What Classes Should be in D&D?

For me, choosing a class has always been one of the most fun and important decisions to make while playing Dungeons & Dragons. I can still remember the feeling of pure excitement I had when I first cracked open the 3rd Edition Player’s Handbook and saw that Monk was a core class. I also remember our friends all having multiple discussions about what exactly the Sorcerer class was and how it was different from the Wizard. I view these discussions along the same lines as what would happen if the Fighter, Wizard, or Cleric were left out of the first Player’s Handbook for an edition. With the next edition of D&D now in open playtest, I felt it was a good time to discuss the varying levels of class distinction in D&D.

Considering the Monk is the class I played the most of in 3E, I was surprisingly happy it wasn’t included in the first PHB for 4th Edition. It never felt quite right to me as a class presented as an introductory option for D&D players unless it was specifically for an Oriental Adventures style of game. I think that if you boiled down the options for character classes to the most basic you would end up with Fighter, Cleric, Wizard, and sometimes Thief/Rogue. Beyond these 3-4 options the list of secondary classes can vary greatly. Depending on player preferences, classes such as the Bard, Druid, Paladin, Ranger, Barbarian, and many others can all be seen as important options for players. My opinion is that beyond the four main classes, most of the other options readily fall into two categories: specialization or combination.

Combinations / Multi-Classing

I would like to go through a quick experiment. Let’s put aside many of our assumptions/favorite characters and look at some of D&D’s classes in their raw forms. I don’t think it does any disservice to the Paladin class to say that it is a combination of the Cleric and Fighter concepts. In the same way, I believe you can say that most Bards fall somewhere between Rogue and Wizard, and that most Rangers can be put somewhere between Rogue and Fighter. The toughest combination I find is the Wizard/Cleric, but I keep coming back to the Druid as a class that often feels like  it is somewhere between those two classes. Surely you can come up with a Bard, Ranger, or Druid that is nothing like any of the other classes, but I think having a class paradigm to begin with makes those break out concepts even more exciting and this is, after all, only an experiment.

This gives us a fairly clean wheel of class relationships:

Fighter – Paladin – Cleric – Druid – Wizard – Bard – Rogue – Ranger – Fighter (loop)

I really enjoy seeing a nice, clean, logical layout for classes and how they relate to one another. I enjoy thinking about the sliding scale between the primary classes and imaging what a Paladin would look like closer to the Fighter end (maybe close to or having already lost faith) or closer to the Cleric end (extremely dedicated, focused, and not rearing for a fight). I also think it gets interesting when you think about pushing a primary class closer to one or the other secondary classes. Imagine playing a Cleric or a Fighter that leans towards the Paladin concept between them, or a Rogue that dabbles in music/song and discovers a yet unknown arcane spark within themselves leaning towards Bard. [Read the rest of this article]

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Playtest “D&D Next” Like A Pro

I may not be the best game designer in the world, but if there’s one thing I do know, it’s playtesting. I’ve been a playtester for a variety of  games from RPGs to party games to board games to light card games to heavy war games. I’ve been chief of product development for a startup card game publisher, and a lead playtester (and copied on ALL playtest reports) for Marvel Heroic Roleplaying. A good set of playtesters can make your good idea great, or kill your bad idea before you invest too much time and effort.

With the open playtest of the new iteration of D&D coming tomorrow, I wanted to offer some of my advice on playtesting and giving feedback. Wizards of the Coast will provide plenty of instructions on what they do and don’t want to see, so obviously that could easily supersede anything I say here. These are some general guidelines to keep in mind for D&D, so hopefully you find these tidbits helpful while playing the game and collecting your feedback.

Respect Their Playtest Decisions

The designers at WotC have decided that the first thing we’re going to see is going to include pre-generated characters, and not have character creation rules initially. I understand not being happy with this decision, however, it’s not like they’re going to suddenly decide that there will never be character creation rules. So when submitting your feedback, you don’t need to tell them “I wish I could see the character creation rules.” As professional game designers, they’ve decided (after many meetings, I’m sure) on this method of rolling rules out, so try and respect that. Keep your responses to what you were provided, not complaining that you don’t have what’s already been promised. [Read the rest of this article]

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The Architect DM: The Ise Grand Shrine

I’ve sat through more hours of architectural history classes than seems reasonable for a human being, everything from the crude Dolmen tombs of early Europe to weeks of studying the various gothic cathedrals that all look pretty much the same. I never got the chance to take an asian architecture course, but one of the most memorable asian structures that I learned about was the Ise Grand Shrine.

