstripping mine. I do not actually know how they were both adventuring together, as there were only two of us and I’m assuming somebody had to DM. Perhaps we got my grandmother to do it, or one of the dogs. I’m not sure.

What I do know is that we got greedy. And it was the beginning of the end. Of the beginning. [Read the rest of this article]

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Redesigning the Epic Tier

Both Sly Flourish and I have talked a lot lately about the issues we’ve run into at epic levels in D&D. While there are certainly rules issues, I believe fixing them all would take up a lot more than single column. However, I do have some ideas on alternate ways to restructure how the campaign plays out to put the focus on epic in a way I find satisfying.

As I experienced in my campaign, I never felt like there was enough actual epic storylines to justify a full 10 levels. When every combatant was supposed to be earth-shattering, it drained much of the impact away from each individual one. Plus, unless you’re just going on a tour of gods to kill, the variety of monsters ends up being a bit tough to manage- one or two times fighting a balor and his epic demon minions is cool, but the third or fourth? It loses a bit of its cool factor.

So what I propose is an alternate campaign plan that doesn’t focus on trying to make all 30 levels of a game operate similarly. It breaks out the epic tier into several segments with different focuses, and even changes a bit how many D&D campaigns are run. A good part of the inspiration for this was a 2nd edition D&D campaign I played in that borrowed heavily from the D&D Immortals Boxed set. [Read the rest of this article]

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Critical Bits for the week ending 2011-11-27

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The Scaling Woes of 4th Edition Dungeons and Dragons

30 Second Summary

D&D 4e is a wonderful refined combat-focused RPG but it scales poorly as levels increase. While many of the elements of 4e scale along a linear path, many powers and effects scale at a much greater rate resulting in large imbalances between PCs and the threats they face at higher levels. This makes it hard for dungeon masters to challenge PCs. The best way to stay ahead of this curve? First, stick to heroic-tier campaigns and second, stick to post-Essentials D&D source material.

The Linear Power Curve of 4e

Most of the progression of 4e follows a nice straight linear progression. Skills, attributes, defenses, and attack bonuses generally follow linear increases as PCs level. Other effects like combat advantage and a mark’s –2 penalty for attacking the wrong target scale linearly as well. No matter what level you play, a +2 or –2 bonus equates to a 10% greater chance to hit or miss. Whether you have combat advantage at level 4 or at level 28, that +2 bonus will always equate to an additional 10% chance to hit your target.

The Exponential Power Curve of 4e

Some effects in 4e grow at a steeper curve or even increase the curve each level. While a marking power is just as useful at level 28 as it is at level 4 (always equating to a 10% greater chance to miss), most defenders gain abilities to increase the number of monsters they can mark, increase the range of those marks, and increase the potential effects of those marks. What used to be –2 to attack on a single target turns into –3 to attack on five targets across an entire map and, should they trip the mark, they take a much more significant penalty. A marking defender becomes much more effective at higher levels than at lower levels.

Bonuses to attack and defense work the same way. A power that gives a +4 bonus to attack scales linearly from level 1 to 30. No matter what level the PC is, that always equates to a 20% greater chance to hit. But when that bonus becomes 2 + a wisdom modifier, now the curve goes up. The benefit of this power grows every time that wisdom bonus increases. Instead of a flat 20% bonus, it grows from 20% to 25% to 30% and to 35%. Warlords at level 30 can give a +9 bonus to attack. Stacking that with combat advantage and a power that once gave a 20% bonus makes an attack impossible to miss.

These are just a few of many examples where the power curve steepens. Blasts become wider. The number of attacks per round increases. Critical hits happen twice as often on each hit. The number of actions a character can take stays the same, but the number of powers they can use during those actions increases greatly. All of these increases are in addition to the increase in attack scores, damage output, and other linear progression.

Healing also scales along a much steeper curve than the damage PCs might receive. Leaders will find, as they level beyond 11, that their healing powers not only increase in the amount they heal (as they should) but the number of people they can heal increases from two at lower levels to as many as six later on (three on their targets and three on themselves).

