Showing posts with label Innovations. Show all posts
Showing posts with label Innovations. Show all posts

Saturday, January 24, 2015

The Influence of Combat & Tactics

I burnt my hand cooking breakfast today, so in a fit of childishness I opted to do nothing this afternoon and ended up reading Combat & Tactics a bit. I'm still a little shocked at how it really does pre-figure third edition quite a bit. Armor is classified into light, medium, and heavy (or Leather, Mail, and Plate). There are proficiency options that are basically feats by another name. And the whole 5 foot square gridded combat system.

Obviously all of it didn't make it into later editions, but there's one aspect that I'm wondering if we left behind. Third edition codified a lot of bonuses to individual weapons into weapon properties, but left some things behind a bit. And now Fifth feels a bit like an exercise in filling a grid of weapon damage types and properties. Its not quite that bad, but a couple more weapon properties might be helpful.

I think some of this is the tactics that have been left behind with the transition to more story-focused games. Don't get me wrong, I love 13th Age and Vampire and other story-focused games. But I have a hankering for some old school simulation too, and I like the idea of two soldiers opting to use shields and short swords because they're optimal in a cave where both can be in the front ranks where a longsword or battle axe would be ineffective. Maybe I yearn for the days of putting the dwarf and gnome up front too where others can use reach weapons or ranged weapons over their heads. And Henchmen. But henchmen might be for a different post.

Anyway, I've picked a dozen and one (ish) additional properties here inspired by Combat & Tactics. The designers probably considered something like these and opted not to use them, so there may be reasons not to. Chief among them is probably the part where many of these properties only apply to fighting armed humanoids, not beasts. It also makes the game more complex, obviously. A well-trained fighter might be encouraged to switch weapons based on his opponents (a feature, in my mind, rather than a bug). Some of these properties have a "critical" effect. This could be re-worded to happen in addition to extra damage, but it seems possibly excessive. These properties are also written for 5e. As such they are mostly limited to +1 bonuses: advantage seems too good and would synergize with things like a rogue's sneak attack. A small (+1) bonus shouldn't really muck with the math; besides rogues/bards can already get stupid good at disarming or tripping because of expertise. If I were writing these for AD&D, they'd be more like Defensive +1 or Armor Piercing (Mail) +2. Because AD&D could work that way. I also listed some weapons these properties might apply to (though not all exist in 5e): this might be motivation for adding in a few other polearms or whatnot as well.

Defensive - +1 to AC while wielding the weapon (even in your off hand). We lost the defensive property from earlier editions, but I'm not sure why a parrying dagger or gunsen couldn't have it. There may be a good reason this went away.
Added to: Parrying Dagger/Main Gauche, Gunsen, Jitte, Ranseur/Spetum/Partisan, sai, three-piece-rod

Wrap Around - This property would give chain weapons a +1 bonus to hit opponents with shields or behind cover.
Added to: Chain, Flail, Whip, Kusari-Gama

Armor Piercing (Heavy, Medium, Light). These properties would give a +1 bonus to hit opponents wearing the appropriate plate, mail, or leather armor. A weapon might only pierce one type of armor or all three. The idea is plate might not be as good at defending from a weapon designed to pierce it.
Added to: Crossbow (Heavy), Dire Flail (Heavy), Mace (Medium), Morningstar (Heavy), Pick (Heavy), Halbeard (Heavy or Medium), Greatsword (Heavy or Medium), Estoc (heavy or Medium), 

Disarming - A +1 bonus to disarm an opponent. On a critical hit, you can instead deal normal damage and automatically disarm your opponent.
Added to: Chain, Flail, Whip, Scourge, sai, three-piece-rod

Tripping - A +1 bonus to "shove an opponent" and instead you may opt to pull them closer or knock them prone. Or/Also, a critical hit you can opt to deal normal damage and also knock your target prone. A tripping weapon cannot trip an opponent with more than two legs.
Added to: Chain, Flail, Whip, Bill/guisarme

Charger - Double damage when mounted and you've moved at least half your speed.
Added to: Lance

Set-For-Charge - Double damage if you set the weapon to receive a charge. (This needs set-for-charge rules and possibly better charging rules. Probably readying your weapon is like readying an action and then you get the attack if your opponent "charges" or moves 15' and then attacks you.)
Added to: Spear, Pike, Halbeard, Glaive and other pole-arms

