Showing posts with label DnD Next. Show all posts
Showing posts with label DnD Next. Show all posts

Wednesday, August 6, 2014

5th Edition Wizards

I've played the playtest rules as a wizard a few times now, and while the rules are generally quite close to 2nd edition or 3rd edition, I still find the magic system a little disappointing. To a smaller extent I have the same problem with Pathfinder/3.5, but wizards are no longer defined by their spells.

I mean this in two ways. Both their ability to cast spells as the undisputed masters of magic, and the number and variety of spells.

First, it  seems like everyone and their mother also gets spells. Now, this was somewhat true in 2nd edition or earlier since Paladins and Rangers did get a couple spells at higher levels, but they were so few as to be completely unmemorable for me. We'll know for sure when the PhB comes out, but it looks like Rangers, Paladins, Bards, Druids, Clerics, not to mention Wizards, Sorcerers, and Warlocks, but also the Eldritch Knight fighter and Arcane trickster thief get spells. Meaning its mostly Barbarians, Monks, and some fighters and thieves who don't get spell access. That's a lot of magic!

Second, the playtest wizards have very few spells they can cast. 1 + wizard level. In the basic rules this is increased to Intelligence modifier + level, which I think is going to be a nice little boost, but Clerics also get Wisdom modifier + level. Wizards do get ritual caster, but the number of spells castable as rituals seems quite low (mostly low-level divinations in the Basic rules) and their casting time makes them a little prohibitive. But they are, at least, options.A wizard basically has room to take a few combat spells that they'll continually cast (including the boring blast cantrip, a damaging area of effect, and a single-target damage spell) and then its whatever utilities they can manage that might also have combat uses. It seems like a master of magic should be casting more variety. I suppose as a sorcerer I'd just feel more limited? Or maybe there'd be a 2-4-1 deal on spells of your specialty, so enchanters actually had an incentive to prep enchantment spells? 1+level would be great if you got to prep Intelligence modifier bonus spells of your specialty. I suppose this is partly my beef with some of the more modern design theories: I'd rather Wizard class features support their spellcasting rather than be fixed thematic powers related to their specialty. Because now every illusionist casts invisibility as their reactionary spell instead of being able to do blur or whatnot, and Necromancers will probably get some "steal your soul" deathknell type feature rather that whatever thematic spell specialty which uses the rules which are already pretty much in play.

Finally, the spells themselves seem much more focused and combat focused like the powers of fourth edition. I suppose some would count that as a feature, but I felt it as sheet blinders. Just like in 4e where you focused on the small set of powers you had, in the playtest rules I felt constrained by what my small number of spells allowed me to do. Invisibility, for example, can only be cast on a creature. The new Levitate can at least be cast on unwilling targets. Maybe its nostalgia, but AD&D spells seemed to all have variations or possible combat uses. Light, for example, could be cast in the dungeon as usual, might negate magical darkness, or cast on someone's eyes to blind them. Sure, its not the best use of a first level spell but its an option for a combat use of a non-combat spell. Now light is just a cantrip that means you don't need a lantern. They're good about letting most combat spells level up, but few utility spells have text explaining what happens with a spell when cast at a higher level, which is a huge loss. Small "spell chains" like Hold Portal and Wizard/Arcane Lock could have been linked with one just being the higher level version of the other. Similarly the various illusion spells could all be one spell, gaining additional senses or volume with higher level slots. Overall, it seems a little silly that Prestidigitation can't affect enemies in any appreciable way, yet ray of frost can do quite a bit of damage and slow the enemy (but can it create an icy patch on the floor so your enemies might slip and fall? or keep your beer cold?).

It all culminates with a loss of what I see as one of the great funs of wizards: a crazy list of kookie spells (particularly when you have to seek out strange and new spell effects). We don't need a Bigby's Gentle Wipe (or Vigorous Wipe) spell and dungeon necessities like Banish Excrement (taught in three versions, the Baatezu version which transports it to the Abyss, the Tanar'ri version which transports it to the Nine Hells, or the Athar version which transports it to a randomly selected deity's domain). Moreover, you don't have room to memorize Mordenkainen's Fluffy Pillow (or soft bedroll, or even full-on bed). I guess you can still use prestidigitation and thaumaturgy that way, but even those have a bullet point list of options, not a list of inspiration.

I'm not sure 13th Age or Pathfinder got it right with their cantrip rules and spell lists either though. And, frankly, AD&D was a bit of a mess. I guess my ideal wizard game still might not be out there.

Sunday, July 7, 2013

Daily Resources in D&D Next

One thing that the new D&D is still struggling with are daily powers and the 5-minute work day. Except now, I think they're making it potentially worse because monks and paladins are joining the ranks of the blast-and-rest group.

I wrote before about one simple fix, which is simply that all of your "daily" resources don't refresh when you rest. But now besides wizards, clerics, druids, rangers, and paladins having a daily amount of spell slots, most classes have additional daily powers:
  • channel divinity - clerics & paladins
  • wild shape - druids
  • ki - monks
  • rage - barbarians
So these classes can all suffer from out-of-resources syndrome. Then there's hit dice too, so even fighters and rogues can run out of those.

