Showing posts with label analysis. Show all posts
Showing posts with label analysis. Show all posts

Wednesday, October 10, 2012

Keeping Your Balance on the Power Curve

The Legends & Lore column by Mike Mearls on Oct. 8 concerning magic items in D&D Next has set off a predictable flurry of online ... hmmm, let's call it "conversation and debate."

The debate is not just over how magic items should fit into D&D. It goes straight to the mathematical heart of D&D and raises fundamental questions about how the game should work.

The argument boils down to this. If magical bonuses are "balanced" across the system, then they become wired into the game's math so that magical accessories become mandatory if characters are to keep pace with the power curve set by monsters. If those bonuses aren't wired into the math, then even a small magical bonus boosts characters ahead of the monster/NPC power curve and upsets the balance of "level-appropriate" encounters.

The problem as I see it is that those positions assume there are only two ways to deal with the power curve: You either define it rigidly as 3X and 4E did, or you ignore it and punt the problem into the DM's lap, as the original, 1st, and 2nd editions did.

I say a third option deserves a look. That's to develop a simple, reliable way to assess actual character power that looks beyond character level. The rigid systems currently in use assume that all level X characters are equivalent in power. Actually, they don't assume it; they are engineered toward the goal of ensuring it. Every level X character is forced to be equivalent to every other, or so goes the theory.

In practice, it doesn't work. Players rebel against uniformity. There are those who always look for means to pull ahead of the pack, and in a complex system like D&D, ways are bound to be found. Others make suboptimal choices, intentionally or unintentionally, that put them behind. Some DMs give away too much magic juice and others don't give enough. Once the rulebooks leave the warehouse, it's beyond the publisher's ability to control.

So the Average Power of a level X character is a statistical datum that has little bearing on the Actual Power of a specific character. Very few level X characters sit on the average. For a host of inescapable and desirable reasons, most will be some degree stronger or weaker than the arithmetic mean. In a group of five characters, those variations can average everything back toward the center or they can cumulatively create a whopping gap between expectation and reality.

If character level is an inadequate gauge of PC power, that doesn't mean the alternative is having no gauge  The alternative should be to develop a tool that is adequate -- a way to measure a character's effective level as opposed to its XP level, if you will.

I haven't developed such a system nor do I intend to, but I can illustrate how it would be used.

  • Speary Mason is a level 5 fighter. He has Str 12 and no magic weapon or armor, making him slightly below average for a level 5 fighter. His EL (effective level) is 4. 
  • Bill Guisarme is also a level 5 fighter, but he has Str 18 and a guisarme-voulge +1. He kills things faster than an average level 5 fighter would, so Bill's EL weighs in at 6. 
  • Lance Wielder is another level 5 fighter, but Lance has a girdle of awesome muscles, a warhammer +3/+5 vs. creatures with bones, and a pair of Can't Touch This dancing pants. Beefed up with all that magic, Lance operates at EL 8 -- three ranks above his level.

When the DM designs an encounter for these three characters, she knows that 18 ranks of foes, not 15, will give a balanced fight, and that those foes should average around EL 6. The fact that all three PCs are level 5 is irrelevant. They could just as well be level 3 or level 8. What matters is that they function as a group of three characters at approximately EL 6.

The needed component is the system that lets DMs and players assess the real power of a character, accounting for level, ability scores, and magic. It should be easy enough to use so people will actually use it, but it doesn't need to be simplistic. The calculation needs adjustment only when something changes, as when characters go up a level or "inherit" a significant magic item. Effective Level would be more dynamic than character levels but only slightly so.

The benefit, which I see as huge, is that it cuts the wires binding together the XP tables, treasure tables, and monster tables. DMs can be as stingy or as generous as they like with magic swords and girdles, and they won't upset anything. Each campaign can establish its own power gradient unfettered by an official curve that depends on levels alone for gauging power. Whether I equip everyone with vorpal swords and pet dragons, or with bearskin diapers and t-rex jawbones, I'll still be able to put together a balanced, challenging encounter. Whether I want to is another story entirely; at least I'll have the tool.

Friday, August 17, 2012

When Skills Fail

It surprises me (sometimes) how many people voice support for the "no skills" approach to D&D. They're pretty much all old-schoolers; not too many 3rd/4th Edition or Pathfinder players among them.