In short, 4th edition becomes an easier game for players as the game’s level increases. [Read the rest of this article]

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Chatty’s Dream Design Project: An Interactive Primer-RPG

Tomorrow will be one of the year’s slowest days on the Bloggosphere: the American Thanksgiving weekend. Of course, that’s when I feel the biggest urge to write in a long time.

But that’s never stopped me before.

So after asking my Twitter readers for inspiration (thanks Christian), I settled on a question that’s been on my mind for a long time:

Given no limits in ressources, time and talent, what would you design?

Hmm, that’s an easy one; I’d design something along the lines of the “Young Ladies’ Primer” found in Neal Stephenson’s The Diamond Age. The Primer was a nano-computer with one main function, to act as an interactive smart-book that taught children through a long interactive storygame.

So when I say I’d like to do something like that, I’m not thinking about an actual book-shaped computer made with nanotech (although it would be cool), rather I’d like to do something that could, eventually, evolve into just that… with a tabletop RPG spin.

Here are the basic pitching points:

  • An application for a tablet PC like the iPad or the equivalent
  • The app features a richly illustrated (animated?) adventure story aimed at tweenagers, I’m thinking 8-12.
  • The story progressively  becomes fully interactive as a CRPG with elements such as dialog choices, character sheets, conflict resolution mechanics and character growth (XPs).
  • The game should last between 5 and 10 hours depending on side-quests completed.
  • A simple, yet complete set of tabletop RPG rules that allows readers to continue the adventures of the characters of the story
  • Stats for all main characters for the story and rules to make new ones.
  • A primer to teach parents how to play tabletop roleplaying games with tween-aged children, complete with advice on preparing new stories, inserting educational content (if needed) and letting the creativity of children drive the show.

The tabletop game would most likely be narrative-driven.  So far,  the mechanics that I envision fitting the most with what I need is  is John Harper’s Lady Blackbird as it has just the right amount of rules element (fitting on a demi-page) to make it into really enjoyable roleplaying game for people of all ages.

I don’t know if the technology is there yet or if parents would be interested in this, but as a customer, I’d snag such a product (and pay more than once for different stories) in a minute.

What about you? Do you like the idea? What elements would you like to see in such a app/story/game?

More importantly, if you were asked the same question I was, what would you design?

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Meat, Food, Snacks, Mjölnir

Last week, my preschooler son Sam came home with his very first homework assignment. The task was simple and seasonally festive: he was to sit down with me and his mom and talk about the things he was thankful for in his life, then we’d all make a poster together that involved those things. Having a child of mine respond with “meat”, “food”, and “snacks” was not a real surprise — but this nerd-papa nearly burst at the seams with pride when he said he was thankful for “thunder” and ”Mjölnir.” At the end, he summarized everything by saying, “my life is cool city. I couldn’t disagree. It also made me take stock in what I’m thankful for. I don’t have a preschool class to turn my homework in, so I guess you guys will have to do.

So, without further ado, the stuff I am thankful for, conveniently filtered for nerd/game content only:

A Supportive Wife

My wife isn’t much of a gamer, but she understands gaming is one of the things that makes me tick. She’s cool with me having a bunch of loud and enthusiastic people venting all their pent up nerd-energy at my house every week. She doesn’t get everything I write about here, but she supports me disappearing for a night every week to go write about what I love. She even watches our son for a few days while I go running off to conventions.

I didn’t really get how important it was to have this until I met people who didn’t. I know people whose significant other is not only unsupportive, but actively hostile toward their partner’s passion for gaming. I’ve seen guys and ladies alike belittled in front of their friends. It made me very thankful that I have someone who will lift me up instead of tear me down, and it makes me want to return the favor for the stuff she enjoys.

Fact is, I couldn’t do half the stuff I do without my wife having my back. This is but one of a veritable cornucopia of reasons I love that woman. [Read the rest of this article]

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Critical Bits for the week ending 2011-11-20

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Teach Kids to Game: Nico and Rory’s Stories

Earlier this week, Dave sent me a link to an event called “Teach your Kids to Game” and Dave thought it would be a good idea that I dug in my archives to bring back my  posts about how I brought my kids into gaming, namely through bedtime storytelling.