The Shinto shrine complex located in the city of Ise in Japan features two main shrines, Naiku (the inner shrine) and Geku (the outer shrine), with 123 additional shrines in and around the city. The two main shrines are joined by a pilgrimage road, but access to both sites is very limited as they are some of the most important Shinto locations. The origin of the Ise Grand Shrine dates back to just over 2,000 years ago, and it was one of the few structures that really stood out to me during all of my architectural history classes.

Why am I talking about the Ise Grand Shrine here, in a series that focuses on helping you play in and run Roleplaying Games? I’m talking about it because I feel that real life is the best inspiration for your fictional adventures, and the Ise Grand Shrine is ripe with ideas to use in your games.

Ceremony

The two main shrines are dismantled and rebuilt on adjacent sites every 20 years. If you go and visit these sites now, you will see buildings constructed in 1993 that are the 61st iterations of the structures. This ceremony has many festivals that surround it and various celebrations at different dates leading up to the rebuilding based on necessary activities such as the carpenters preparing the wood for the next iteration of buildings. This rebuilding ceremony reflects the Shinto beliefs in the death and renewal of nature and impermanence.

One of the biggest reasons that I love applying this idea to RPGs is because it presents a very direct method for getting the inhabitants of a location to seek out the aid of adventurers. A ceremony such as the rebuilding of sacred shrines has many stages and various elements that the player’s may be able to help out with, or conversely any number of natural (or villainous) factors could impede the stages of the ceremony and cause the inhabitants to require aid.

Building Blocks for Rebuilding

Even though this example only consists of two main shrines (and a bridge) being rebuilt every 20 years, you can take this inspiration and apply it in any scale to your own games. Having an entire village that rebuilds itself every 100 years would be a very interesting place to explore, especially if there is a nefarious element such as a dragon that comes through each century that forces the relocation and reconstruction. Taking it in the other direction, you can have the residents of a town rebuilding a water tower or any other minor structure every couple of years.

Although the rebuilding of the Ise Shrines keeps them continuously new, it also serves to pass down the ancient design and construction methods from generation to generation. This ceremony is also a very interesting work around to the issue of historical preservation. While the buildings are never going to be ancient or historic in their materials or actual physicality, their design is preserved and every generation gets to experience them as they could have been experienced when originally constructed.

The key to  including these ideas in your game is to consider what materials are needed for rebuilding the structures, how often they will be rebuilt, and how long it will take for the civilization to rebuild them. Even if we’re talking about a time span of a hundred years, it is still a reasonable assumption that the structures will be wood instead of stone as they would most likely last longer and would not benefit from being rebuilt regularly if built using stone. However, if you modify the ceremony and have the structure being moved piece by piece rather than rebuilt with new materials, it would make perfect sense for it to be a structure made out of stone.

Legend & Lore

The Ise Grand Shrine is very closely linked with the Japanese imperial family and with Japanese mythology, and it supposedly contains a piece of the Imperial Regalia known as the Sacred Mirror although the lack of public access makes this hard to confirm. This is as close to real life RPG plot material as you can get, and is another one of the reasons that this is the first example of architecture history that comes to mind for me to write about here.

Combine these elements with the pilgrimage road between the two shrines, and the complex of hundreds of smaller shrines, and you have a very rich location to use in anything from D&D with some adaptation or if you’re running a game like Legend of the 5 Rings you can use all of this information as it really exists.

Click here for the rest of the Architect DM series.

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Torg: A Marvel Heroic Roleplaying Hack (Hacking the Datasheets)

After reading the Leverage and Smallville RPGs, I was tempted to base my Torg hack on Smallville, but once I had it in my hands, I knew that my hack needed to be based on Marvel Heroic Roleplaying. Torg ultimately is a cinematic game. It’s full of action, and while drama certainly can be part of Torg, it’s not inter-PC drama like in Smallville. Leverage ultimately wasn’t a great fit either since there are so many different archetypes in Torg, whereas Leverage features a team that where each person still has skills in all aspects of a con (though with different specialties).