Shield-Sundering - +1 bonus to sunder a shield. On a critical hit, you can instead deal normal damage and automatically sunder your opponent's shield. [This would need a rule for sundering a shield probably, though the crit property could live on its own.]
Added to: Battleaxe, Greataxe

Close-Quarters - No penalty for attacking in close quarters or while squeezing. [This would be different than just giving this to piercing weapons, which I had considered. Then I remembered picks.]
Added to: javelin, Spear, Shortsword, Rapier, Trident, Pike

Quick - You can use your reaction to make an attack of opportunity when an opponent attempts to grapple you.  [If it weren't such a pain, I'd consider saying that after making an attack with a quick weapon, your initiative increases by +2. So after a couple rounds you'd end up passing people in the initiative order. Its not a bonus attack, but could be interesting.]
Added to: Dagger

Subduing - This weapon only attacks to subdue. If the opponent is reduced to a number of hit points equal to your level + the damage bonus from your ability score, they are instead reduced to 0 hit points.
Added to: Sap

Ineffective (Heavy, Medium, Light). These weapons are less effective against particular armours, and receive a -1 penalty to the attack.
Added to: Blowgun (Heavy), Bo (Heavy)

Surprise - When you initiate combat and your opponent isn't expecting you to be armed, you gain advantage on the surprise role and a +1 bonus to the initiative roll.
Added to: Brandistock, Ninja-to

In 5e, many properties correspond with damage dice alternations. For example, a two-handed or heavy weapon will do more damage than its one-handed counterpart. Likewise light weapons tend to do one die-size less damage than an otherwise similar weapon. Here, I think the quick and defensive properties should likewise be associated with smaller damage dice. The others don't seem like they're quite sexy enough to merit a change in damage dice as long as they're associated with thematically appropriate weapons (i.e. chain weapons tend to do wrap-around, disarm, and trip).

There's a few other bits of "tactics" that would be interesting to add (I'm thinking forming a shield wall), but these might do a bit to help add in a few tactics to the game and make various weapons a bit more unique. I'm still a little unclear on the bonus part. For some, proficiency bonus might be an appropriate thing rather than just +1. But, by and large, +1 is easy to add in and not going to be overpowered. I'll have to take a closer look to decide if any of these properties are redundant or could otherwise be combined, but it just might make a slightly more interesting set of weapons available.

Monday, September 22, 2014

The Gaming Technology of 13th Age

I've played one session of 5th Edition, but when I sat down to create the character, I found all of my options a little lackluster. 5th Edition starts you off with almost no special powers so you can grow into your character. Now, that's great for newer players. But I wouldn't be surprised if many 5th edition games pull an old school Darksun and start off at 3rd level where you've already picked the path your character will follow.

But what it really meant was I've been looking a lot harder at 13th Age. And man, is there some great stuff in there.

First, the three most widely known aspects of 13th Age are probably the Icons and icon relationships, the escalation die, and One Unique Thing. The icons provide a neat way to bring big NPCs or their factions into play, even if they themselves aren't necessarily seen. The escalation die alters combat so you've got some advantages towards the end. This has two effects. First, combats shouldn't last forever (the 4e grind). Second, defense is a reasonable strategy (wait till your attacks are more potent towards the end of combat). Obviously you can use your big guns right away (a dead enemy can deal no damage) but in some most other games playing defensively is mostly just going to make combats last a lot longer. Since its a mechanic, you can then hang other mechanics off it so an attack might be better or worse if you use it early or late in the battle.

But there's a lot more than that. These aren't all unique to 13th Age (which explicitly calls out the origins of some of these features) but really all add up to make the game more than a simple d20 variant. The best thing is, some of them are more philosophical and easy to port into D&D or another game. Others you could do with minor mechanical tweaks. In general, its easier to export these ideas from 13th Age to your own game than remove the rulesy bits from 13th Age. Removing the Icons would have minimal effects on most classes, but removing the escalation die might be quite a bit broader, for example. Removing One Unique Thing just makes 13th Age less custom, while the backgrounds could be replaced with Gumshoe style skills (perhaps based on Lorefinder?).