There are some attempts at fixing this though. Barbarians get another attack-type that they can use all day (get advantage by giving advantage) and wizards as well as druids who focus on spellcasting recover some low-level spell slots after short rests. At-will cantrips also give some options when spending daily resources seem excessive. But this doesn't change the fact that one rest basically replenishes everyone.

The hit die recovery mechanic for long rests is one way to help kill the five-minute work day. Currently you recover all your HP but only half your hit dice. I'm not sure that's the implementation that sings to me, but I like it. You don't get all your resources back. Now if they can apply this to spells and other daily features, that'd be great. Of course, there's really no reason that all of these things need to be different resources, they're all basically "spell slots". I'm not sure why wild shape can't be a set of druid spells (with wild-shape focused druids getting more of them and fewer other spells), or even turn undead could be a simple cleric/paladin spell.

Second Edition (and before?) had some version of this where, by the book, you needed a lot more time to memorize powerful spells. So you might have to really choose what to regain when you're resting during an adventure.

One objection to worrying about this is that the DM's responsibility is to ensure that games move along and to enforce plot-based reasons to avoid this problem entirely. I'm somewhat sympathetic to this point. I've rarely encountered this in games that I've played in or ran. However, a well-crafted game should ensure that most DMs won't find this well-known problem to be a problem.

Basically, resting should still be a reasonable option: you're trading time for some resources. The problem is when all your resources return with too little time spent. A simple mechanic would just be regain half your spent resources (round up).

That might be too simplistic though for the current set of rules. For spells, maybe you regain slots top-down so you do regain most of your big guns, but maybe not all the little ones (or go bottom-up so that you really have to think before using those big guns). But then with wild-shape, channel divinity, rage, and ki... you've got so little that it seems like maybe you should just regain one less than your maximum (minimum 1, I guess), so if you're 100% spent you still get most of your mojo back.

If I ran the show, I'd make all the daily points (spells, monk/psionic ki points, berserker rage, etc.) one system and then have a simple way for daily stuff to be recovered to around 75% capacity. Or, well, at least I'd heavily consider this, easier to apply an optional get-all-your-shit-back rule or grittier recover-slower rule and have the five-minute work day addressed in the base.

Friday, July 5, 2013

D&D Next: Putting it all together

Now that I've made a few characters with D&D Next, I'm struck by how the rules don't yet mesh well together. There are a few different systems in place that really need to be ironed out, and I'm a bit shocked because they've been playtesting this stuff for a while now. Examples:

A Forest Gnome (ok, I know its a new race, but still) Illusionist wizard has features that just plain overlap. Forest gnomes get the illusion cantrip and so do illusionists. This could be fixed if there's 2 cantrips from each school, but I'm not sure they want to give at-will invisibility as a cantrip and veiling/disguise is the other illusion option after creating illusions. Not only that, but Gnomes gain advantage on saves against magic (in general) which overlaps with Illusionists getting advantage on saves against illusion spells.

The Assassin scheme for the rogue gains the sneak skill, but also the hide in shadows feat, which grants the sneak skill (and 10' of dark vision). Though the Assassin seems tacked on in other ways, because they're the only scheme who doesn't get mostly specific expert feats. They need a poisoner feat which lets them brew and identify poisons.

Races grant weapon/armor proficiency, but it is incredibly hard to find a place to use these proficiencies. Elves are reasonable, because the long sword and longbow are solid weapons, but most weapon using classes will have them already. Its a little better for Mountain dwarves who gain proficiency with light and medium armor, but also a +1 bonus to AC when wearing medium or heavy armor. So something like elves being able to use long swords as finesse weapons might help a little. I liked the earlier version where these iconic weapons (or at least the simple versions of them) gained a damage die bump (i.e. Halflings with slings and such). Alternately, it might be nice to have that as a "cultural" option, so Elven Culture gives you proficiency with long and short swords (and ability to use them as finesse weapons) and long/short bows, or recall lore Magic or History or Natural.

Light/small weapons are overshadowed by other weapons. Daggers, for example, in earlier editions don't do much damage but they have an advantage in number of attacks or weapon speed. So these could be made more iconic with some additional properties (daggers and other small weapons, maybe could get a power where you get to make an attack of opportunity whenever someone tries to grapple you).

There is also a lot of ambiguity in how things stack (or don't). Mage Armor, for example, is worded such that it isn't clear if an Elven Monk could take Mage Armor and still gain his wisdom bonus. Or, frankly, if a Dwarven Wizard could use Mage Armor at the same time as other armor which he's proficient in. Third edition named every type of bonus, which wasn't an elegant system but you knew what could stack and what couldn't.

Anyway, none of this is entirely unexpected, except we're quite a ways out from the original playtests and these seem like some major issues to deal with. I expect there'll be a new packet in a month for GenCon and I hope it shows they're working on what types of bonuses races and classes should get and how to ensure they don't overlap to the point of uselessness.

Thursday, July 4, 2013

Wizards in D&D Next

I made the mistake of trying to read up on D&D next wizards, only to find a 40 page rant on the WotC forums. There were a few kernels of goodness in it, mostly hidden by overheated arguments reflecting different playstyles.