Although my Torg hack is based on the Marvel Heroic Roleplaying rules, there are differences. Each Cortex Plus game needs to be altered differently to focus the important aspects of that game. Many of those differences are expressed in what goes into the dice pools that the players and the GM create. As far as Torg is concerned, the primary aspect that needs to be reflected well in the hack is the treatment of ‘reality’ and how it interacts with the characters.

Reality in Torg

First, I need to explain how the mechanics of causing contradictions in other realities worked in the original Torg game. If a character uses a tool: a spell, miracle, piece of tech or some sort of social concept, it causes a single contradiction if the axiom level of that tool is greater than either the character’s home reality or the reality that character finds herself in.   In the original Torg game, the Everlaw of One disconnects the character from their home reality on a roll of 1 on a d20. However, if the axiom level of the tool is greater than both the character’s home reality and the reality she is in (a double contradiction), the disconnection occurs on a roll of 1-4. When the character is disconnected, she is unable to create any more contradictions and is completely subject to the reality she is in. When the disconnection occurs, the action fails and usually the character is pretty hampered in her abilities. However, all the character needs to do is reconnect on her next turn via a successful Reality skill check.

In the original Torg game, the combat rounds were very quick to resolve, and there usually were 5-10 rounds in each combat. Although disconnecting was infrequent, enough combat rounds occurred in a session that a character could expect to disconnect once or twice. Disconnecting meant that the character lost a lot of her abilities (either superpowers, magic, miracles, high tech) for a brief period of time and then gained them back. It may take a round or two though, if the Reality skill checks fail.

In my initial playtest of the contradiction rules for my Torg hack, I tried two methods. In the first method, if the character was causing a single contradiction, he added a d4 to the dice pool. A double contradiction added 2d4 to the pool. If an opportunity was rolled (a 1 on one of the dice), the GM had the option of activating that opportunity and inflicting Reality stress equal to the die that provided the opportunity. In the end, I decided this made it too difficult to disconnect (which would occur when “stressed out”), it was predictable, and it would take a few rounds for it to occur at all.

My second method was to actually treat disconnection as a Limit, which could be activated by the GM or the player. However, when I did so, it severely nerfed the character’s ability to do anything. In this case, the Ninja wasn’t able to use any of his technological devices or his Ninjitsu (martial arts requires a certain Social and Spiritual axiom level).

Now, this problem normally wouldn’t be too bad since the player could have just made an action vs. the Doom Pool to reconnect. However, one thing I’ve learned in running Marvel Heroic Roleplaying and my Torg hack is that the individual Action Scenes don’t necessarily last very long, so disconnecting could mean a major negative impact on a character for much of an Action Scene.

Ultimately what I decided to do is reflect the fact that in the original Torg, the characters got to do their schtick most of the time, and any disconnections were usually speed bumps. The way I imagined it was that a US Marine, fighting in the Living Land, shooting at some incoming velociraptors suddenly would find himself disconnected, his gun not working until he focused briefly and reconnected to Core Earth. This would provide an opportunity for the velociraptors to chow down on him, but it would be a brief opportunity. So the solution to my dilemma was to use part of the first playtest option and add one category to the datasheet that all characters have:

Contradiction

Single              d4
Double         2d4

This solution simulates the original Torg game within the Cortex Plus framework. Disconnection can be a pain, but not one that eliminates the fun for the player.

Axiom Traits

Magic    d4
Social    d8
Spirit     d6
Tech      d10

During the first playtest, I tried just using the Affiliation trait from Marvel Heroic Roleplaying, but it didn’t feel right. In the comics, heroes often split off, join up or run solo, but in Torg it’s always been expected that the group sticks together. My feelings on this were confirmed when Rob Donoghue blogged about not using the Affiliation trait for MHR hacks. Instead I’m looking at a trait focusing on the interaction of the character with the four axioms of all realities:  Magic, Social, Spirit and Tech.

These four axioms define all realities, and including them explicitly in the datasheets connects the character to the game more directly. Each axiom is associated with a d4, d6, d8 or d10 die, with one die for each axiom.

