Showing posts with label Classes. Show all posts
Showing posts with label Classes. Show all posts

Saturday, June 24, 2017

5e Sorcerer Variant?

One of my beefs with 5e is the uneven distribution of long rest and short rest abilities among classes (i.e. encounter and daily powers). The biggest offender, imho, is the sorcerer who gets only long-rest resources and is encouraged to use them up quicker because the sorcerer can spend more resources for a nova round. The quick brainstorm with a friend is to make sorcery points short-rest resources somehow. There's two issues with it.

Number of Sorcery Points. First, the number. 5e sort of assumes something like 2-4 short rests per long rest, so if we simply divide the sorcery points between half and a quarter, that should come close. Say half for now. That'd mean a level 5 sorcerer gets 3 points, which equates to one heightened spell per short rest or a bonus 2nd level slot. That seems pretty strong since warlocks get two 3rd-level slots per short rest, and the sorcerer would also have 3rd level daily slots. If it's a quarter, that means the level 5 caster has 2 points per short rest, which prohibits most expensive metamagic on spells other than cantrips and first level spells, but one level 1 slot per short-rest seems about right but weak. A third is probably about right.

Creating spell slots. The second issue is sorcery points being used to make new spell slots. Short rests could essentially be used to recharge, meaning why not take 3 short rests in a row to recover more slots? This is easily solved by capping created slots with a duration. I'd say end of next round, so you could create a slot in preparation for using it the next round. 1 minute might also be reasonable, or even 10 minutes though. But since they're easy to create, there's not a lot of reason to make them so long-lasting. And if/when they expire? They could automatically convert back to spell points. There's a slight loss here, as it's more expensive to create a spell slot (5 sorc points to make a level 3 spell) than you get from spell slots (3 sorc points for a level 3 slot). But that's probably fine.

Level 20. The sorcerer capstone ability is finally the short-rest sorcery points we want. Nice, but super late. They'd need a new capstone.

Done. What other consequences would this have? Some metamagics aren't going to work on your big guns. You won't have enough points to heighten, twin, or whatever your highest level spells. There's also a question of limitations, can you have more sorcery points that your max? I say sure, convert one big slot to points to power metamagic on your other big slots. Finally, it limits some metamagic options flat out, like Heighten Spell. We might be able to address this by either explicitly mentioning the option is best when you have more sorc points, or by fiddling with the number a bit, more like 1/4 plus 1 or half minus 1 something to ensure the number of sorc points at each level is about right. This still feels a little clunky, but I like the idea. Combine it with 1-2 bonus low-level utility spells for each origin, and it might do well.


Sunday, December 20, 2015

An elegant solution to the cleric problem

I've been debating writing up my ideas for an improved 5e cleric class, and have a few that I really like. The idea is to make the cleric a much more versatile and customizeable class, rather than what the cleric is now. To that end, there's a few simple fixes. Conceptual at the moment, I might mock up a version later. I'll say cleric and priest interchangeably, but I might ultimately call it a priest because there's not a real reason you couldn't also use the cleric class in the same game as this priest.

Spells and domains. The cleric spell mechanism is stupid. For some reason, they're much more flexible than wizards in their spells known (two bonus domain spells for spell levels 1 through 5!) and any increase to the number of cleric spells automatically makes all clerics more versatile. I think there's a solution to this problem (that I've written about twice before) to be found via Astonishing Swordsmen and Sorcerers of Hyperboria: just give them a few spells per level. When clerics and druids have a whole list to choose from, its unbalanced. Wizards have to work to expand their list of spells knowable, so why can't clerics? Originally, clerics had a thematic and reasonable spell list which wasn't too big, so why not keep it that way? Then, you can expand the list with a few simple mechanisms. I think it would work something like this:

1) All clerics have access to a small set of pretty iconic priest spells. This is basically the sphere of All from 2nd edition, with a few staples in it like bless and protection from good/evil. So make that 2-3 spells per spell level.

2) Add to that a couple iconic domain spells. All clerics of a specific faith gain the training/insight of their deity or aspect of the deity. This is largely what happens in 5e, and similar to gaining one or two spheres in 2nd edition.

3) Add one more layer to the system, where, based on a cleric's wisdom, you gain a few bonus spells for insight. This allows a player to pick 1-5 additional spells per spell level that a cleric can add to their list which are derived through piecing together obscure bits of theology or delving deeper into the mysteries of their faith. These might be restricted to secondary domains or spheres, but means the player has a finite set of possibilities. This could be ditched simply by expanding the universal cleric list a bit (still restricted from what it currently is), but I like the idea of being able to pick a few additional spells that others of your order might not have access to.

