Showing posts with label design philosophy. Show all posts
Showing posts with label design philosophy. Show all posts

Tuesday, February 24, 2015

Fifth Edition Foes: The Bone Cobbler

Now that PDFs of the Necromancer Games 5E books are rolling out, I finally have time to write some of the previews that should have been done, oh, four months ago while the Kickstarter was still running. Reviews of Fifth Edition Foes have been very positive, and let me tell you, it's great to hear strong reviews after so many months of work.

Offered here is one monster from 5EF that illustrates some of our approach. I won't say the bone cobbler typifies the book, because no single entry can be "typical" of a book containing 252 monsters. It's an example of how we went for monsters with strong story implications and with the potential to become far more dangerous than their raw numbers imply, in the hands of a GM who respects those story angles.

The bone cobbler doesn't belong on anyone's random encounters table. This is a creature that deserves to have an entire short adventure, or at least a detailed lair encounter, devised around it. Animate Bones is a great cinematic ability, and Bonestripping should put fear in the heart of every low-level adeventurer. If this thing gets you alone for four minutes, you aren't just dead; you're gone beyond hope of recovery by much of anything short of divine intervention. A GM who uses a bone cobbler needs to construct its lair like the set of a black-and-white gothic horror film, with plenty of secret doors that victims can be pulled through after all their companions have marched past, or trap doors that open silently under the last person in line and drop them into the bone cobbler's lair, where they're finished off by horrific skeletal abominations. The victim's friends have three minutes to recover the body, which is a tall order considering they probably don't know where it is and might not even know that the person is missing, if the GM did things correctly!

In other words, the bone cobbler is a ready-made Jeepers Creepers horror-movie villain waiting to be sprung on characters.

Just as important, however, is the fact that Fifth Edition Foes doesn't explain all of that for you. You might think that's because of space restrictions in the book, or is just laziness on our part, but in fact, we prefer to leave things like that unstated. Why? Because it's more fun for GMs to figure out for themselves. We believe GMs enjoy thinking about these sorts of things; why else would they be GMs? A book that does all the readers' thinking for them robs them of all those delicious "aha!" moments. Possibly worse, it assumes that our creativity is better than yours, and that's beyond deflating, it's an insult.

So that's a brief introduction to some of the philosophy underpinning Fifth Edition Foes. If you didn't get in on the Kickstarter, you can still buy the book in hardcover + PDF or just PDF through the Frog God Games website. The book has quite a few reviews at ENWorld and also has an extensive discussion thread there, and Sobran ran a multipart look at the book and some of our CR assignments on his Fantastic Frontier blog.

In coming days, I'll look at more of the monsters I found most interesting in 5EF, plus Quests of Doom and Lost Spells, of course!

Steve

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.

Thursday, August 30, 2012

Skills vs. Skilz

One of the arguments I've heard against relying on player narrative where character skills are concerned is that it rewards players who are good narrators at the expense of those who are not. The counter argument, which I seldom hear, is that relying on a numerical system to resolve skill use rewards players who are good number maximizers at the expense of those who are not. By favoring one approach over the other, aren't we just swapping one type of player talent for another?

I've played both approaches--games where every action had an associated number on the character sheet and almost nothing was narrated, and games where characters had no ratings at all beyond a name and a concept, and every action they took involved negotiation between player and GM. In my experience, the presence or absence of rigidly defined character abilities had little impact on whether I enjoyed the game. More than any other factors, my enjoyment depended on who I was playing with and how well the GM handled the session.

That might sound like a cop-out, but RPGs are funny animals. They violate many of the conventions by which we define "a game." I've argued that D&D isn't really a game at all; it's a structured play activity, more akin to building a tower from wooden blocks with a group of friends than to playing parcheesi or Pandemic with friends.

In that regard, isn't trying to shoehorn the standard conventions of games into an RPG a disservice to the RPG? Is it analogous to trying to force elements of poker into chess? Choker might turn out to be a fine game, but it would not be chess, and I suspect that the hybrid would lack the spark that makes both chess and poker shine so brightly.

Experience confirms to me that players who enjoy narrating their characters' skill use are good at narrative, while players who prefer numbers are those who manipulate numbers well. Nothing's wrong with either of those positions, as long as we recognize that both of them introduce their own brand of bias into events around the D&D table.