A d10 indicates that the character has a close connection with that axiom. Either he uses tools of that axiom instinctively, or at least knows how elements involving that axiom behave. For instance, a character with Magic d10  probably either uses arcane spells frequently, or at least is familiar enough with magic to know when it’s being used and how to react to it.

Conversely, a d4 indicates either inexperience with that axiom or that when using tools associated with that axiom, things get complicated for him. So a Social d4 could be a social misfit, or a coward. A Magic d4 indicates a character who has never been exposed to magic or could have weird things happen when he uses magic.

Although I’d considered using this trait earlier, I stopped thinking about it after reading Ryan Macklin’s blog post on “use whenever stats”. Although Rob Donoghue pointed out to me on Twitter that Cortex Plus pretty much assumes at least two “use whenever stats”, I felt it was better when the game didn’t use them (e.g. Smallville).

The solution came to me when I realized that I could force the reaction roll to use the same Axiom trait as the action roll that it was opposing. This would mean that there could be some tactical considerations when acting against a character. You might use your d8 trait if it was the d4 trait for your opposition. Plus, it directly ties in the fact that people who aren’t exposed to high axiom tools like powerful magic or amazing technology wouldn’t really know how to defend against it.

Distinctions

Distinctions work exactly the same as in Marvel Heroic Roleplaying:  either a d8 if it helps or a d4 plus a Plot Point if it hurts.

Aspects

Aspects are the equivalent to Power Sets from Marvel Heroic Roleplaying. They are groups of power traits, limits and SFX organized on a theme. There are three different types of Aspects:  Cosms, Ability Sets and Equipment.

1. Cosms

COSM
Nippon Tech (Axiom Limits:  Magic 1 Social 16  Spirit 8  Tech 21)

SFX: Law of Intrigue. Add a d8 to your dice pool when attempting to be sneaky, deceive or bribe someone.
SFX: Law of Vengeance. If you have been seriously wronged, you may immediately replace one of your milestones with I WILL HAVE VENGEANCE.
Limit: Law of Profit  If you do not have Business Master or Business Expert, acquiring a resource requires 2 PPs instead of one while in Nippon Tech.

MILESTONE – I WILL HAVE VENGEANCE

1 XP       when you inflict stress on your enemy or interfere with his or her plans.
3 XP       when you harm your team in your attempt to exact vengeance on your enemy.
10 XP     when you kill or otherwise permanently defeat your enemy.

Each character not only includes a Cosm on their datasheet, but also is subject to the Cosm based on the reality they are currently in. Each Cosm lists the four axioms plus SFX and Limits based on the World Laws of that reality. Shown above is the Cosm entry for Nippon Tech.

In my hack, I am not using the axiom definitions from the original Torg boxed set, but revised definitions shown on Storm Knights, written by Jasyn Jones and “Kansas” Jim Ogle. Comparing the axioms of your tools or other abilities to those of the Cosm you’re from or in allows you to determine if Contradiction dice should be added to your dice pool.

The SFX and Limits from Cosm Aspects are situational, but for the most part are dealt with exactly the same way as they are in Marvel Heroic Roleplaying. However, some SFX involve replacing one of your Milestones with a new one,  like I WILL HAVE VENGEANCE.

2. Ability Sets

NINJITSU

SUPERIOR REFLEXES d10          ENHANCED STAMINA d8
ENHANCED DURABILITY d8    INVISIBILITY d8

SFX: Block/Strike. When you are attacked in unarmed or melee combat, the attacker provides an opportunity on a roll of a 1 or a 2.
SFX: Ki Focus. If a dice pool includes a NINJITSU die, you may replace two dice of equal size with one die +1 step larger.
Limit: Exhausted. Shutdown any NINJITSU  power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.

Ability Sets are dealt with much like Power Sets in Marvel Heroic Roleplaying. However, because there may be more than two Aspects on a datasheet, you can only add a trait die from each Aspect up to a maximum of two.

Ability Sets usually involve abilities that are inherent to the character: specialized training, super powers, arcane spellcasting or the invocation of miracles. Sometimes there will be some overlap with Ability Sets and Specialties, but the trait dice included in Ability Sets represents specializations (e.g. Rifles vs. ‘Combat’).