I understand that some people are disappointed by "Vancian" magic system still, despite the fact that it is anything but now. Spells are not fire-and-forget, though they are still a daily resource. Wizards have fewer spell slots and fewer spells prepared. They also gain a few cantrips, which are at-will spells, some of which are at-will attack spells. Utility spells are listed as rituals, which can be cast without consuming spell slots (i.e. mana), allowing the wizard to memorize a small number of blasting spells and more utility spells. Arcane Recovery is also a mechanic where a wizard can recover a low-level spell slot during an adventure when the party rests.

One huge difference from earlier editions is the class balance. Things are not precisely (and boringly) balanced like 4e. And the wizard suffers few possibilities of losing spells being incredibly weak as in AD&D 2nd Edition. The designers also are keeping the 4e's goal of having only options, and few limitations. Thus there are no barred schools for the specialty wizards. Overall I think this works fairly well, though the wizard is currently lacking some of the oomph that the druid has. I'm not quite sure a bit more variety in spell selection outranks the Druid's Wild Shape, better hit points, and better weapons.

They might be able to add in a few tidbits to make Wizards more comparable to Druids. Perhaps a free Magical feat, or training in a lore skill. Or, since druids might be overpowered, taking them down a little in terms of spell slots.

I really like one aspect of the new spell design, which is spell flexibility. The Create Water spell is a great example, because it gives a few different options on how the spell might be cast or used, such as putting out fires or for drinking water. I wish they would expand that to the combat cantrips a bit, allowing Ray of Frost to target a foe's legs to reduce his speed, the ground to have a chance to knock him prone, or the face which might cause disadvantage on attack rolls or skill checks requiring one sense (eyes, ears, nose, mouth?).  If we could get Exterminate as a necromancy cantrip with applications for delousing, killing tiny creatures (no damage, just outright kill if less than half level + 1d4 hp?), and damaging swarms (1d12?) that would also rock. If each cantrip has a few different options, that means a wizard will have some nice "always on" options, but they'll be broader than just zapping people.

Another aspect of flexibility is the option to use higher level slots to power spells with a bonus to the effect. I think it would be cleaner to only have one kind of magic point and let spells get boosted directly by character level, but this works well too. We only need one Cure Wounds or Monster Summoning spell and staples like Magic Missile or Burning Hands can continue to be viable through the whole career. This is going to need more development to make sure that some spells aren't strictly better than others, but I suspect that the ability to power Magic Missile with any spell slot might be useful over just one use of Meteor Swarm.

One little regret is the philosophy of "no penalties" means that every wizard still has access to every wizard spell. I like the idea that Illusionists master illusions to such a degree that they can't master every other type of spell. On the other hand, I really hate just having one set of "master illusionist" powers that no one else could possibly access (a la 3.5 Psionic disciplines), so maybe this is something I could slightly live with. Though, for many of the specialists, being able to cast your specialty school spells as rituals for the low-low price of losing 3 other schools of magic might be worth it, or eventually learning a first, second, or third level spell as a cantrip maybe.

The design of this wizard class is something I could definitely live with. They need a few more spells on their list, and to work out the math kinks, but it seems fairly solid.

Tuesday, July 2, 2013

D&D Next Playtest: Overview

I've begun playing and running with the current Next playtest rules. I'm moderately impressed.

First, I'm able to fairly seamlessly convert a first edition module that I've wanted to run for a while to the new rules. There's only one or two key monsters that aren't converted and stats for some human villains.

Second, it's refreshing to be running an adventure again, rather than a series of encounters. I really did enjoy 4e and had fun with it, but I never quite got the string-of-encounters thing quite down. I wanted it to be like the connected battles in Final Fantasy Tactics, but it just didn't turn out like that. I think it could, though. And I still like many of the 4e rules, but its nice to be free from the power cards.

Third, I'm digging some aspects of the new spell design. Playing a cleric, I like how some of the utility spells are either designated as rituals, so they clog your spells prepared, rather than compete for spell slots. Other utility spells are given more applications, like Create Water. I hope that type of flexibility extends to some of the combat cantrips, like Ray of Frost.

Overall, it makes the game feel a bit more like playing Second edition. Which is what I was mostly raised on, so I like the big picture thus far. There's some things I'm less fond of (half-elves, mechanically, aren't outcasts; druids still seem overpowered, with wizard-like spell casting and wild-shape; forest gnome illusion powers overlap with the illusionist class powers; many of the cleric deities are a bit forced into one archetype) but this edition will also be much more house-ruleable.

There are a few things which would make life a lot easier for playtesting too, that I hope they consider using in the next packet. For example: Lists of cleric, druid, paladin, and ranger spells by level would help, so I could just print out all the first and second level spells for my character.

I also wish they would explain some of the design intent a bit. I finally realized why the ritual caster was repeated in the Scholastic wizard tradition: its worded slightly different from the regular ritual caster feature, so that the generalist tradition can cast any ritual in their book! Given their plain-English style in other places, it is jarring that there's not a "Unlike most wizards..." and emphasis on spellbook. Ditto with the Rogue's sneak attack stuff. The rules seem pretty clear that rogues have a way to gain advantage, and can take disadvantage for additional damage, but you have to read between the lines to realize it.