4) As is, you keep prepping spells normal-like, you just create a custom list for each priest. Its definitely not as simple as the current system, but I could imagine two clerics of Lolth in a drow game with different spells this way.

Cross this spell system with a vocation system. Just like fighters or thieves choose an archetype at 3rd level, why not give clerics another meaningful choice? Priests would have a few distinct options:

A) Crusader. The militant of the faith. This option would get a few combat bonuses, like weapon and armor training and extra attack.

b) Evangelist. This is the skillful priest, who gains expertise in persuasion and performance. Alternately you could reword this as votary so the archetype is trained in the deity's ways, so it might cover thief skills for a god of thieves or knowledge skills and tools as appropriate. Or maybe they're two distinct options.

c) Theurge or mystic. This is the caster priests, who probably gains a few additional spell options and maybe a "divine recovery" for a few extra spell slots. You could get halfway to wizard by allowing a theurge to maintain a ritual book as well, giving them more rituals (or a limited number of rituals, like 1 their wisdom modifier).

d) Prophet. A cleric free from the heirarchy, the prophet might lose some basic spell training but gain some big guns and granted powers.

This makes a cleric about as complex as a warlock, with two meaningful choices (domain/deity at level 1 and vocation at level 3).  And I can imagine a game in which the party all follows one deity yet has multiple clerics in the group actually working.

Tuesday, December 1, 2015

Why I fell in love with Astonishing Swordsmen and Sorcerers of Hyperboria

I've started two or three posts on why I love Astonishing Swordsmen and Sorcerers of Hyperboria, but it finally hit me last night during a bout of insomnia. The classes are almost exactly what I think you need for a solid D&D game. Its not just that there's a good number, or that they're thematic for the game that is being played, but really reading through them leaves me hard pressed to do much more than what there is. And I've been vaguely working on a personal version of 2nd edition and we get some very similar things between AS&SH & my 2nd edition.

Warriors.
While I still think the basic fighter is a bit generic, AS&SH has Barbarians, Berserkers, Cataphracts (Knights), Paladins, Rangers, and Warlocks (Fighter-Mages). The warlock is a multiclass character, plain and simple. But this is the same list, more or less, as I'd really like. Though I might replace the generic fighter and make him more low-class (ala the Oriental Adventuerers Bushi) and add in a weaponmaster/kensai. Whether or not knights are a separate group is kind of irrelevant. Also, I had never really consider the Barbarian worthy of classhood (particularly when contrasted with Berserker) but I can almost see it here, particularly if the fighter was given a power or two of civilization.

Rogues.
AS&SH has Thieves, Assassins, Bards, Legerdemainists and Scouts. The Legerdemainist is a mouthful and also just a multiclass thief/mage. That leaves the expected thief, assassin, and bard plus the unexpected scout. I like it because the scout is a different archetype and makes a primal rogue. The legerdemainist could also be a mountebank or fire thief (thief/pyromancer), but the mountebank or trickster are much better names for the class. The bard seems like a really interesting class learning a few magician and druid spells plus the generic song/poetry stuff.

Priests.
I go back and forth one whether or not specialty priests are great, but if you want a few different priest classes it's hard to go wrong with AS&SH's Cleric, Druid, Monk, Priest, and Shaman. Now, I've been thinking that a purely martial monk ought to be a fighter type and most monk/mystic classes ought to have a few spells like the Spells & Magic monk of 2nd edition or be psychics, but these are some solid archetypes. Prophet is the only thing really missing, and you might need to muck around with spell systems to make it work well. As an aside, they solved the priest problem where priests get access to their whole spell list and get a power boost with every suplement: clerics and priests choose a few spells (3-4) per level to add to their lists. Simple and effective.

Magicians.
This is where AS&SH fails me a bit. They give us the generalist Magician alongside Illusionists, Necromancers, Pyromancers, and Witches. Its a nice little slate, but they don't seem as distinct as I might hope, and its not clear that an illusionist can preform the same work for the party that a magician or witch can. But they have unique spell lists and a couple special abilities, so its a nice slate assuming there's only one or two ways magic works in the world. I think with a couple well done spells you could add the idea of the warlock/pact-mage into the game as is, and I'm never 100% sure that the game needs sorcerers (though if they were run like 13th Age Occultists...).