Middle of or lower of 2-3 stats. In 13th Age, you use the middle or lower of ability scores to determine your defenses (or attacks for multiclass characters, it seems). This means taking one 18 and dumping the other stats isn't such a great plan. A simple and elegant solution which min-maxers can still try to make use of, but not to the extent as most versions of D&D or Pathfinder. 4th Edition did the reverse of this: higher of dex or int for reflex. This meant you could dump one easily. Median of three or lowest of two means you've got a couple scores that still matter. This might mean, however, that having one or two really low scores (if you apply it even more broadly) might make a character significantly less playable.

Fail Forward. This isn't unique to 13th Age, its more of a philosophy. Missed attacks might still deal some damage (hit points are not equal to meat or specific wounds anyway). A failed climbing check might simply result in damage instead of an insurmountable obstacle (though maybe the cliff does prove insurmountable and you have to go the long or dangerous way around). Ever since one game where I played where my character had virtually no chance of making the required check and the DM wouldn't let us advance without it... This has been my philosophy.

Incremental Advance. Levels are big deals. But you can give out a portion of a level early as a bonus for good RP or just regular attendance. This means you might your next feat or class feature early, which are nice and concrete benefits, and playing 4 sessions between levels should still be rewarding.

Weapon Damage and AC by Class. This seems very DungeonWorld to me, but I kinda like it. A barbarian might always do more damage with a longsword than a bard. Ain't nothing wrong with that. Likewise a paladin wearing full plate might have a better AC than the barbarian. Because that's how the class works.

Class complexity ranking. I'm not necessarily of the opinion that each class needs its own set of special powers to make it play different than another, and I certainly think that (by and large) a set of spells does enough for the wizard without needing fiddly once-per-day non-spell powers or whatnot. But in a game where each class does play quite differently and (in general) has its own unique schtick, the ranking of which classes are great for beginners is precious. Barbarians, paladins, and rangers are easier because most of their stuff is basic attacks. Fighters and clerics are more complex because they have more options in play. Sorcerers and rogues are even more complex, because they've got a lot of different options. Wizards can be the most (or closer to sorcerers and rogues) depending on their choices. The additional classes in 13 True Ways (Chaos mage, Commander, Druid, Monk, Necromancer, Occultist) aren't ranked because they're all at least at the Sorcerer/Rogue level of complexity. They call out that the Chaos Mage and Necromancer might be easy enough for beginning players, but its nice to be able to show a list to people too. 13th Age is a little more "do as thou will" though for that.

Backgrounds as Skills. This is one of the the skill systems I actually like. I think I like the Gumshoe system too, but this one I do like. In 13th Age, you use nifty backgrounds as your skills. So if I'm a 'Shaman for a tribe of ancestor worshippers who were wiped out in gnoll attack', I might use that background for tribal etiquette, knowledge of rival tribes, shamanic practices, or gnoll tactics. Min-maxers might be stumped with these and try for a "jack of all trades +5" background, but a crafty GM will just hook them into the plot more. Plus, your class stuff doesn't really interfere or modify backgrounds much, so there's nothing for min-maxers to do but create an intricate background for their character.

Fight in Spirit. This apparently comes from Fate, or so the interwebs claimed. When you're out of a fight, you pull a Final Fantasy where your character might be praying for their allies, or otherwise inspire people and grant a minor bonus. Helps keep people involved even if they've just been irrevocable slain.

Technology of the d20. Critical hits and fumbles have been around for a long time on 20s and 1s, and at least by late second edition we started seeing what resembles today's expanded crit range (On a hit of 18-20...). But 13th Age really brings this all out by having some powers (flexible attacks, lots with the bard, fighter, and sorcerer but also some on the druid and monk iirc plus monsters galore!) activate on a natural even or odd, on a natural high-ish number (16+), on a lower number (two-weapon fighting lets you reroll on a 2), a bad miss (1-5), etc.

Player Pics. An easy to miss section, but it just says let your players (or one of them each session or after a big milestone) pick one element that's been in the game to highlight. A villain, a cult which was sorta forgotten about 2 sessions ago, etc. Then you try to work it in.

Mooks. Obviously we saw these in 4e, but these rules are nice.

Nastier specials. Many monsters have additional optional attacks which can be used to spice things up or if the encounter is significantly weaker than you expected. It also easily lets you make a stronger leader figure for the group of enemies.

Death Attacks and the last gasp save. Death attacks done pretty well. The medusa in the basic rule book is a really nice example of how these save-or-die mechanics can be threatening but not overwhelming (and based one one or two bad rolls).