One important difference between my Torg hack and Marvel Heroic Roleplaying is that Torg is a bit more ‘street level’ as far as power scale goes. Torg heroes aren’t controlling weather over scales the size of a state, or teleporting across the universe, or being able to hurl tanks into orbit. For most of the Power Set descriptions, I’ve eliminated the “Godlike” category, and moved “Superhuman” into the d12 rank. To replace “Superhuman,” I’ve made “Superior” the new d10 rank.

3. Equipment

EQUIPMENT

LAR Grizzly 50 Big Boar Rifle d10 (Tech 20; Accurate)
Herod IV Pistol d8 (Tech 21; Full Auto)
Magic Sword d8 (Tech 7, Magic 9)
Kevlar Vest d8 (Tech 20)

SFX: Accurate. If a pool includes a die from an Accurate weapon, you may replace two dice of equal size with one die +1 step larger.
SFX: Full Auto. If a pool includes a die from a Full Auto weapon, add a d6 and keep an additional effect die for each additional target.
Limit: Gear. Gain 1 PP and shutdown Equipment you are using. Make an action against the Doom Pool to recover.

Equipment is a set of Traits, SFX and Limits representing signature items that the character uses on a frequent basis. These items can include tech, magic spells or miracles. Since the tools your character uses have an impact on whether or not you are creating a contradiction, each item in your Equipment list has an axiom level associated with it. Some of these tools will have keywords (e.g. Accurate or Full Auto) that will reference SFX.

I’m still working with exactly how this section works, at least as far as magic spells and miracles go, but I’ll elaborate on that in a future post.

Specialties

Specialties in my Torg hack are mostly the same as in Marvel Heroic Roleplaying. There are some changes (though they may be set in Jello):

  • Cosmic is replaced by Reality and covers knowledge about the nature of realities, the cosmverse and probably will be involved in whatever mechanic I decide on to deal with reality storms.
  • Mystic is replaced by Arcane, Faith and possibly Occult. Faith will be specific to a certain religion.
  • Survival and Weird Science are new Specialties.

Milestones

Finally, Milestones are handled exactly the same way as they are in Marvel Heroic Roleplaying. In fact, Milestones replicate the mechanics of subplots from the original Torg game well.

Torg Hack Archive

 

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Torg: A Marvel Heroic Roleplaying Hack (Primer)

Back in 1990, West End Games released Torg, a cinematic style multi-genre roleplaying game.  This game featured many innovative mechanics such as the Drama Deck and Possibility Points, but is best known for its background.  Not only did this game allow multiple genres to be treated with the same mechanics, but then smashed them together and added an invasion of Earth on top of it.

Torg is one of my all time favorite roleplaying games.  Although I have only briefly played it in the last 15 years, I’ve always wanted to go back to playing it.  However, although some of the mechanics (especially the Drama Deck) are great, the system as a whole is showing its age.  From problems such as the ‘glass jawed ninja’ to an over-proliferation of skills (even though it is a skill-based RPG), there are several modern RPGs that are more ‘elegant’ than that system.

When I was introduced to the Leverage RPG last year, and learning about the various hacks to the system, I decided to work on a Cortex Plus hack for Torg.  This has been something of a journey, learning the ins and outs of the various Cortex Plus games.  Originally I planned on making it a straight Leverage hack, but then after playtesting the Marvel Heroic Roleplaying game, I decided that it was the best fit.  However, I did briefly flirt with the idea of basing my hack on Smallville as well.

Before I get into how I’m hacking MHR, here is a primer on the Torg setting. [Read the rest of this article]

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The Easily Lost Explorer’s Guide to Dungeon Crawling

Now Communicate All That To Your Players

The latest D&D Next blog post by Bruce Cordell covers one of the oft-pointed to dealbreakers for many in D&D 4e: the use of the combat grid. This is actually only one piece of a whole topic about spacial thinking.

Bear with me here: if we all had perfect spacial thinking and effective communication skills, we wouldn’t need a battle grid in combat. The DM could describe the dimensions and shape of a room in the dungeon, as well as relative positions of inhabitants and features. We could just describe how far we’re going, all adjust our mental pictures appropriately, and voila: the entire time to set up a battle would be the time we need to talk about it.

Unfortunately, we don’t all have that. Some of us are terrible at it (me) while others of us are really good at it. In order to make it function at its best though, we have to ALL be reasonably good at it in the same game. Usually this is not the case: you have varying levels of spacial aptitude among the players at an RPG table, and definitely varying degrees of communication skills. In D&D, this has classically been addressed by one of the following styles:

  • The battle grid, where everybody can see a birds-eye view of the entire battle, and can always determine exact distances and sizes.
  • Rough battle grid (RBG) that does use a map and minis/tokens, but is less concerned with measuring distances and more simply about rough positions.
  • “Theater of the Mind” (ToTM) as discussed by Bruce Cordell, where distances aren’t as important and everyone roughly imagines relative positions. (Notice there’s only one exact distance given in Bruce’s example in the size of the room.)
  • A fourth style that I’ll call “Blueprints of the Mind” (BotM) that uses exact distances but does not represent them in the real (OOC) world, and is entirely reliant upon the DM to communicate where everything is.

(There is at least one other style in other RPGs I’ve played, which I’ll address later.)

Theater of the Mind, in 3D

Now, as someone with terrible, terrible direction sense, I tend to prefer one of the first two in D&D. The battle grid means that we’re all automatically on the same page. If I lay out a room as a DM, you can see how big it is without any negotiating. If I’m a player, I can easily look down and pre-plan what I’m going to do (and more importantly, get excited about what my character will do next turn) without having to wait and get a recap. The only delay tends to be working out fiddly things like line-of-sight. RBG operates largely the same way, though there’s a bit more clarification often involved.

ToTM can be OK, but also problematic. With situation that cares about relative positioning –  ”Can I my barbarian charge him? Is he in range of my bow? Can I aim this Cone of Cold to hit all of them?” – it becomes messier. Because I know I’m not going to be able to track where everything is, I have to wait until it’s my turn and get a recap. This sometimes leads to embarrassing situations where I’m not sure if there are goblins still attacking my face or not until it’s my turn. In other situations, I prefer the ToTM. In fact, in many other RPGs I play, this is the only way I’ll play because it just doesn’t matter who is where, and decisions are made based on what would make sense in a story.

BotM is my least favorite, as you might be able to tell, and I think it’s more common than people give it credit for. In this style, I completely check out when it’s not my turn because it just feels punishing and frustrating when I try to listen to everything that’s going on and I still can’t form a mental picture. Sometimes, it’s even worse when it feels like a math problem: “two golems are equidistant from each other in a 50 foot square room. One of them charges 30 feet to the wizard on your left. Assuming a halfling’s speed, can your rogue reach the other golem before he pulls the lever that drops the lava on the rest of the group?” It sounds extreme, but I’ve found that’s often the case when a very spacial thinker runs a game without a grid. While I cannot picture distances in my head, I’m sure there are folks out there that can’t help but describe things in terms of feet (and sometimes, horrifyingly enough, yards).

Stop And Ask That Pit Trap For Directions

These situations don’t just apply to combat mapping either. Take ye olde dungeone crawle. Mapping the dungeon is treated like another job you must perform like party caller or healer or stableboy. Only, in the case of dungeon mapping, it’s entirely based on player skill, so your illiterate barbarian with a 6 wisdom could be better at it than the 18 intelligence wizard.

So you have your dungeon cartographer, and the DM can describe the hallways that snake off 20 feet to the north and 30 feet to the south, then curve at a 45 degree angle for 40 feet, and so on. The cartographer listens intently and sketches it out as we go, making the player be in charge of trying to draw floor plans only by talking to a partner, like some kind of party game. Mess up, or misinterpret, and everything could be off. This is sometimes fun, for like the first time it happens, and other times, feels like you just programmed your Robo Rally robot to walk off a cliff repeatedly. Likewise, you miss all the possibly fun connections that are had by exploring a dungeon and seeing where the things wrap around, or connect in interesting ways.

Even assuming that you’re doing it perfectly, the mapping is done by one player, who has the best sense of what’s going on. The two players sitting next to her can see the map and weigh in on informed decisions about where to go next. Sitting anywhere else at the table? “Uh, left is always good.” Certainly a good cartographer will show it to other players when needed, but by and large, exploring a dungeon is the province of the one player who really understands what’s going on.

Don’t get me wrong: I LOVE exploring in D&D. I love those “aha” moments where you figure out where there has to be a secret door because of the way things connect. That’s just what makes me sad about the style of play, since I don’t get to really participate. And trust me, you do NOT want me doing the mapping.

3d6+12 Feet Converted To Metric

All this is what lead me yesterday to declare, on the internet of all places, the following statement, in reaction to my friend Trevor stating that you need to know whether a range is in squares or feet:

I actually find feet similarly worthless in a gridless situation. Either you’re measuring exacts or not. Melee/Close/Medium/Far etc. would be fine, or some kind of zoning method.

Exact distances (like 30 feet, or my more hated 3e spell alternative, 30+2 feet per level) get you into the BotM framework. A spell tells you how far it works, and NEVER EVER goes beyond that. If you need to hit the dragon with an acid arrow but it’s 31 feet away, you’re out of luck (and if your DM isn’t out to hose you at every turn, he might even tell you before you waste the spell.) In more situations, we fudge it anyway, which TotM and RBG both live in the “fudge it/negotiate it” zone of play.

What I’m ultimately saying is that specifying exact distances in play, unless you’re using a battle grid or something similar, punish people like me, and there are more than us than you might think that are just playing along. It’s one of those things that has been a part of the game for so long it’s easy to just accept it. However, I do think there are solutions out there that can help everyone.

Virtual Matrix-Esque Worlds For Every Game Table

One alternative I floated, specifically in the context of D&D, is the idea of fuzzy ranges. That is, the range of distances is described by a rough description, like I described above: melee, close, medium, far. I can only attack in melee at melee range. My bow can hit anything I can see within far range. The cone of cold blasts everything close. You can still attach real world distances to them in the rules (close goes from 6-30 feet, medium from 31 to 100, etc.) so as to support battle grid usage. Additionally, and this is the important part, the abstract nature needs to be represented by the rules. Instead of relying on having an omniscient placement of a fireball because the spell description tells me it branches out to exactly 30 squares, it instead would say something like: “hits everything with close range of each other, up to 6 targets. You may designate a target you’re trying to avoid hitting and that target receives a +5 to their saving throw versus the effect.” Or: “Any character may try to run with an Endurance check to increase the distance of their run from close to medium. Halflings and dwarves have tiny legs and so get a -2 penalty to their check.” And so on. Those are just examples that might not work in play, but hopefully you get the idea.

Another alternative, as I alluded to earlier, is to take the approach that FATE and other games have done, which is create abstract “zones” of battle that only care about what area you are in, not exactly where you’re standing. So you might be in the ogre room zone, able to attack anything in melee in that zone, or attack with a longer range weapon into that zone or the hallway zone adjacent, but not the otyugh trash pile adjacent to that around the corner. Movement is listed in things like “1 zone.” And so on.

In both cases, you still have rules about distances, and you’re still going for the same effects that you’ve always had in D&D. It’s just thinking about them in a different way, and supporting them through the system instead of relying on DMs and players to be good at estimating distances. Heck, I couldn’t even tell you the size of the room I’m in right now, and I come to it every week day.

Ultimately, I think my point is that looking at the issue of just battle grid vs. not battle grid will leave us with the same issues, conflicts, and style preferences that lead us down the winding road in the first place from Chainmail to whatever comes next. Thinking about WHY we have these issues- like being unable to picture a battle in my head- and less about one style versus the other could bear some fruit in a solution that will work for everyone playing.

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One Hundred Monkeys, One Hundred Typewriters, One Hundred Wands Of Magic Missile

Me, several times a day. That's right, I'm a werechicken. You wanna make something of it?

As some of you are no doubt aware, WotC has once again opened the window for article pitches to Dungeon and Dragon. For the first time in my life, I have decided to submit some stuff. As I have been writing about roleplaying games for nearly 5 years now, and with the recent success in this arena of several of my esteemed blog-tribe fresh in my mind, one might think I would be overconfident. One would be crazy wrong.

To be perfectly frank, I’m freaking terrified. Imagine being a nerdling of 13 winters, reading your favorite magazines every month – Dungeon and Dragon. The wild creativity. The enhancements to the game you play and think about and breathe every day. All the cool art. It’s the late 80′s. This is the only D&D/fantasy humor you regularly see. A quarter-century of winters later, I stand at their very gates, and I am to say what?

I’m here?

I can do this too?

Please?

Part of my fears stem from the idea that nothing I come up with will be original enough. So many decades of fantasy have come before me, and WotC’s editors have surely seen everything before. What could I possibly have to add?

I’m much better at fluff than I am crunch, and they’re going to want stats and maps and game mechanics. Can I get it together?

I can write, but can I write professionawesomeal?

Even if I have a good idea, can I distill it into a pitch that isn’t 2000 words long requiring a flowchart and interpretive dance?

You know what? F*** it. It doesn’t matter. I’m doing this anyway. [Read the rest of this article]

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Dungeons and DJs: A review of DMDJ

I’ve played and run games with and without musical accompaniment, and if I had to state a preference, I’d side with music every time. It can’t just be haphazard use of music though. It’s best when the music is appropriate to the situation that we are currently in. Lord of the Rings OST is thematic, but having a scene specific for our arrival at the Fey Court or exploring the sewers is what I prefer.  Opposing this is time and ease of access.

How much time is a GM going to spend to find just the right music for a scenario?  I’ve spent a lot of time on it myself, and acquiring a solid collection of tunes is time consuming and expensive, representing almost a side-hobby in itself.   After you’ve traversed that obstacle, then you need to construct a setup that you can use without slowing down the game.  Often that means more prep, and more equipment: getting a sound system in place, setting up your computer, getting a selection of music easily at hand and organized.  If you attempt to add sound to your game without taking all of this into account, you risk bland ambience, distracting shuffles as you set up, or both.

DMDJ from Blueface makes a solid attempt at easing these pains.  As an RPG  music soundboard and dice roller for the iPhone/iPad, it offers great “at your fingertips” control in a  convenient and portable package, surmounting some of the difficulties of setting up sound in your game, though there remain issues to address. [Read the rest of this article]

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Collateral Damage Issue #2: Super Shenanigans at Camp Hammond

Welcome again gentle reader to the continuation of this amazing series chronicling the exploits of the West Coast’s newest Super Hero team: Collateral Damage” powered by the all new Marvel Heroic Roleplaying technology!

Featuring

The One Man Army (AKA TOMA): A Sino-Arab mutant that can multiply in seemingly unlimited numbers. Prone to get into a lot of trouble but he has plenty of hands to handle it.

The Great Gregory: A man that can see exactly one minute into his immediate future. Bored of scamming casinos and doing clever magic tricks, he seeks a more “interesting” lifestyle as a hero.

The Magnificent Nightcrawler: Not quite the exact same lovable swashbuclking teleporter mutant from Earth-616, but pretty damn close.

Tsunami: Adorable Idoru-like water-controlling nuclear physicist whose links to her former humanity are tenuous at best.

Previously…

The members of the soon-to-be-formed Collateral Damage met in a seedy L.A. aquatic acrobatic circus where Nightcrawler and Tsunami got attacked by a band of ninjas led by the Silver Samurai. Learning to work together surprisingly fast, our heroes evacuated the place, flooded the whole theater and turned it into a gigantic Taser, making short work of the ninjas and the poor heavily armoured samurai.

As the police took the villains into custody, the S.H.I.E.L.D. agent in charge supervising the new team announced that they were flying to Stanford Connecticut for their official Hero training…

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Pain of Publication Review: “Dinocalypse Now”

Previously I’ve talked about my previous novel attempts, difficult revisions and cutting, actually getting work done, reviewed Low Town and Alloy of Law, and finally about writing knowing full well you are going to revise.

Background

Spirit of the Century is a successful and well-regarded gaming line done by Evil Hat Productions. Only being vaguely aware of the original game, I believed it was about airships during the turn of the century time. When given the opportunity to review a complimentary advanced review copy of Spirit of the Century original fiction by Chuck Wendig, I leapt at the opportunity. I was curious how I would perceive it knowing little about the license. Simply put, I was impressed. With Wendig’s mixing of pulpy goodness and a dash of panache, he effortlessly cooks up an exciting story set in the Spirit of the Century universe that stands on its own without knowing the original book. [Read the rest of this article]

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