Long time readers will remember some fondly and I hope that new readers will discover some of the best gems of this little corner I call my blog.

And just so everyone is up to speed, I have two children: Nico, a 9 y.o. boy and Rory an 8 y.o. girl.

The stories I will link to range from 2008 to 2011.

Nico’s Quest: What started it all

Upon my return from Gen Con 2008, riding high on a thousand ideas and projects, I decided to turn my son’s bedside story into an simple, freeform interactive roleplaying game. It worked so well it sparked a mini-campaign:

If you click only one link in the whole post, at least click the first one, it will be worth your time.

D&D 4e vs a 6 y.o. Attention Span

During the bedside campaign, I tried playing D&D 4e with Nico, using pregens and a very simple improv adventure. After a 30 minutes encounter, Nico’s attention wandered and we never returned to that game, but you can see some of the cool things that can be done with D&D and a 6 year old.

An Old Classic gets the Nico Treatment

Some time later, Nico and I decided to play the bedtime story game again and we managed to cram a great session in one session. It featured the now classic Super Nico (Laser Knight Esc.) and was about saving a young prince in the clutches of the evil Red Dragon Smaug.

What is really ironic is that I just showed him the original post and asked him if the name Smaug rang a bell.

Nico: Yeah, wasn’t that the dragon in The Hobbit?

Chatty: What are the chances?

Nico: Daddy!

Intermission:

During Gen Con 2008, I wrote a long, crazy, disjointed live-blog post which I will spare you.  In this post, one H. Gygax left a comment about remembering the early Gen Cons as she was serving drinks and hot dogs in her basement…

O.o

We exchanged a few messages on Facebook and when she read about the stories I did with Nico she shared a great Gygax family story. She told me that Gary would often gather all the kids in a bedroom and start doing a grand interactive story with all of them. The kids loved it and really got into it. And often, Gary would fall asleep in the bed while the kids kept adding to the story.

I love stuff like that, thanks Heidi.

Unfinished Tale

At one point I had a harder time keeping up with the Laser Knight  stories I did with Nico. They all started to feel like they were the same. One such story did stand out and I recount the first part here:

I’m sad I don’t remember that last part of that story because I do recall its conclusion was cool.

Variations on the Same Theme.

As time flew by, we tried other versions of bedtimes stories.

One was about Nico taking on the role of a Mecha pilot

The story was really cool and let Nico deploy new ideas based on technology and whatnot.

But my favorite of the gang was the Indiana Nico series, of which I have only one post:

In that post 7 y.o. Nico shared a fundamental piece about what many people like about RPGs; we call it the Rule of C4 here.

New Breakthrough: The Notebook RPG

The bedtime stories petered off with Nico (I’ll talk about Rory real soon) until I stumbled upon the idea of playing an adventure using a visual support: A notebook.

To this day, more than 2 years after we tried it, Nico still talks about the experience and wants to “upgrade” it with more players, minatures and bigger paper…

…i.e. a full blown tabletop RPG.

 Culmination of an Art: The Lego Campaign

The following two posts describe a battlegame we created with only Rock-Paper-Scissors and what I call “Mouseburning” it . It was when Nico asked me to play with some Legos with him and I suggested we made they whole thing into an adventure game. We had a lot of fun.

It’s Not Just a Boy’s Game: Introducing Rory

My daughter Rory has mostly been less interested than Nico in doing those story games, with a few very notable exceptions.

First when she was very young:

After that experience, she didn’t want to play alone for 3 years. But when we did, what a result! (This is from earlier this Fall)

The sensitive nature of Rory that you see when she was a preschooler has flourished in a richer, stronger ability to forge a story.

I remain constantly amazed at the skills my children are developing through these games. I do hope they become as useful to their lives as gaming has helped me in mine.

All together Now: Brother and Sister Editions

Nico and Rory played the story games twice, both were notable events, with, shall we say, interesting results…

In which siblings fight for narrative control and unlock the power of synergy when they finally team up.

In which both my children were introduced to Sword and Sorcery ( a D&D 0th edition retroclone) and had fun talking to the quest givers.