Conditional spell lists. This is a strange one from 13 True Ways, but the Chaos Mage and the Druids with the terrain magic talent have a set of spells which changed from encounter to encounter. The Chaos Mage (predictably) randomly has a small set of options on any given turn in combat, while the terrain magic talent of the druid gives you different spells depending on what type of terrain you're in (broadly construed). I love this idea so much that the druid can have a nice geomancer feel. (Druids are a super versatile class and can really take a major and minor talent --like terrain magic, an animal companion, healing, or shapeshifting--or go for breadth with three different minor talents for versatility.)

I might have missed one or two, by the way.

Its not really fair to compare this directly to D&D. Obviously 5th edition has some of its own new tech (the double roll for advantage all over the place, one proficiency bonus for lots of things) and other implementations of similar tech (bounded accuracy or a lower range of bonuses over the game). Some of these are also in 13th Age: bounded accuracy because the game only goes up to level 10 (so a +1 per level has a hard cap), some classes like the Barbarian's rage gets the double rolls (and crits if you hit and both dice are 11+), etc. Also, 13th Age had all of previous D&D to draw from, in addition to more indie and opinionated games. I'm not sure how the timeline of 13th Age and DungeonWorld match up, one or both of them could have drawn from the other if they were in progress around summer 2012, but I think its fair to say that 13th Age makes D&D much more like an indie game in the vein of DungeonWorld but quite a bit crunchier in terms of mechanics and rolling.

Now I just gotta herd some nerds into my living room to give this baby the testing it deserves.

Sunday, July 13, 2014

XP, Levels, and Alternate Rewards

So 5th edition has the same XP problem of the previous two editions: everyone advances the same.

This has one massive benefit: you can simply have everyone level up every other game or so, and you've got a nice rate of advancement and no one is really left behind. There's no need to crunch the math at all. But there's a crucial drawback too: individual awards are gone as well as XP penalties or costs.

Now, third edition and Pathfinder might be slight exceptions: you can play a level-adjusted race and be a level or so behind the other PCs, but that's a little problematic because the benefits of being a Drow might be worth about a level at lower levels, but not higher levels. Also, item creation gets mucked up: if a wizard is going to be a level below the other PCs because he made one scroll, you better believe he ought to make a whole tone of them to get that missing levels worth.

So 5th edition gives us one alternate reward at least: inspiration. Inspiration is like action-points-lite from 4e and later third edition: advantage on a check (presumably cancelling disadvantage as well). It seems ok, but I'm not sure if its quite enough to really be a reward like bonus XP.

Planescape in 2nd Edition had Belief points in the Planewalker's Handbook. They could be spent for an auto-success on a roll (similar to advantage) and also a more story-oriented type of intuitive clue. That makes for a nice additional use of inspiration.

Another option for rewarding awesomeness at the table is to give story-based awards. In a Planescape game, for example, most characters are members of factions. Those who consistently are acting in line with their faction's goals might be up for promotions. Not every game has such factions, but you can imagine rewarding someone in a 13th Age game with bonus to Icon relationships, or using other factions or non-adventuring followers in a a more traditional D&D game (Thieves' guilds, Druidic Circles, Bardic Colleges...).

This is all very different in a non level-based game. I'm getting ready to run a Vampire game online (set in Alexandria around 360 AD). There I plan on using XP as a reward for accomplishing goals because XP simply improves your character's stats and allows you to learn new disciplines. There's no need to worry about level advancement since there is none: XP does it all. I like that. I wonder if you couldn't add an aspect of this back into D&D.

Take the Planescape factions, if you will. Or otherwise the concept of the Theme from 4e or the Prestige Class or Paragon Path. As you gain power within your factions (whether they're the formal Factions of Planescape or something more nebulous) you gain some game mechanics. You could track it with a rough system like Renown in Werewolf: 5-10 points and you've got a new level or "rank". Each rank comes with mechanical benefits, though they could be mostly story-based benefits rather than combat ones.

Wednesday, July 10, 2013

Jakandor: A Forgotten Setting

I have to admit that I really have a raging nerd boner for an old little setting called Jakandor. Well, half of it at least. This was a second edition setting (weren't they all?) that focuses on the class of two cultures: the magical Charonti and the stupidly named generic Vikings/Indians called the Knorr. It wouldn't be so bad if that weren't a soup product.