So all of this, and Abjurers. They should add abjurers back into the game.

Monday, February 11, 2013

Return to D&D Next

I've looked at the D&D Next playtest packets on and off over the past couple months since I returned to the US. Unfortunately, I haven't managed to play it yet. I was going to play some some friends, but moving and illness prevented it.

Overall, I like what I see, but I'm still a little unsatisfied with some aspects. There's magic and martial dice, but the big thing is the pathfinderization of class abilities.

First, magic. Its a hard line to walk between having awesome magic-using classes and lame ones. In older editions of D&D, the wizard (when unfettered) could outclass a fighter sometime shortly after fireball became available. Some mechanics like spell concentration still made wizards vulnerable, but with time and preparation they could appear and conquer their enemies with an astounding array of magical spells. At the highest levels, they could do this multiple times, completely outclassing fighters and thieves.

Friday, October 5, 2012

Lingering Innovations: Magic Systems

Looking at this recent Legends & Lore column, it seems like we might get Spells & Magic style magic systems again in D&D Next.

This is a little disappointing to me. Primarily because the article seems to trumpet this as some major innovation: the DM gets to control the magic system. Magic systems are not really something new in D&D. We even see some similar ideas in the third edition Unearthed Arcana and SRD: both recharge magic and spell points.

Friday, September 28, 2012

The marriage of rules and setting

Reading some of the recent D&D Next articles, I'm struck with the endeavor to (re)define classic parts of the game without admitting they're creating a new setting. Take the recent article on Minotaurs, for example.

Minotaurism is now a curse (or at least dark pact?) relating to Baphomet. Or it could be, depending on who wins the concept battle. But what does this buy us for the game?

Without a setting, they're designing for nothing. A nice take on the Minotaur, possibly, but where does it fit in the grant scheme of things? Well, there's not a grand scheme for it to fit.

Monday, September 17, 2012

How many systems does a game like D&D need?

I've written before about unique class systems in D&D, but how many should there be? Clearly older editions, like Second Edition, had a bloat of independent systems. Third edition did wonders to try to unify many of these with the d20 mechanic (pick up a d20, roll high). Fourth edition rolled back some of these systems, or at least rolled them higher into the game's math. The early classes from the first two players' handbooks (and some from the third) followed the same template of at-will, encounter, and daily powers. But each class had its own unique (and often lengthy) list. Also, systems like feats and action points had every class participate, though feats might be restricted.

I think spells are one great system where powers can be shared. Even if there is a distinction between Arcane and Divine (And Primal? And Psionic?) magic, allowing classes like the sorcerer, warlock, and wizard to share spells means that no one class will get all the support (I'm looking at you, 4e Wizard/Mage/Witch/Sha`ir/Bladesinger especially compared to the artificer, swordmage, runepriest, and seeker). I think 4e discovered this in the essentials run, but it would have been great if there were more power-source based powers that all martial or arcane classes could share.

Monday, September 10, 2012

Necromancy and Necromancers in Heoric D&D

Necromancy has always been a popular subject in RPGs and fantasy fiction. Usually, necromancers and undead are the villains. So when I look at the Necromancer theme/specialty in the new playtest, I'm a bit unsettled.

First, its great that they include it. 4e went far too long without a good mechanical way to support this archetype. Reflavoring can only take one so far, though the Shaman did relatively well as a necromancer type. It doesn't even take much searching to find a small host of third party OGL necromancy products, so the necromancer is probably popular/iconic enough to warrant some treatment in the basic D&D rules.

3.5/OGL products:
  • Hollowfaust: City of Necromancers (Sword and Sorcery Studios)
  • Necromancy: Beyond the Grave (Mongoose)
  • Encyclopaedia Arcane Necromancy (Mongoose)
  • Secret College of Necromancy (Green Ronin)
  • The Dread Codex (Adamant)
  • The Dread Codex 2: The Necromancer's Tome (Adamant)
  • Necromancer's Legacy: Gar'Udok's Necromantic Artes (EN)
So why does this new necromancer theme grind my gears? Simply put, its not a necromancer.

Wednesday, August 29, 2012

Second Wind + Rampage = a Heroic Moment? or Action Points revised.

D&D 4e introduced a lot of interesting elements to the game. Despite its focus on math and balance, I think some of these features are really good, because the add to the narration as well as being viable in combat. Some of these disparate features could be linked, however, and I've got an inkling of how to do it.

Second wind allows PCs to spend one of their own healing surges in combat, so its basically a self heal. The concept doesn't quite match the mechanic though, because one doesn't necessarily control a second wind in real life. It does, however, capture that heroic moment when the protagonist manages to shake off their pain, stand up again, and whump whump whump. So over all, I think its a good mechanic, though it might be better with a little tweaking. Depending on how HP works, it may be divorced from surges. I'd also be interested in seeing how it might work as slightly random. It also might be a good candidate for an actual daily power, as it makes some sense that you might not be able to catch a second wind multiple times a day.