One thing that really caught my attention and made me read through AS&SH again was the ability of
a few of the "primal" classes (Barbarian and Shaman) to draw poison: basically they get a chance to remove poison before it takes effect if they're quick enough and a bit lucky. The other "primal" classes (berserker, ranger, druid, scout) get some similar abilities but they don't all overlap. I'm not sure how it all washes out in play or if some of those skills could be a bit unified as "thief" type skills, but I like how the wilderness classes all give nice abilities (or at least fancy ribbons) that are thematic and cool. If I wanted to take that into a four class system, you could crib the civilized/barbarian theme and add it in as a background. So a civilized fighter might get some towny powers while a barbarian fighter could choose from the wilderness ones.

Essentially, AS&SH is looking very close to a 2nd edition game which uses Fighters, Barbarians, Berserkers, Paladins and Rangers; Thieves, assassins, and bards; Clerics, crusaders, monks, druids, and shamen; and mages and all sorts of specialist wizards. Just tweaked to cover a sword and sorcery setting with a few hard-coded multiclass options. In otherwords, AS&SH gets it about as right as Oriental Adventures.

The big flaw with AS&SH as I see it is that it's based on AD&D 1st Edition, and I'd like it a bit more if it were basic D&D. The unified ability bonus and simplified combat system appeal to me a bit. The combat phases really disinterest me, but by and large I think the game is decent looking (even if I might import a few 2nd edition-isms like d10 for initiative).

Anyway, of all the retro-clones out there I think this one is worth a second or third look. I wouldn't give up Al-Qadim Church for the world, but I'd definitely consider running AS&SH sometime. At least the class system looks to do a very good job of mixing Conan with D&D as though D&D never had elves or dwarves. The only real competitors in my mind are Adventurer Conqueror King and actual published D&D stuff. And the only real reason I like ACKs is that its based on basic D&D (i.e. simpler rules) and yet has some good variety to its classes. Though ACKs classes seem to be more about mixing fighting, thieving, clericing, and wizarding than anything unique and innovative (yeah yeah, Dwarven Machinist and Mystic and such). 

Wednesday, August 5, 2015

Hidden in the depths of 2nd Edition...

After going through a bunch of second edition stuff (and even scouring forums and blogs and the like) I've discovered a few things I've never really realized 2nd edition had. Many of these come from the campaign settings, which were, in many ways, the laboratory of the game. Designers could craft crazy nonsense and at least if they were in one campaign setting they weren't "polluting" the entire game line. There's a tension between game designers wanting a stable core game with players wanting lots of crazy options and expansions, and the settings of 2nd Edition are where good ideas were tested out. I suspect we'll see this philosophy a bit in 5e now, such as Adventurer's League only allowing people options in the core books and the most current setting/player's guide. Heck, we did it once during our first Empire of Man game, where we let each player bring one book to the table. Anyway, three things of interest, though #2 and #3 are kinda related.

1) Racial proficiency groups. This might only be in the Domains of Dread book for Ravenloft, but it is such a superb idea. Just like your class gives you a list of proficiencies you get a discount on, your race could do the same thing. Maybe the groups aren't perfect and maybe races don't need more than 0-3 options to make this a thing, but its kinda nice that elven warriors might take astrology or elven wizards may take bowyer/fletcher.

2) Extra classes. Second edition was obviously full of a lot of nonsense, but they did craft a good number of additional classes, mostly restricted to the campaign settings. Monk and Assassin classes? Added in the Scarlett Brotherhood book (And the internet thinks they're decent too!). Berserker and Runecaster are added in Vikings (and again, the internet thinks they're on-par with the other classes, though runecaster is a bit weak and might could be augmented with the Giantcraft runecaster for Forgotten Realms). The later Forgotten Realms also gave use Harpers, Crusaders, Spelldancers, and Shadow Walkers hidden away in splat books. These last four were news to me just this past month, so I had to update the Wikipedia list of alternate D&D classes.

3) Unlimited slow/weaker spellcasting. Linked to extra classes, both the Al-Qadim Sha'ir and the Forgotten Realms Spelldancer (Wizards & Rogues of the Realms) are spellcasters with unlimited casting potential at the cost of speed. They're both odd options where you have a decent chance of getting just about any spell you want as long as you're willing to wait. Not too useful in combat, but you're a pretty grand utility caster. I'm not 100% sure I think this is fair and balanced or would work well in a low(er) magic setting that I'd prefer, but given that this has appeared a few times (and the interned hasn't shat all over the Sha'ir) it might be reasonable. Presumably in-play the characters also end up getting a number of wands or something for a few things to do in combat (though I might opt to multiclass rogue or something). It does sort of green-light some crazy ideas though like making all spells have a longer casting time (in rounds/turns) and just letting wizards/priests cast at will. Likewise, two versions of the runecaster show up (Vikings, Giantcraft) which has lower-powered but essentially unlimited spells as well. Someone felt this nonsense was balanced at least.