Anyway, the Knorr stuff is just ok. Warrior culture, animal totems. Meh. The magical Charonti is where its at.

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.

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.

Sunday, September 2, 2012

Party Coherence

I've been reflecting a lot on D&D lately (I partly blame Antagonist Relations), specifically on the history and rules. But the game is really in the playing. A ruleset is a tool, better for some tasks than others. But any rule set will generally get the job done. What we don't really see rules for in RPGs, however, is party coherence.

I'm not sure why that is, but I suspect it stems from the general lack of social rules and cooperative attitude that games like D&D engender. What is party coherence though? My ideas on this are colored by my old LARP experience.

See, I used to play LARPs at conventions. These weren't long-term things, just one four-hour game. But the social interaction there required a skeleton of player knowledge. This was generally done by a lengthy list of the characters in the game and a short description of your relationship to each one. So-and-so was your brother in the Mafia family, or in your delegation at the peace conference. So-and-so was your rival, the person you wanted to take down. Without this basic background info, you were lost in this type of political intrigue game.

Some of the people who ran those games also ran D&D games at convention I used to frequent. And you see the same sort of thing in a convention game. My favorite one had my friend JG as my daughter, and I suspected that this other guy that I knew was playing my son that I put up for adoption. Instantly I had connection to the rest of the party. It was awesome.

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.

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.

Thursday, June 14, 2012

Lingering Innovations: The Runepriest and Runecaster

Runes have been a source of inspiration in D&D, probably since the beginning. Nordic rune magic can be seen in the old spell lists, but the journey from a few spells to the recent runepriest class isn't strait forward.

I've been pretty critical of the runepriest class in the past. I just don't like how it was implemented. For example, why strength as the key ability score? Constitution, at least, would make some sense given the lore of sacrifice to gain the power of runes. Wisdom as well, since runes have a tradition of insight about them, rather than intellectual cunning per se. What is interesting is the choice to make rune magic a type of divine magic, and labeling its wielders priests. There is a precedent for this, however. I'm going to stick just to the D&D examples of runes here though, rather than going afield into other RPGs.

Basic D&D

The first systematic predecessor to the runepriest that I've found so far comes in 1988. The Northern Reaches (GAZ7) for the basic D&D system doesn't present a specific class of rune-users, but instead gives northern priests access to a system of rune magic. I actually think its quite ingenious for the time. Rather than introducing a new runecaster class (see below), clerics gain access to a small series of second- and third-level rune spells (2 interpret, 2 bless, 3 know, and 3 inscribe rune), which they uses to access a system of runes.

Thursday, June 7, 2012

Lingering Innovations: The D&D Shaman

Its no secret that I like the idea of having a shaman class in D&D. But I will reveal another secret: I've been updating the wikipedia page on the Shaman.

Now, its not perfect. My update probably still violates a lot of wikipedia good form and such, but the information is significantly improved. I'm trying not to go overboard with including shaman information everywhere since many of the other class pages (the whole section in general) needs some significant revision. But when I finish, it should be much more useful to people. Its hard to do this type of research though when you're not in the US with access to large piles of D&D books though. Feel free to join in on the work. Wikipedia is always a collaborative effort.

I should also note, maybe, that the shaman was listed as one of the 15 or so core D&D classes before I started messing with it. But I think wikipedia had that one right. The shaman has a long and interesting history in D&D, and I've learned a few quite interesting things thus far about the Shaman.

Monday, April 30, 2012

Filling the grid: races, classes, and roles

The fourth edition of D&D really cemented the old D&D roles by explicitly labeling them and putting them front and center in the game. No longer did a party require a cleric, since a warlord could fulfill the same party role, albeit in a slightly different way. Though, in third edition, a regular supply of wands of cure light wounds also provided plenty of healing if someone had the Use Magic Device skill.