This brings me to a random class feature: the Barbarian's Rampage. When he scores a critical hit, the barbarian can make a free charge attack. This is a neat feature, but I don't know that I really saw it come into play. Its also not really modifiable, except by what boosts critical hits. So barbarians with Rampage get an extra benefit from their critical hits, meaning they ought to get things to boost those.

As I was thinking about this, these two mechanics seem like they do the same sort of thing. They represent that heroic moment when someone pushes through the pain and tries to pull off a minor hail mary.

Tuesday, August 28, 2012

Days and time in RPGs

There's a lot of hullabaloo going around these days about daily powers in RPGs. Now, of course, this is focused on D&D Next, but it really has a broader impact than that. Its hard to say if the hatred for daily powers is even a matter of play style or simulation versus narration, because what does a daily power represent? This is the whole five minute work day issue, but also ties into the quadratic wizards, linear fighters issue. I'll try to focus here on the five-minute workday though. I think the issue is slightly odd day-based game-design in a game where days aren't the right time frame. I've talked about this before, but mostly in the context of healing. I want to focus on daily powers here.

First, Daily powers have a long history in D&D. The magic system, of course, has daily re-charges. But the paladin, monk, and many classes from Oriental Adventures all use the game day as a unit of rest. Daily power refreshing is a stable of D&D, but does it have to be? Does a daily refresh lead to a five-minute workday?

Even in the early days of D&D, spells weren't quite "daily". There was an extensive spell memorization requirement. It took 15 minutes per spell level to memorize a spell. So a low level magic user might study her spell book for an hour or two, but a high level magic user might literally take days to memorize her full allotment of spells. To be precise, that's six hours for a seventh level magic user to memorize all her spells, sixteen and a half hours for a 12th level magic user, and almost 35 hours of study for a 20th level magic user. Surely if you followed these rules in first edition, a party can't just "go nova", rest for a day, and then return to cast its way through the next level of the dungeon. Five minute work day? Not exactly.

Monday, August 6, 2012

Does each class need a unique mechanic to "play" differently?

This is a topic I'm still a little undecided on. But the direction of 4e and the discussions of the new edition of D&D lead me to suspect that the design team wants each new class to "play" differently, which might mean a new core mechanic for each class.

The problem is, this hasn't really been true for D&D. From the basic D&D days, Dwarves and Halflings were variant fighters, while Elves were fighter/mages. Unique, maybe, but they certainly didn't have a unique set of mechanics. Clerics and magic-users both cast spells, though from different lists.

By the time we move to third edition, we begin to see a proliferation of classes. Sure, second edition AD&D had kits galore, but few new classes. Specific campaigns like Dark Sun and later Ravenloft saw new and variant classes (Gladiator, Templar, Avenger, Gypsy) to replace banned/unused ones (often Paladins), and but few new classes like the barbarian, shaman, and ninja were really presented outside the core books in the generic materials.

Third edition saw a real proliferation of classes, yet they were by-and-large variants of one another. Archivists were scholarly divine casters that functioned like wizards, favored souls, spirit shamans, and such were divine casters that functioned more like sorcerers. The Samurai, Hexblade, and Swashbuckler were basically fighter variants, while the ninja, scout, and spellthief were rogues, more or less. There were some innovative classes, like the warlock and marshal, but even these got later variants (Dragonfire Adept and Dragon Shaman). There were some late innovative classes too, like the martial adepts from Tome of Battle, new magic-users from Tome of Magic, and the whole Incarnum stuff I never got into. But even these presented classes as variations on the theme mechanics.

In fourth edition, we start to see some more notions that classes need distinct mechanics, not just powers. While all the defender classes used marks early on, they accessed them in different ways and felt "different", and later essentials defenders used defending auras which were a variant on the mark. Striker classes mostly got distinct damage mechanisms (Extra dice of damage for warlocks, rogues, and rangers though with different conditional restrictions, etc). Even leaders had the same healing word mechanic with subtle tweaks. Controllers never really had their own unified mechanics, which might be one reason why people consider the invoker to just be a divine wizard.

Which is better though? Should fighters have some unique mechanic that only they can access, such as stances or maneuver dice? Is it enough for wizards, warlocks, and sorcerers to have differential access to arcane magic (along with Bards and certain other classes?), or do they need their own set of spells and powers? Is a paladin really just a dude with limited access to cleric and fighter powers, or is he defined by his auras, challenges, smites, or ability to lay on hands?

Monday, July 30, 2012

Fixing the D&D Fighter

I've never been particularly fond of playing fighters in D&D. I've done it a number of times, but usually for one-shot games. I'm a bit of a caster at heart, but there are ways to play a warrior with a little magic that satisfies my cravings. Except the fighter class is rather dull. I think we find some of the insight to fixing the fighter in the 4e essentials line, the Book of Nine Swords, and also back in the Complete Ninja's Handbook.

Simple is good, don't get me wrong. But there aren't a lot of options one could opt into. My real beef, mostly, is that fighter options tend to force them into being one-trick ponies. And even Pathfinder really didn't do much to fix the lack of real options for the fighter. Some of these ideas are there, but they're overshadowed by a focus on weapons and armor.