Sunday, October 5, 2014

Using Crusader, Monk, (Mystic,) and Shaman in 2nd Edition (or earlier)

I've always been a bit of a fan of the Player's Option stuff in 2nd Edition. But come on, I was, what, 15ish, when that stuff came out. Also, I've been a low-key fan of the Shaman as a different take on magic. So when I'm contemplating running an old school (ish) second edition game running Temple of Elemental Evil, I want to give my players at least some relevant options without just outright opening up all of 2nd edition.

So I get to thinking: why not allow the alternate priest classes from Spells and Magic. (Aside: There's also the mystic if you add Faith and Avatars, but I think that one seems dumb because they use candle magic. I might know someone who loves to play witches who would love that class though. Dunno. At any rate, I have a vague rule of: no more than one extra book per player, and you gotta bring the book to the table. I'm not buying Faith and Avatars for that class, but I might not stop someone else from doing it.) So then I start looking around the internet and simply cannot find a halfway decent rundown of how these might work. Granted, I might be looking for shit that is marginally pre-internet (I know, I know, 1996 wasn't really pre-internet, but maybe reviews were posted on AOL or something). But getting actual play info on these classes isn't easy apparently.

First issue: 2nd edition balanced priest classes by access to spells, not by number of spells. So the bard isn't as great a caster as a wizard, but that's not how priests worked. Whether you build with the Priest's handbook or Spells and Magic, number of spheres (i.e. spell access) is the balance, not number of spells you cast per day. So the Crusader, Monk, and Shaman have a limited spell selection compared to the Cleric, and that's a key balancing factor. Access to weapons/armor is another. So if you have better weapon selection, you should lose out on spells. I'm not 100% sure that is the best design, but that's how these classes were designed.

Second issue: the classes seemed designed to make use of the Tome of Magic spheres. That's kinda laudable, since otherwise these Tome of Magic spheres were just there and clerics couldn't use the spells. Some supplements used them, but not all of them. And whereas wizards got elementalists and wild mages, the part where priests didn't get a shaman or monk or crusader or mystic seemed odd. Sure, you can design your own faith (and those rules should have been in the DMG not the Priest's Handbook), but generic clerics and druids didn't benefit from those new spheres like Numbers, Time, Travellers, War or Wards. So, in a sense, Spells and Magic really just filled out the details of what we were missing for years: basic classes to use the Tome of Magic spheres: spheres which were neglected in other products since they were "optional" anyway.

I'm sure I've used the Spells and Magic monk in the past, including briefly for an attempt at 2nd edition planescape last year. The violence was strong with him, but because it was planescape, my spells were bunk when we got out of Sigil. So it was hard to tell, but it seemed like a reasonable class which could somewhat fill in that healing role of the Cleric. The spell selection was definitely limited, and I felt it. But it did the divination stuff well with access to Numbers and Thoughts. The slight beefiness in combat might have been due to combat and tactics martial arts. None of the other players looked at that book.

The crusader is the one that people online seems to just poo poo right away. I think its mostly the part where the crusader is a full-on caster with a warrior THAC0. But, in one discussion I was able to find, there are distinctions between the crusader and paladin. Importantly, the crusader doesn't get the warrior bonus attacks. Likewise, they're rolling d8 for hit dice, don't get exceptional strength or the warrior constitution bonus. And, from what I gather, even if you used the expertise rules from Combat and Tactics, you maybe would only ever get 3 attacks per 2 rounds, not the full-on specialist number because that's based on also getting the warrior bonus attacks. So on the surface and at lower levels, the crusader probably does step on the toes of the paladin or other warriors. By about 7th level you'll start to see that the crusader needs those spells to keep up with the warriors. They also have access to a reduced spell selection compared to the cleric. Overall, it seems boarderline acceptable. If you're really concerned, you could give them one fewer spell at each level (that'd be no spells at 1st level if you don't allow the wisdom bonus spells). Fewer spells would be a noticeable drawback at low levels, but might balance things out. Alternately, the bard's spell progression chart would be even more of a hindrance. Not sure if reduced spell progression is really needed though.

As for the shaman, people seemed slightly concerned that the player could abuse getting access to some spells early with their bonus boons they can get from spirits. But I think the roleplaying factor probably would limit this somewhat, as nature or ancestor spirits might just be too far from their homes to provide all the assistance all the time. Plus they could ask for things in return, presumably. Its the kind of hokey OSR story balance, but I think this works much better than, say, the Elven Bladesinger's massive chruncy benefits compared to a few easier-to-ignore story hinderances. Seems reasonable. At least more flavorful than the Barbarian's Handbook Shaman or the Humanoids shaman. Not sure how it compares with the Shaman shaman though.

If I do ever run the Temple or maybe in another 2nd edition game, I'll totally let the players choose these or at least consider them based on the setting (Al-Qadim could use a crusader, I suppose, but less so the martial arts monk or unenlightened shaman). Crusader is the only one I'd consider dropping, just because I think the cleric does the role of warrior-priest quite well. But that's more story-based than mechanics based. Then again, given the folks who I've gotten to play some 2nd Edition here, I doubt they'd really take the options. Even if I also allowed things like the Berserker (Vikings), Runecaster (Vikings/Giantcraft), or Sha'ir (Al-Qadim), it'd probably be more a party of fighters and thieves and assassins than monks and shamans.

But whatever. I like options. But they need to be good ones that fulfill the basic needs of the game. And I think the Crusader, Monk, or Shaman could probably fill in for a cleric or druid just fine, and two could exist in the same party without stepping on one another's toes too much. This monk might step on the toes of the 1st edition Monk or Shukenja, but in a 1st edition game I might still try to import the shaman.

Tuesday, July 8, 2014

On Simpler Games

Sometimes, I've wondered what kind of person really prefers a simpler game with few character options? I think I've met two of those people in the past two days. One is my friend S. This is the third AD&D character I've seen him make. Since it was for a one-on-one game, I figured there'd be no problem bringing out all the crazy supposedly overpowered Skills & Powers nonsense. He chose a by-the-book Gnome Fighter/Illusionist. I even have the Wizard's Spell Compendium with me (4 volulmes) and he just took spells from the Player's Handbook. I suppose they were familiar options, and enough options for him.

Crazy thing is, the second person who might prefer a simpler game with fewer character options is me.

Friday, July 4, 2014

Revisiting D&D Schools of Magic

As I've been thinking that a D&D style game is hindered by overly generic classes (the exception being a game with only a small number of classes: maybe 3-5), and doing away with the generic Wizard or Magic-User might open up a few more doors. Replacing the generic class with the specialty versions prevents one class from stealing the thunder of its subclasses, and allows multiple of those types of characters to coexist a little better in play, I think. The natural D&D thing to replace the standard Wizard with is thematic specialist Wizards. But a few seem a bit off.

One issue, in Second and Third edition, the schools are somewhat poorly defined. Transmutation is a heinously powerful school, and Abjuration is horribly ignored. There's no contesting that an Abjurer has a terrible selection of generally useless spells (they don't even get all the defensive ones!) and Transmutation has a strange abundance where things like Burning Hands could just as well be evocation. Conjuration, too, in 3rd edition gets a strange set of ranged touch attack spells which could easily fit into evocation. This didn't matter so much in first edition where schools were largely story-based (until Dragonlance Adventures came along and divvied them up between the different orders of High Sorcery).

Another issue is reversible spells: spells that summon things are clearly conjuration/summoning, but spells to dismiss them are abjuration. Two sides of the same coin should be maybe combined into one school, no? I suppose this is just another instance of schools being poorly defined.

Yet another issue is schools are only slightly relevant. Pathfinder almost neuters the idea of an opposition school for specialists by just forcing the wizard to learn the spell as one level higher. The Illusionist can still cast Animate Dead, it just is harder. So the specialty goes from a meaningful choice to a thematic choice. Any wizard can basically cast any spell. First edition Illusionists simply cast a slightly different set of spells that normal Magic-Users had, and while not exactly weaker, they were overshadowed by the generalist Magic-User.

So what would the fix look like for a game with a healthy set of classes but without a generic ones? I think you could still use a generic Wizard (who's intelligence and prolonged study grants magical mastery) but require a specialty: no generalists allowed. Second, give a smaller set of coherent specialists. For example, a Binder or Conjurer would focus on various protection-from-X spells, wards, summon monster spells, and a few others like maybe Charm Person and Hold Person. A thematic and coherent set. An Enchanter or Beguiler might focus on charms, illusions, and people-based transmutations (think Bulls Strength or Polymorph Other).  A Necromancer would have their traditional suite of spells (death spells, animating and controlling and destroying undead, fear and some curses). An Elementalist could take the role of the war wizard and evoker throwing around fireballs and lightning bolts. An artificer or alchemist would enchant items, change and create physical items, and other genuine transmutation spells.