A common thread running through many of the arguments against skills is that they make things too easy; GMs and players who rely on skill rolls are lazy. This argument is a bit odd on its face, since roleplaying is a leisure activity. I see no reason to bind it in philosophies that make the process strenuous.

That aside, I've observed many campaigns that appeared to depend heavily on skill rolls but in fact relied on GM/player interaction more than either the GM or the players let on or possibly were even aware. This has been true not only in D&D but across many different games, including some that use skill rolls to resolve just about everything.

You know what I'm talking about, For the game to advance from A to C, characters must accomplish B. That task might be finding a door, unlocking a chest, spotting a bloodstain, bending a bar/lifting a gate, persuading the victim's lawyer to let you have a look at the will, etc. The player with the key skill rolls 1 on the check, and the GM reaches for his inhaler.

Monday, January 23, 2012

A Brief History of Attack Bonuses

The subject of the bonuses that characters earn for leveling up is a contentious one (in my experience, anyway). I believe that's because it goes directly to the heart of what a D&D character is at its most fundamental: a list of numbers and situation-based alterations to the rules. The arguments center on whether the benefits of gaining levels are too much, too little, or just right.

There's a sense that these bonuses have escalated across editions, and that's generally true, but only in certain regards. It's not true in one aspect that may surprise people -- attack bonuses.

I've graphed the "automatic" attack bonuses that fighters gained in early editions of the game (OD&D in 1974, AD&D in 1979, and D&D Basic/Expert in 1981) along with 4th Edition (2008). These comparisons are necessarily rough because of the game's evolution, but they're still important.

Before showing the graphs and drawing conclusions, I'll lay out some of the ground rules.

The modifiers that are taken into account are the bonuses from the attacker's level, from Strength, from magic weapons, and from the expertise feat that is considered so essential in 4E. Fourth Edition has a regimented scale for magic weapons and Strength increases, unlike earlier editions that left these things in the hands of the DM and the random treasure tables. In early editions, Strength rarely changed after character creation. When it did, it was an exceptional occurrence. The amount of magic weaponry in the hands of early adventurers could vary wildly from campaign to campaign. Those scales are based on my experience as player, designer, and publisher.

The D&D B/X graph covers levels 1-15; OD&D and AD&D cover levels 1-20; and 4E covers levels 1-30. These are the levels included in the rulebooks. You can argue whether all of these levels really are playable, but the rulebooks claim that they are, and I'll take them at their word for this comparison.

With all of that out of the way, here are the graphs. Note that these are additive graphs; each line adds its values to the line below it, so that the top line on the graph shows the total value of all modifiers.

Original D&D (1974)
Advanced D&D (1979)
D&D Basic/Expert (1981)
D&D 4th Edition (2008)
Finally, here's a graph that plots the four totals against each other. This one's not additive; each line is the top line from the preceding four graphs.

Four Editions Compared
What these graphs show is that in all four of these D&D editions, a fighter's attack bonus increases at approximately the same pace and is approximately equal to his level throughout his adventuring career. The exception is the low-level 4E fighter, who starts with an advantage thanks to the handling of Strength bonuses in 4E (and 3E, which isn't covered here, obviously). That initial advantage wanes as the character advances.

These are only the basics, of course. Fourth Edition injects the all-important class powers, which can boost  the attack roll when it really matters. That's a somewhat different class of inflation, however, and I don't think it negates the importance of the progressions shown on these charts.

From my perspective, none of this is the real point. As interesting as this analysis is, it's not an end in itself. Instead, it lays the foundation for a much bigger question: Is there a better way to reward characters and players for gaining levels? That's a topic for later in the week.

Steve

P.S.: A quick note on why I chose these editions to compare. 4E is obvious. 2nd Ed. AD&D was omitted because it's basically identical to 1st Ed. Both OD&D and B/X were included because they employ different progressions from AD&D, and OD&D offers no bonus for high Strength. I find it interesting that in the end, those differences turn out to be more superficial than they appear. 3E doesn't appear for the simple reason that all my 3E manuals are packed away in boxes at the back of the storage room, and I didn't feel like digging them out.