Look at weapon specialization, for example. In earlier editions of the game, it is just plain superior to some basic magic weapons. Meaning its better to just keep using your longsword (or upgrade to a magic +1 longsword) than that +2 battle axe that you found. In some iterations of the game/class, you might focus on all axes, rather than just the battle axe, but the effect is the same: every fighter becomes the kensai or weapon specialist.

These specialist feats say: use the flail for bonus x. Use the spear for bonus y. Use the axe for bonus z. In and of itself, this isn't bad. Except there's multiple feats or options for each weapon. So you stack them all up until your fighter really isn't nearly as awesome without his specialized weapon.

Now, some of this comes about from all weapons being functionally equal as well. In 4e, there's no difference between slashing, piercing, and bludgeoning weapons. In third edition there is, but I'm not sure if it ever came up in play for me, except maybe with skeletons. At any rate, the fighter should be able to switch weapons as needed and still be pretty awesome, unless he consciously chooses an option to be the kensai.

What does that leave for fighters to specialize in? Fighting styles. And I don't mean styles that emulate weapon specialization like a spear and shield, rapier & main-gauche, or sword & board type specializations. I'm talking about martial arts.

Wednesday, July 25, 2012

Spellcasters, Spellslots, and Quadratic Wizards

Archmages don't bother with puny magic missiles.
One of the thing that irks me about D&D Next is the bizarre spell slot system. Not that it exists, because it seemed to function just fine in earlier editions of D&D. No, what grinds my gears is the idea of applying the Heightened Spell feat (in some way) to every caster class.

See, in the beforetimes, a wizard could memorize a number of magic missile spells, a number of fireballs, and so forth. Even with Spells and Magic, a wizard had a sort of finite spell memory.

The idea of Heightened Spell is using spell slots of higher level to cast more potent lower level spells. But what's missing is the theory for why a wizard can memorize Magic Missile as a third level spell for greater effect.

Wednesday, July 18, 2012

Overcoming the D&D 15-minute workday

The Heroes of the Lance didn't have a 15-minute workday.
One of the often cited problems of the magic system in D&D (along with many class powers) is that it suggests that adventurers should use all their powers to solve their problems, wait a day to regain them, and do it again. In my experience with D&D, we rarely had this sort of problem, though occasionally there were discussions about waiting another day to regain spells and such. This is generally a problem of thinking about the resources over the story, but I can see how it could really be a major problem for certain players.

A further complication with this problem is that it means some types of adventures (i.e. journeys) might be played completely differently than short delves or investigations. Part of this, in 3.5 and 4e where map-and-mini combats are the norm, means that DMs are less inclined to have many encounters a day during wilderness treks (or just star-wipe to the dungeon's entrance and skip the journey altogether) because of the set-up involved. But adventures based on longer units of time will have this issue.

I think there are a few ways to alleviate this problem, but not all of them are equally good:

Tuesday, July 3, 2012

The trouble with themes

When I read about themes in D&D Next, I can't help but cringe a little. I'm not opposed to the idea in principle, but they seem quite nebulous at the moment. And ultimately, I'm not sure that they'll do much for the game.

First, what are themes? The latest news from the playtests is they are a feat delivery mechanism. So, your wizard can be a guardian or a slayer or a thief or a healer by choosing the right theme, which is presumably a list of pre-determined, thematic feat choices.

So here's the first concern. What makes for a good theme and how many will there be? Its presumably anything you want, from Archer to Zymergist, with stops at demonologist and knight along the way. Nice to be able to customize a character, but I can't help but feel that themes are going to be the new prestige class, paragon path, or kit. There'll be an overwhelming number of them scattered throughout a bunch of books. Assuming each theme might come with 3 feats, that's either a lot of feat permutations (how many will grant cantrip access or two-weapon fighting?) or a lot of new feats (let's face it, there's going to be hundreds of themes eventually, right? There's 93 currently in the character builder for 4e and 574 paragon paths...).

Sunday, June 24, 2012

The history of divine magic in D&D

In D&D, when a cleric casts a spell, what really happens? The rules are pretty clear on the mechanics of bless or cure light wounds but what about the story? Are the deities aloof, or do they intervene in the world? D&D has taken a number of positions on this issue.

The earliest position is that clerical spells are similar to wizard spells, but a cleric prays for each spell on a regular basis. His deity grants that spell to him, and when he wants to cast it again, he must pray again the next day. Acting against the tenets of the religion may interfere with a cleric's spellcasting powers at the DM's discretion. This is the basic position of the earliest editions through early second edition.

One alternative that is generally presented in early D&D is that a cleric may worship a philosophy or force (i.e. goodness) instead of a deity. Who 'grants' the cleric spells isn't really defined in this alternative system. This system, however, seems to be targeted at groups who want to portray clerics but don't want to get into the details of developing and portraying a fictional religion.