This set-up just did away with the abjurer (mostly by giving his spells to the conjurer) and the illusionist (by folding him into the Enchanter). I'd also throw tighten up some of the definitions and probably allow some subschools to be shared (people-based transmutations could belong to an Enchanter or an Alchemist, Fear or Curses could be had by an Enchanter or Necromancer, etc.). By properly subsetting schools into more thematic lists, a given wizard could slowly grow in mastery of his own specialty and possibly sacrificing a little depth for the breadth of choosing spells from outside his specialty list. I think it'll work as long as each class has 3-4 clearly thematic subschools.

So what would this look like? Assume you chose Enchanter:

Thursday, July 3, 2014

13 True Ways (13th Age)

When I got 13th Age last year, I thought it was pretty slick: a combo of 3rd and 4th edition which seems quite playable, easier than either of its parent editions, and has some neat notions (gimmicks?) to help things along (Icons and PC relationships with them, the escalation die, simplified and story-based backgrounds).

But I just preordered 13 True Ways and got the PDF. Now there's more than one class that appeals to me. For the record, its: Wizard from the first book, Battle Captain, Monk, Necromancer, Druid, and Occultist from 13 True Ways). By the by, I still think "Occultist" is kind of a stupid name and wasn't expecting much from the class, but its a class designed for one character which I totally like. As in: there's one crazy chosen-by-fate psychic/karma weaver out there, and you're it.

Some of the story-elements of 13 True Ways didn't look compelling for my first read-through, but I could be more easily convinced to play this baby: either as a player or behind the screen.

Interestingly, I think the set of classes also has now reached my "sweet spot" of 12-20 (15 to be exact). There's something about this level of granularity that speaks to me: certainly more complex than it needs to be, but enough distinct options that I feel I have a crucial choice to make in terms of class. With just the base game... maybe I could consider a Bard or Barbarian? Or Sorcerer? Maybe... But a few more options and I'm considering things that aren't casters (Battle Captain and Monk). This is good. 

Monday, June 30, 2014

Oriental Adventures (also) got it wrong (But Al-Qadim got it right)

Though I just posted about how Oriental Adventures did classes right, it also has some failures we can learn from. Chief among these are the broader compatibility and conceptual familiarity (or exoticism).

First, on the compatibility issue. While it is refreshing that OA doesn't need a generic fighter or thief, it isn't entirely clear why everything "western" was excluded. That isn't to say that you couldn't have an eastern adventurer in a western setting or vice versa, but why are there no indigenous thieves? Is the idea of a thief too foreign to the world of Oriental Adventures? And what is the point of the Wu Jen? They're just a magic-user basically with a slightly different flavor. As a part of the broader D&D world, it isn't clear why a few things couldn't have been recycled. Put it another way, why did OA have to be so different? (I realize this may contradict my previous post a little, but there's something to be said for simple design and it is simpler to use what you've already got.)

This brings up the issue of conceptual familiarity or exoticism. While most people probably knew what a Samurai and Ninja were, every other class gets an exotic name as well. Shukenja, Sohei, Bushi, Kensai, Yakuza, Wu Jen... It feels like its starting to get a little much, when Weaponmaster or Magic-User/Wizard/Sorcerer might have helped a little. I think we see a better balance in Al-Qadim (i.e. Arabian Adventures) where we see some of the subclasses (i.e. kits) have transparent names (Desert Rider, Corsair, Elemental Mage, Sorcerer, Mystic, Beggar-Thief, Merchant-Rogue, Barber, Holy Slayer, Mercenary Barbarian, Pragmatist, Ethoist, Moralist) and only a few have Arabian names (Askar, Faris, Hakima, Matrud, Sha'ir, Mamluk, Rawun, Kahin, Sa'luk). Its about half-and-half, and then you can add in their "outlander" kits (Outland Warrior, Outland Priest, and Ajami; ajami is the wizard while outland rogues are sa`louk). While it is considerably more options than OA/Kara-Tur, half of the AA/Al-Qadim are named in a relatively transparent and familiar way. There's no additional work to figure out what a Barber or Desert Rider are, and relatively little to figure out Corsairs or Pragmatists.

Another thing Oriental Adventures got wrong is the races. Gone are the Elves, Dwarves, and Hobbits we know and love. In are spirit folk, animalistic spirit-folk with strange names, and some sort of dwarf-like creature. Al-Qadim took a different approach: the setting is inclusive, racial hatreds are gone, but things are still human-focused. This lets people play elves or dwarves. Or goblins, kobolds, ogres, etc. in the City of Delights boxed set; if Al-Qadim had been released after the Complete Book of Humanoids, that little bit would probably have been included in the main book itself.

Oriental Adventures loses out on the familiar races because of this, and doesn't get much to make up for it. Dark Sun, according to legend, originally would have been bereft of the standard D&D races too. I think Dark Sun is more powerful for including the basic races and turning their archetypes around, plus they still included a few new/crazy things (Half-Giants, Thri-kreen, and later Aarakocra and Pterrans and Dray). In a fantasy Japan or China (or Mongolia or Tibet or India or...), is there no room for the elves and dwarves?

I suspect that Tolkien and later fantasy gives us an idea what elves and dwarves and hobbits and orcs are. And that may be one reason why Gnomes have been a strange addition to D&D: they're not clearly portrayed in some of the canonical fantasy fiction. So a stronger OA would have, perhaps, found a place for Elves and Dwarves in a fantasy Asia. This is what OA got wrong, perhaps. It is too different from normal D&D, both in terms of some of the mechanical aspects which perhaps didn't need to be changed, and some conceptual elements which were excised or exoticized rather than form a natural bridge.

Thursday, June 26, 2014

Oriental Adventures got it right

Now that D&D 5th Edition is about to come out, I've been musing a bit more about what would make a better game. I just bought the PDFs of Astonishing Swordsmen & Sorcerers of Hyperboria (AS&SH) and it kind of hit me that there are a number of different classes in the original game and retroclones, but Oriental Adventures hit on a core rightness that other versions of the game haven't. Maybe it was a comment that veteran players tend to prefer the basic 4 classes and get a deeper experience from them, but since the addition of the Paladin and Ranger and so forth, something is off. Here's the quote itself:
Utilizing only the four principal character classes is recommended when introducing young or inexperienced players to AS&SH. A game with but these four classes is also easier for a novice referee to manage. Furthermore, veteran gamers oft deem the four principal classes as more gratifying compared with a dozen or more subclasses; indeed, the classes of fighter, magician, cleric, and thief suitably cover the gamut of archetypes portrayed by such literary sword-and-sorcery masters as R. E. Howard and F. Leiber.  (AS&SH p16)
They're all redundant classes, other than the basic four. An illusionist is a focused but lesser magic-user in the same way that an assassin is a lesser thief and the paladin/ranger are fighters with a little something different. The paladin and ranger seem to be more iconic because they actually do something a little different than the fighter, whereas illusionist and assassin are more focused (and possibly lesser) versions of the basic class. Druids are apparently distinct enough from clerics to have caught on.

The subclasses of older editions have been copied and recopied in retroclones, but there's very little that distinguishes them from their basic versions at times. I've particularly noticed this in the magic-using classes and fighter. AS&SH has illusionists, necromancers, and pyromancers but they're basically just magic-users with a specialization. Third Edition added the sorcerer, which was a nice change. Maybe this is why I like the Wizard-Sorcerer-Warlock trio for magician classes since they actually cast spells differently, and can support their own sub-classes or specialties (based on school specialization, bloodline, or pact). They feel like classes, not just like variant wizards (as necromancers or illusionists do).

Monday, September 2, 2013

DnD Previous: Once more back to 2nd Edition

So this happened: http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20130902

Mearls said that subclasses are going to be the next big thing. It isn't really clear, however, what the subclasses for paladin, ranger, barbarian, monk or bard will be though because they really should be subclasses of fighter, rogue, cleric, or mage themselves.

My worst fear when they started bring this up was that they'd roll wizard, warlock, and sorcerer into one magic-user class. Why is this a bad idea? The classes have nothing in common other than using magic.

A wizard, by definition in the game, is a scholar-mage. A wizard gains power through studying and forcing his mind to comprehend and manipulate magic via practice and rote memorization. Anyone with enough intelligence and dedication can cast spells like a wizard. A wizard probably is knowledgeable about things like the planes of existence, spellcraft, magical beasts, or lost legends because he is studious.

A sorcerer, conversely, has been designed as someone who innately manipulates magic. No amount of study helps them, they just experience and practice and possibly attune their bloodline further. They are not dependent on intelligence at all. A sorcerer shouldn't have bonus knowledge skills related to magical things necessarily, but instead might be adept at hiding or obviating his powers, knowing folk lore and safe houses and knowing the sorts of things that a noble or peasant would know.

A warlock makes a pact with some entity who grants magical power. The warlock may need to be canny and smart, but dumb warlocks could also make a pact presumably. In which case perhaps being persuasive or magnetic would grant the warlock a patron's notice, but even that might not be required. A warlock might need a high constitution to withstand his patron's mighty touch. Like the sorcerer, a warlock doesn't need to know anything about how magic works to use his granted powers.

The three spellcasters described above, not to mention a runecaster or artificer or whatnot, don't even share a list of skills they might know. So it's not appropriate for the mage class to grant skills. All it would be granting is spellcasting style, which itself might grant more options (school specialties for wizards, bloodlines for sorcerers, pacts for warlocks). This doesn't seem like the right level of granularity. Wizards, warlocks, and sorcerers could still share a spell list (and should) if they are distinct classes.

This design decision seems like we're moving back to the world of second edition kits, and is going to be the new bloat in rules options. The raging nerd and grognard inside me wants to go back to second edition, add in ascending armor class, and change proficiencies a bit along with spell slots for the casters and call it 5th edition.

Perhaps I'll come to terms with this eventually, but I really hate a few of the implications or ramifications here. First, psion will be a type of mage. This feels wrong and not like D&D. Second, I really wish there were a shaman and mystic/shukenja option for clerics. Non-western religions should be included, not just a class drawn from western monotheism and classical paganism. This doesn't seem likely given the current version of the cleric. Third, as mentioned earlier, most of the classes are only classes now by weight of tradition. Barbarians, bards, druids, monks, paladins, and rangers are rather narrow archetypes compared to the big 4. I cannot imagine we would ever see as many bard or druid or paladin subclasses as we will fighter or rogue types.

This saddens me, because I did enjoy the playtest games I did this summer. I like the bounded accuracy/flatter math concept, which lets lower level creatures be used more often. I like advantage as a simple mechanic for bonuses and penalties. I enjoyed the feel of the game, even if a few things needed to be reworked.

I had been thinking that one of my next goals in life might be to publish a D&D article or adventure. But maybe it will be an OSR thing. I didn't like the direction Pathfinder took with classes (though I do like some aspects of that system too). I'm not sure I like how 5e is turning out with this announcement. I guess time will tell, maybe the next packet will give me something to be happier about.

Saturday, August 17, 2013

Missed Opportunities in D&D Next

So, apparently at GenCon they announced that they're pretty well happy with the playtest feedback for the game, so most of the design is done now. Presumably lots of development to do still to get the math right, add in some missing options, etc. That strikes me as a little odd, given that we just got this packet recently and haven't given feedback on this version. I don't think this is all one big marketing ploy, but I guess they don't expect to be making many changes to what we've got now.

I largely like some of the changes they've made. Fighters now get lores, and they acknowledge that some classes/builds should have skills (i.e. expertise dice) including knight-type fighters. After being disappointed that there was a loss of options from the previous packet (particularly in the cleric and rogue), I saw there were some other quite nice options and a lot of the stuff does look like an improvement. I still wish monks had a maneuver system instead of lame ki powers and that there were a few more races included so we could easily run Planescape or Al-Qadim. That said, I think there are a few changes that really should have been made, and I'm afraid we won't see them in the next edition right away.

Monday, July 22, 2013

How much variety is enough?

Now that I've been playing some D&D next, I'm starting to rethink my ideal list of classes a bit. People have always been interested in new classes (and races) in D&D. The very first books and magazines expanded the list of character options beyond the few basics, but the basics have always been somewhat the standard, required classes.

Party roles were long ago based on fighters, thieves, clerics, and mages. The basics of exploring a dungeon seem to require someone that can do what each of these classes can do: taking out enemies, traps and scouting, and healing. Ok, the wizard seems more necessary because he's the kill-switch or emergency button. But one well-placed or well-times magic spell overcomes most obstacles. If the mage has the right one ready.

The problem is that each of those classes are basically the same, so that their roles can always be done. A wizard can cast any spell he finds. A cleric can always heal. A thief gets the same set of skills, and fighters are basically the same heavily-armored tank.

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.

Thursday, September 6, 2012

Classes for D&D Revisited

I've posted about class lists before, but my ever changing thoughts on the matter are here again. Since my big document o' thoughts has things listed differently, I thought I'd take the time to think about the changes that I've made any why. I should also note that this list is somewhat setting-specific. There's no need for some of these in a setting based on the Incas or Celts, for example. I think that these fit a really broad setting that incorporates traditional western fantasy but also some non western (specifically East Asian and Southeast Asian) fantasy elements.

I currently have six class groups: Warrior, Knight, Scoundrel, Magician, Priest, and Ascetic.

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.

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?

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:

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.

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.