Now, these combat roles have been around since the dawn of the game, and they were even explicitly discussed in the third edition of the game to some extent, though they were also mixed with non-combat roles. They can be broader or narrower, but here's one stab at the list:

Combat: Defense, Offence, Healing, Buffing, Battlefield Control
Exploration: Perception, traps, doors, scouting/stealth, tracking, orienteering, nighttime watches, nature lore
Interaction: Lies and knavery, Diplomacy, Intimidation, Information Gathering, setting lore

Wednesday, April 18, 2012

Lingering Innovations: Warlocks and Witches (And Sorcerers)

Going back to Second Edition again, its pretty easy to find the precursors to the Sorcerer and Warlock class in the Player's Option: Spells and Magic book. I'm strongly in favor of the Wizard, Sorcerer, and Warlock being core classes in the new D&D. I'm concerned, however, that an emphasis on the four 'core' classes might lead to the downplay of non vancian wizards.

For the first two decades of its existence, D&D hasn't been too keen on accepting alternative magic styles. The rules give us casters who memorize (or later prepare) their spells for the day, and that's basically true until a few innovations in second edition, like the runecaster from the Vikings sourcebook (later redone as a Totem-Sister in Elves of Evermeet and again as a runecaster in Giantcraft). We saw a couple alternatives like the Sha'ir and Ghul Lord from the Al-Qadim line and the later Shaman product, but the core of spellcasting in D&D has always been fire-and-forget magic.

Spells and Magic focuses, like so much of second edition, on world building. There's a wealth of character options there, but it didn't seem to occur to the authors that one might mix and match their channellers (sorcerers?) with the magic systems for witches and warlocks or alienists (basically infernal pack and star pact warlocks). The assumption is that the wizard class works one way in any campaign world, but providing distinct mechanisms for arcane magic (and similarly for divine magic) as distinct classes seems like the plan. It even now has a bit of a history in D&D.
Now, channelers don't quite equate to the modern D&D sorcerer, but that's a relatively minor difference. Technically, they could be studious scholars who channel powerful forces too. What I'd still like to see in future editions, however, are options so that one could create a campaign setting so that we have magic users who use these distinct types of magic (or possibly more). This is what my friends and I did in our Rule of Law setting. There were two arcane caster classes, so they represent different magical factions in the game. But that was the essence of the extravagance that was second edition: world building.

Thursday, April 12, 2012

Forgotten Innovations: Dragonlance


The Dragonlance setting may seem like a pretty vanilla fantasy setting today, but it hides a lot of ideas which were innovative at the time for AD&D. The setting suffers a bit too much from NPC theatre for me: I want the PCs to be the special heros. But I admire the setting nonetheless for some really innovative design.

The Wizards of High Sorcery are one prime example of innovation. Not only do the red, black, and white wizards make some sense of a rather abstract mechanic (alignment) but they also get tied into the world with the three moons (gods of magic) and mechanically they had access to different sets of spells. This is huge for me, because you could run a wizard-heavy campaign and have some mechanically distinct characters, even if they're all wizards. This wasn't possible in basic D&D, and becomes difficult again in 4th edition. As someone who still dreams of running a Wizards' Guild type of game, this is huge.

In the Rule of Law setting that my back-home group plays in, we did something similar with the 3.5 wizards and sorcerers. The wizard class became part of a world-spanning wizards' guild where magic was heavily regulated. Sorcerers were hunted and villified because the guild couldn't regulate or control them. Two relatively similar classes become quite distinct with the right story.

Along the same lines, rather than the generic paladin/cavalier of the time, Dragonlance has its own unique order of knights. Later on in the timeline, we even get a dark mirror order of lawful evil antipaladins. These setting-specific orders for the classes (and come on, we'd be fine if they were just mechanically cavaliers or paladins) really give us a foundation to work with for some of the rarer classes. This, I like.

Reimagined races are another good example of the innovation here. While slightly annoying, the halflings (kender) and gnomes (tinkers) of Dragonlance really do help make the setting unique, along with some of the cultural differences betweeen the subraces of elves and dwarves. Furthermore, they do a pretty good job of having some unique villanous races (draconians) and avoiding some of the standards of fantasy (orcs). Its not a kitchen-sink fantasy world where everything can be found, and the races have some solid history and story behind them.

The last notable innovation is the specialty priests. No longer must each god grant the same array of clerical spells, but by dividing the cleric's list into spheres of influence (cf. Domains in third edition), the priests of the gods in Dragonlance are each unique. This level of customization isn't seen again in the official D&D line after second edition.

When all is said and done, I still don't really want to play or run a Dragonlance game. But I admire the setting, and its definitely worth a look for how to adapt things in one's own games.