Leaving The Nest

I always wondered how these games would shape how my children would play with others. Well it turns out it had more influence than I thought…

In fact, Nico, Rory and thier friend Felix are playing an extremely complex Lego game right now where each player has to trade gems to the other two to be allowed to purchase specific parts to build machines and people.

The complexity of the game baffles my mind.

Oh and all three  now share a Minecraft server  (very originally called Nicocraft) that my friend PM setup for them.

How’s that for having guided them into gamerland?

So what’s your “Teach Kids to Play” story?

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D&D Zombie Apocalypse, Part 2: The What Ifs

Copyright Wizards of the Coast and the ArtistIn part 1, I described how an improv D&D game I ran at the New York ComicCon had a Zombie Apocalypse as a setting.

While the game had nothing spectacular in terms of the encounters we played or the monsters the players fought (zombie wolves), the concept awoke my dormant creativity and sent into a spiral of ideas and concepts upon which a campaign setting could rest on.

The Fantasy Zombie Apocalypse What-If Game

Ever since that game, my mind’s been afire with the idea of running an actual D&D game during a Zombie Apocalypse. The game has the necessary resources: there are a gazzillion zombie creatures in the D&D Compendium, the Open Grave sourcebook has many ideas about them and, well, zombies are just too cool for school.

(Hello Phil? The 80′s called and they want that tacky buzz phrase back)

But here’s what makes ot so interesting to me, when you mix any generic fantasy world and apply a zombie plague over it, you get the most interesting concepts.

For a modern take on the subject, refer to this 2009 Halloween post of mine.

So why don’t we play my favourite of all creative games, the What-If game? [Read the rest of this article]

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If The Dungeon Mama Ain’t Happy, Ain’t Nobody Happy

I’ll admit it: I’d been dreading running last week’s D&D game. It had been over a month since we played, and my trepidation was as much laziness as it was not wanting to dungeon crawl. I’d imagine it was much more my fault than the dungeon module we were running, but I’d somehow managed to suck all the fun out of the game for me. That’s the last thing you want running through the DM’s mind in any group — sooner or later things start to suck for everybody else. A few months later, the group breaks up and one of your roleplayers goes to prison for stabbing a minmaxer. I knew I had to do something. But what?

For me, running a pre-made dungeon module drove home for me the things that I like and the things that I can’t stand when it comes to D&D. The more I think about every adventure I’ve run so far, I realize that three things get me fired up about D&D: story, character development, and things that further story and character development. I didn’t used to be like this. I used to care about girls in chainmail bikinis, treasure, and monsters (in that exact order). Now, unless those three things serve a story in some way, I find them boring. I kind of wish I could go back to this, and I’d imagine my players do too sometimes.

Me Me Me Me Me Me

As I mentioned last week, I once played in a campaign where the DM’s idea of fun diverged wildly from that of the players. I felt like I was kind of in a weird inverse variant of that, where my group is having fun but I’m not. It should be said loudly here so there’s no confusion: my group kicks ass and are lots of fun to play with. Something about the game itself was bugging me. So I decided to put my tech support hat on and tinker with things a bit.

I’ve never ever liked playing in pre-made modules as long as I’ve played D&D, and I’m sure my lack of enthusiasm was affecting the game. Step one was to get the hell out of that and start doing it from scratch again. I’d dropped the PC’s into the module I was running as part of a larger overarching plot. and since the module was broken neatly into a couple of sub-adventures (the first of which we’d finished), I decided simply to take things back on a course I’d created. I know some of my more roleplay-friendly players were glad to be rid of the box text and classic dungeon-crawl, but I want to make sure the minmaxers are happy too.

One thing in particular I’ve noticed since I’ve started DMing is that I don’t get very excited about combat anymore, especially since The Great Lie was uncovered. I guess I shouldn’t be surprised. As I’ve mentioned in these pages several times, emotional investment is what does it for me in D&D. As a player, it’s a lot easier — primarily because your character is frequently in mortal danger. As a DM, I started feeling like I was just setting up bowling pins for the PCs to knock down. Part of this is because I haven’t quite mastered how to balance an encounter to be challenging for the party, and they keep mowing everything down with ease. This is not a good recipe for emotional investment in a battle. In a situation where the DM has already predestined that the PCs won’t die and will intervene to save them, I can’t even see a reason to run the combat. I realize the players might not know the DM’s intentions, and a DM really good at this could pluck the players’ heartstrings to keep it exciting, but I can’t handle that.