Over the course of second edition, a few alternative perspectives arose. Al-Qadim developed a religion of enlightened gods who represented ideals (bravery, adventure, wisdom, etc.) and let their churches and priests be differentiated based on cultural aspects (the Pantheonists only admitted 5 enlightened gods, while the Temple of 10,000 Gods admitted them all). The Dark Sun setting, instead, split clerics into elemental worshippers and those who gained their power by serving neigh-omnipotent sorcerer-kings. Elemental priests got their spells from a nebulous somewhere, whereas the templars clearly got their spells from an active agent in the world.

Third edition presents clerics much as before, though they have ways of channeling their deity's power without spells. Third edition clerics are still at the mercy of the DM if they act against the wishes of their deities.

Finally, fourth edition frees clerics from the tyranny of the DM by making the gods aloof in the world. Clerical magic (same for Paladins and Avengers, though not Invokers or Runepriests) is granted by an ordination ceremony, which allows the Cleric to channel the powers of the astral sea. They technically don't need to worship the deity for a second after that ceremony, and can continue casting spells all day long. This also differentiates divine magic from arcane magic, as divine magic arises from the astral sea. One strange effect here, however, is that all clerics draw upon the same pool of powers, so clerics of evil deities, sea deities, or darkness are also liable to be slaying their foes with holy radiance. Divorcing clerical magic from worship of the deities may seem odd, but it also means that a cleric cannot lose spellcasting powers if he does something against his faith. Given the edition's power system, this is important as any character who loses access to his powers is crippled.

Two of the more curious systems arose in the second edition Spells and Magic book. While tied to a complex spell-point system, divine magic was presented with two interesting options that DMs could use. The first is ritual prayer, and the second is conditional magic.

In the ritual prayer system, the cleric's deity isn't invested in the cleric's prior actions, but just the act of completing the ritual properly:

"In this system, the deity or power is concerned more with the priest’s show of devotion and observance of the proper form, and considers the priest’s actual situation to be irrelevant—after all, martyrs are made every day."

Here, we get a solid system for clerical magic in which the deities are aloof and seem to take no part in the affairs of the world. Clerical magic is ritualized, and rushing the ritual is likely to reduce the power of the spell. Conversely, ritual prayer made by a ritually pure priest (observant, not necessarily pious) with the proper offerings ad the proper place and conducted with care can produce spectacular effects. With the right casting conditions, even previously expended spells can be cast again! Its all about the motions, however. In this way, the ritual prayer system can be seen as a precursor to the 4e system. Moreover, it links the cosmology (aloof deities) to the magic of clerics.

These aloof deities make divine magic feel much more like the magic in the D20 Conan game and Conan universe in general. While independent sorcerers exist, many are trained in the priesthoods of these aloof and alien deities. Whether or not the god even exists is not important: it is the ritual training of the priests that give them sorcerous abilities.

The inverse system is also presented as Conditional Magic. In this system, the gods carefully answer each prayer based not necessarily on the urgency of the petitioner but on the probability to influence the world in a way the deity prefers. When a cleric casts a spell, you tally up the total of positive and negative conditions. If it is skewed heavily positive (casting a spell to smite the deity's enemies in a holy place, etc.) the spell is cast at a higher caster level or reduced in cost. If it is skewed negatively, the spell is more costly or weaker.

The conditional magic system presents interventionist deities, and their tools are their clerics. The mechanics explicitly reward clerics for advancing their deity's agenda and penalties for working against it. This codifies some of the DM fiat where by the DM may simply neuter a cleric by taking away all his spells.

The idea of interventionist deities can be clearly seen in the Dark Sun novel Rise and Fall of a Dragon King:

"O Mighty Hamanu! Lion-King, Lord, and Master, hear me!"A distant voice echoed in Hamanu's mind. The totality of his awareness raced backward, along a silver thread of consciousness through the Unseen netherworld, to the source.
"Armor! I crave invincible armor and earthquake!
"The Gray was charged with acid needles, and Hamanu's vision, when he opened his sulphur eyes above the desperate templar, was streaked with lurid colors. There was powerful magic—someone else's powerful magic—in the vicinity.
"O Mighty Hamanu! Hammer of the World! Grant me invincible armor and earthquake!
"Squinting through the magic, Hamanu made out chaos and bloodshed: a full cohort of his own templars outnumbered by ragtag brigands. Or, not brigands. Another moment's study discerned a well-armed, well-drilled force disguised for brigandage. In the midst of the Urikites' impending defeat, a militant, a human man with tears of panic streaming down his face, raised his bronze medallion and entreated the Lion-King for the third time:
"O Mighty Lion, grant me invincible armor and earthquake, lest I die!
"A wise invocation—in its way. An earthquake, if Hamanu empowered the spell to create one, would swallow everything on the battlefield, friend and foe alike, except for the invincibly armored militant. Though sacrifice was necessary in battle, the Lion-King of Urik was not in the habit of rewarding militants who'd save themselves and doom the lesser ranks and mercenaries they led. He'd have considered granting the earthquake while withholding the invincible armor—and savored the militant's death—if the netherworld turbulence wouldn't have negated any spell he granted.

If you want to portray deities like that, the basic D&D cleric system of divine magic doesn't quite cut it, though using the conditional magic system definitely helps.

