Dungeons and Dragons

Posts related to dungeons and dragons.  Perhaps other role playing things.  But mostly dungeons and dragons.  Version 4.0.

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Sunday, April 18 2010

Revenge of the dailies

Painting walls, hauling furniture and chatting with ChattyDM for the better part of a day can yield some interesting discussions.

While I've been planting the seeds of a return to DnD within my old gaming group, my DM (let's call him Steve, because that's his name) is considering selling his collection of 4th ed books, having moved over to Pathfinder. Seems like none of his other gaming groups liked 4th ed.

ChattyDM was wondering what his other players didn't like about 4th ed. While I didn't really press the matter with Steve, it got ChattyDM to tell me *gasp* one thing that... let's say itches him from 4th ed.

Daily powers.

  1. Not hitting with a daily power is frustrating.
  2. Using a daily power makes the players want to take an extended rest instead of a short rest. Always.

Not hitting with a daily power is frustrating Alot

frustrated_alot.gif

Yes. While some dailies have a miss effect, some don't and missing becomes an even more frustrating event.

I've play-tested this house rule in the game I played yesterday night in my head and it worked perfectly:

A missed daily that has no "miss" effect is automatically regenerated after a short rest.

Using a daily power makes PCs want to take extended rests.

I know of this - this is why I collect scroll and potions and never use them. In computer RPGs, I hoard them and use them just in the fight with the final boss.

At the end of Dragon Age, my bard chugged down so many potions, it had to ask the dragon to wait while she went peeing.

red-dragon.jpg

Scarcity of resources make them more valuable - I tend not to use them, in case a better opportunity to use them present itself.

I do have a clever house rule here... but first, I need to say that most of the times, players can take an extended rest after a fight. I take an extended rest after every day at work. I don't have a problem with players always taking extended rests.

I love the idea of creating situations where it is not a good idea to take an extended rest - it enhances the stress of using dailies (or of extended resting).

Back to the clever house rule. If you can, remember your first level wizard in 2nd ed, when it missed its only spell and was scared of taking out its sling in case a monster would notice him, spit on his face from a distance, removing the last of his 1d4 worth of HP?

My house rule builds on the same mechanisms we used back then to deal with it:

Suck it up

What are your feelings on 4th ed and dailies?


Original Alot, from Hyperbole and a Half, which you should be reading.
Red Dragon from Dungeon and Dragon's 3rd Edition Player's handbook. Wuss adventurer added on it by an artist I don't know.

Tuesday, February 16 2010

Hocksprocket Corporation's Claw of Elevation [R&D Report]

Claw of Elevation R&D Report,

by Kreegle Hacktardy, head engineer,

Description of the item:

The Claw of Elevation is a foot-long magical rod. The rod has a leathery texture and its bottom half can be gripped as solidly as any sword.

The rod can be aimed as easily as a hand crossbow. When activated, the top part of the rod splits from the bottom part and travels at great speed towards its destination.

Fitting a rope to link both parts proved to be impractical - we have tried fitting a tube of holding within the device, but the containment ward reacted poorly to the separation and the rope was banished to an unidentified realm.

We have finally managed to link both parts of the rod magically - there's no more rope to handle. This also rids us of the previously reported problems of getting tangled in the rope, or of fitting the rope back in the tube before being able to reuse the device.

Drawback of this solution: the current device can not be separated by more than 50 feet. Passed this distance, the top part sling shots back to the bottom part, causing probable injuries.

We recommend pairing the Claw of Elevation with the Hocksprocket Gloves of Holding to prevent injuries related to misfiring the device.

Once the top parts collides with its target, three claws extend from it and attaches itself to most porous material.

So far, we have successfully attached to various types of rocks, bricks and wood. The claws do not seem able to attach to solid metal, such as certain type of shields.

At any time, the wielder can activate the rod again to reunite both ends - if the wielder has gripped the bottom part of the rod solidly enough, he will be pulled towards the top part of the rod. Again, we strongly suggest that this item be paired with the Hocksprocket Gloves of Holding to prevent unnecessary bruises of free falls from using the Claw of Elevation.

Maximum range: 50 ft. Maximum weight pulled : 800 lbs

Advanced Techniques

When testing the device on goblin test subjects, to determine the effects of grappling a live being instead of a building wall, our technicians found interesting unforeseen characteristics of the Claw of Elevation.

If the wielder has more weight than the Claw's target, the target will be pulled towards the wielder.

While this might be bad news if the wielder has attached to a loose brick or boulder, it also allows to capture smaller live targets and bring them closer to range.

However, if the target is heavier, the wielder will be pulled towards its target, which might not be a tactically strong maneuver.

In any case, the wielder which does not intend to move, should plan his feet firmly to prevent chances of accidental movement.

Once we work out the remaining kinks in the Claw of Elevation, I would recommend starting a new project towards foot gear that prevent unwanted mobility of its wearer.

Saturday, January 23 2010

Good bye ChattyDM.net - hello Critical-Hits.com

As some of you might know, ChattyDM.net is soon to "close" and be merged with Critical Hits - another pretty cool RPG blog.

I was goofing off in Chatty's comment board and suggested he get himself an audio bumper for when users switch to his category on the new Web site.

Here's what silliness I ended up coming with (click on the "play" button below...):

Critical Hits!

Chatty DM

Playing as a grown man

Rollin' 20s

Way in his thirties

What will he write next?

We can only guess

(I kinda like the "Critical Hits" scream!)

Monday, November 16 2009

PC Origins Scenario

I'm planning another session as a DM for a group of kids... its been over a year since they played and, this time, I'm considering trying to make this a more recurring event, provided they like their second experience.

The first time we played, they used simplified pre-gen characters... but to really suck them in, I figure they need their own creations.... it'll also help them grasp the value of treasure.

I mean, who cares about the vampire sword at the end of the game if you're not going to be playing the characters again? (Of, in this case, if you weren't aware that we could continue playing some other time).

Character creation is cool, but time consuming. I fear my group of 10-year-old would grow tired of looking at catalogs of powers, feats, skills and stats and would much prefer jumping in their game.

What I plan to do, is have a quick player creation session - we pick races, classes and base stats. Players only get access to the basic "at-wills". A little jam session to help them come up with back-stories, with a few prepared stories for the more introverted kids.

Then we jump in the story... in which they will grow into their powers - learning more and more about strategies, unlocking extra powers and choosing skills.

By the end of the second session, they might end up with full level-1 characters and a good grasp of the basic rules.

That's the basic plans... I'm still brainstorming by myself at this point, but I feel this idea has great potential for learning and making a few enticing "player origins" sessions.

Tuesday, September 8 2009

On the road to Spellgu- postmortem

I have had feeling that the players my group were not enjoying themselves as much as usual during my last few games.

I felt we had a good start with my retooling of the Kobold Keep scenario. I felt most players genuinely enjoyed themselves, despite my shortcomings as a new DM.

Every session after that felt a bit less than the one before and I desperately tried to grab my player's attention by (at least trying to be) varying game styles and appealing to their various play tastes.

The more "custom fit" I felt a piece of adventure was aimed to please a certain type, the less it actually did.

In fact, after the "Kobold Keep" scenario (which I already had DMed twice before), the best game we had was one I barely had any preparation for!

I had gigantic red flags when a few PC threatened to simply dump the storyline to go do something else... I might've failed to read the signs properly.

The PCs personalities were not jiving with the rest of the group, so I put their lack of interest in the storyline to be an effect of said personality.

I ended up with 3 players wanting to change their PCs - 2 of these were my 2 best role players: those on whom I secretly relied to carry the story forward.

One of these role players - who had so far shown an amazing lack of interest in the game so far - didn't feel ready to roll a new PC yet.

"Fine", I thought - lets us give her time to come up with a PC she really cares about so she can participate in bringing "magic" to the game, as I was accustomed to.

The last game I DMed contained a few fatal mistakes:

  1. Excruciating long combat (3 effing hours!)
  2. I was too tired (after the combat was done, we took a break... and I fell asleep. So there was no proper ending to the session)

So the game - ended up feeling rather pointless.

Last time we played after that was pretty cool and fun - everyone had new characters, every one knew their powers and how to use them, energy was high, people were creative.... and I wasn't the DM.

This game was supposed to be a one shot, but I had to ask if my players wanted to continue the old game or just let it go.

My question was met with an eloquent silence.

"Guys", I said, "if you don't like the game, I much prefer to know it now". See, I don't want to DM if they're not enjoying it.

I mean, I love to DM and I feel I can do much better than I did provided I stop over preparing and if I can help my story-driven players find a hook they like (and a PC they care enough about to try and actually learn how to use).

But I also love to play and, quite frankly, Steve is an awesome DM.

What came out of our little discussion is Steve proposing we do "tag-team" DMing - a style I was actually quite accustomed to "back in the days".

Basically, we share the overall plot and switch DMing duties after every "episode". We each have a few "signature" NPCs which the other DM cannot mess with. Everything else is fair game.

I love that idea (of course) and no one really opposed it. (Whether that was in response to the look of disappointment that was surely on my face, only time will tell. Or someone. Later in time).

So, basically, my game is pretty much defunct and I only have one player actually interested in knowing where the story goes.

I might DM it for that player - with open invite to other interested players.

For the time being, I go from "meta DM" to "meta player". (And happily so - I might feel melancholic from my loss in DMhood, but there really ain't any hard feelings. Only soft ones.)

If I get enough time to resume programming duties on GameTable, I might do online one shots. Shout out in the comments if you'd like to try it out some time.

What I learned

Don't over prepare

I perform best when I improvise. Having too much prepared stuff (like a pre-made adventure, like Spellgard), I obsess about "getting it right" and clamp up my creative muscles.

Shut the eff up

The "meta" side of me enjoys watching the "featurettes" of a blu-ray movie. I love to see "how its made", how some scenes were actually improvised and different from what was planned.

Turns out that's not something to share with players. While I might enjoy how much I screwed up that planned encounter and saved the scene by doing something different or how this clever plot twist everyone went "oooh, clever!" is actually something I just made up on the verge of panicking, it can actually ruin the suspension of disbelief for some players.

Say yes

I already knew that, but I didn't know it enough. I shouldn't hesitate to dump *anything* that was prepared to follow a path the players show interest with. For me, I fell that going all "improv" is the way to solve this issue.

Don't waste too much time to introduce the cool

All I had time to play was filler stuff to get to level 2 to play Spellgard - which, ironically perhaps, I didn't get to play.

My plan was to allow the players to find their own motivation to get there and I failed to provide compelling reasons to get there with all the filler material.

I still feel I made an interesting job of packaging it all together in something that made sense, but probably too little too late.

In the future, I would try to avoid wasting too much time setting up the cool and just go into it.

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