While planning the night’s adventure, I decided I was going to kick the difficulty up a notch. Hell, I would kick the difficulty up two notches and try really hard not to intervene if people started dropping like flies. Everybody was level 8, I had 5 players (instead of my usual 7 or 8), so I decided to throw 3 solo level 10 creatures at them (some Berbalangs I reskinned as giant half-fish abominations).

I also decided to try to mix my combat peanut butter with my roleplay chocolate a little, and tried to organize a combination combat/RP encounter. The PCs would get ambushed by some orcs, and then everybody would get attacked by a superior force (the aforementioned Berbalangs). I was hoping this would add some flavor.

The Tilt

A monkey wrench got thrown into my combat plans at the start of the night when I realized I had no idea where my wet-erase battlemat was. I was about to use some Gaming Paper when I decided just to try and see what happened if I ran this combat without a mat, like we used to do back in the 3.5 days. I got some weird looks, but everybody rolled with it. Another monkey wrench got thrown in when the party’s mage nuked all the orcs on the board with a fireball. I reminded people twice that the orcs weren’t attacking them anymore, but at one point I realized it’s their story and I should just let them stomp all over my carefully planned encounters even if it ends with their dismemberment. Why is that so hard?

4e without a mat is a bit weird. So many powers involve squares and shifting and sliding that I felt like I was nerfing some of my PCs. Here’s the weird part, though: we’ve always had an awful problem with analysis paralysis in our game. My players will huddle up and spend minutes at a time figuring out the optimum place to go to trigger a power or blow up the most bad guys with a fireball. One of our group quit playing D&D because he was always stressed about what to choose in combat. Matless, there was none of this. Choices got made within 10-15 seconds. People asked me how many baddies a fireball would hit, and I made a rough estimate in my head and told them. Just like the old days. Combat got less boring and stressful for everyone, including me. That’s when it hit me.

I really, really hate using a battlemat.

Before the masses come to exterminate the heretic, I understand the good a battlemat can do. I just think it works for a style of play that I don’t care for. Combat on a battlemat is too explicit for me. I feel like everything is spelled out in the game mechanics, and it doesn’t fire up my imagination. I’m not quite sure what to do about this.

In the end, the party was victorious (though I finally did manage to at least bloody one of the PCs). Somebody covered the floor in immobilizing thorns, and the Berbalangs all took the death train to AoE-town. There’s the part of me that wants everything to be “realistic” and knows the combat would have gone much differently had we used a mat, but I’m not sure how much I care about that yet.

No One Expects The Spanish Imposition

The thing I’m not quite sure how to deal with here is that I’m all about trying to make choices that ensures everybody in the group has the maximum fun — yet here I am trying to adjust things to the way I like them. On one hand, I definitely think I should take myself into account when thinking about these things, but I’m uncomfortably aware of the slippery slope that can lead down.

Another extremely slippery slope that keeps beckoning to me is that I’m the DM, and maybe my way of running the game should carry more weight as far as the game I run goes. Not because I’m awesome, but because I need to play to my strengths. A guy whose passions are tactical combat may not be the best choice to run a story-heavy game, so it makes sense that story and roleplay would feature more prominently in the game I run.

Of course, I have no intentions of just arbitrarily throwing everything I don’t like in the trash (at least, not without consulting my group). I suspect I’ll like combat more with practice, and I’m always about trying to work on my weaknesses as a DM. At this point, though, I’m just glad to discover (and maybe even just admit) what was taking the fun out of my game. At least now I can stare it in the face, even if punching it isn’t in my group’s best interests.

Of course, working all this out with my group will be the hard part, especially considering I’m not sure what the next steps will be. Communication is much more fun when you don’t have to say anything important.

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