These two systems nicely define and differentiate two distinct types of deities: aloof vs interventionist. It is even somewhat easy to imagine distinct classes using different systems, such as a Dark Sun game where the elemental clerics use ritual prayer while templars (and druids?) use conditional magic.

These two systems are but a small part of the magic of the cleric class (and related classes). The new edition of D&D will probably present a generic system as D&D has historically done, which can be modified somewhat to suit different worlds. I do hope, however, they they make it easy for these distinct visions of divinity to be mechanically bound to the setting.

Certain classes are even linked to the role of the deities in the game. The 4e Invoker class is essentially a prophet compared to the cleric's priest. I use these in the sense of the Hebrew bible and the ancient near east, where the priests worked the temple and prophets were charismatic leaders who claimed to speak directly for their deity, often leading small bands of devoted followers. If the deities are all interventionist and use their churches and clerics to intervene, there isn't much space for a distinct prophet class. Conversely, in a game where deities are largely aloof, a prophet who is called to reform the church, lead the chosen to safety, or combat the deity's enemies becomes very different and viable class from the ritual-prayer priest.

Ultimately, the state of divine magic in D&D is a prime case for wedding the rules to the system. I hope the designers of the new edition keep this in mind.

Friday, June 22, 2012

Classes for D&D Next

I've discussed what makes a class, and some class options here before, but when I lay my ideas out, they don't look too bad. This is the latest version of my list of the best classes to include in D&D Next, or any retroclone. I've put the list together here and broken it down into four categories: basic, intermediate, advanced, and later-on. These could have just as easily been basic, expert, master, optional, or common, uncommon, rare, unique. The labels for the four classes aren't particularly important, they just show a ranking of what is probably core to every D&D game, moves onto traditional classes, then some less-traditional or non-western classes, and some others that could be added.

There are lots of classes out there for various versions of D&D. Some are well done (thematic and make balanced or at least useful party members), others less so. Many are designed for PCs, while others are for NPCs. I've tried to narrow the list down to the classes that I think offer broad coverage of character archetypes and are appropriate for PC use. Each of these probably can be built with a customizable "build" option, so fighters might have fighting styles, rogues have their talents, clerics their domains and deities, and wizards their specialty schools. Likewise, druids might venerate specific forces, sorcerers might have their bloodlines, warlocks their pacts, ans so forth.

Just about every game will have the four basic classes. The intermediate classes add some more options, but don't really stray from the realm of standard (A)D&D fantasy. Advanced classes do dip into some non-western options, and options that might provide more moral dilemmas and may not be appropriate for every heroic game. Finally, I have a few concepts that are probably class-worthy, but might be better added in specific campaign settings. This simply follows some of the class ideas laid out by the D&D Next designers, its not my innovation at all.

Monday, June 18, 2012

Getting D&D cantrips right

I gave my opinion of the wizard class and cantrips before, and I'm still more or less of that mind. So the first playtest with boring at-will attack cantrips was a bit disappointing to me. Thankfully, Mike Mearls has indicated they are or have been considering a different approach to cantrips and that cantrips might be a little strong as they're currently implemented. The whole and most relevant quote goes like this:

mepstein73: Hello! Just wondering why the wizard's cantrips are so strong. Ray of Frost can end combat pretty quickly, and Magic Missile is very powerful if it's unlimited/day. 
Mearls: I think that for at-will abilities, we might have made them a little overpowered a bit in terms of math and feel. For instance, does it feel OK that magic missile does auto damage every round? The speed thing on ray of frost is tricky, because it can vary from being very powerful to being useless. I think getting the minor spells right will take a few iterations. 
Jeremy Crawford: When we playtest things, we prefer to start powerful and tone things down, rather than starting weak and beefing things up, hence the spells' potency.

Some friends reports and forum posts have suggested that the at-will cantrips and the auto-hitting magic missile specifically make the playtest wizard boring. The wizard isn't even rolling to hit with magic missile, whereas the sun cleric at least needs to hit with his lazers.

I really hope they tone down the cantrips in D&D Next. Hopefully in the next version of the play test. I think that these cantrips need to be really carefully crafted, as well as numerous. There should be clear low-level effects and/or guidelines in the DMG for adjudicating the low-level effects of cantrips. Low-level effects, or example, should be seen in the light spell. The light cantrip shouldn't be better than a torch. Call it torchlight, floating lantern, or whatever. Light, as a first level spell, used to double as a blinding spell (target your enemies eyes!), so that seems about right for a first level spell. Plus there's that creative use of spells, right? A sorcerer would almost never take light as a first-level spell, but creative uses makes these spells useful.

There should also be two or more cantrips per school of magic (just like at each spell level). This is both in general for variety, but also assuming that specialty wizards will reappear. I love abjurers, but if you only have one abjuration cantrip option, that's not too thematic.


Now, one problem with fantasy literature, TV, and film is that the wizard often has a role of an aloof mentor or as a bumbling fool. In terms of He-Man, the wizards are the Sorceress and Orko for the good guys. The PC wizard needs to be something a little in-between. When used creatively, and in the right situation, wizard spells should make an encounter dramatically easier for the PCs.

So I'm going to try my hand here at two possible cantrips: