Archive for November, 2009

Take a weapon, any weapon.

One of the original releases of Ultima III (the one that was ported over to the NES as Ultima Exodus) had a little bug in it: the game’s combat engine did not actually at any point make reference to the variable that tracked the strength of the weapon used to make the attack.

It might seem ludicrous to think that the designer and his friends playtesters could have possibly missed this, but it actually is pretty easy to figure out how it happened: say you’ve got a Wizard with a Dagger, a Thief with a Short Sword, and a Fighter with a Long Sword… and if the Wizard is the worst at fighting among the three, the Fighter the best, and the Thief is somewhere in between, then you’ll see the one with the Long Sword doing the most damage, the one with the Short Sword doing the second most damage, and the one with the Dagger doing the least damage.

By the time you’ve got the gold and experience to get better weapons… or you’ve found them… your Fighter has leveled up and gained in Strength, so by the time you give the Fighter the really good sword, reality seems to match your expectations.

Is this really that bizarre an idea, though?

Realistically, the damage done by an attack is less the function of the weapon used and more a function of each combatant’s ability… skill, strength, ingenuity, whatever. Is a knife less of a deadly weapon than a broadsword?

I mean, I have a broadsword up on my wall at home and I have knives in my kitchen. If kids got into my apartment and started messing around unsupervised, I’d be a lot more worried about the knives, which are sharp and designed to pierce and rend flesh with minimal effort, than the broadsword, which is more of a lever for multiplying force and focusing it across a narrow edge.

If I were a knight in heavy armor using my own lever to keep foes past arm’s length, I’d be worried about the broadsword, sure, but my point is that the broadsword is not inherently more deadly than knives.

Yet since time immemorial (or since all but the very, very oldest iteration of D&D, which is to say the same thing), roleplaying games have created a heirarchy of weapons according to the damage they do. This is a purely game mechanical thing, the sort of “mechanic disassociated from reality” that 4E is supposed to have foisted upon an unsuspecting gaming public. It was so that you could say the Magic-User only had d4 weapons and the Thief got some d6 ones and the Cleric could go up to d8 and the Fighting Man could have d10 and it would balance things out (yes, that’s probably a slight simplification of the old weapon lists, but only slight)… or in a computer game like Ultima, so that you an incentive to keep killing monsters to get more gold so that you could do more damage to kill more monsters.

Now, in 4E, the weapons still have different base damages, but they still cover about the same range: from roughly 1d4 up to some that do 1d12, with an awful lot of 1d8s. If you have a big two-handed weapon that does 1d12 damage, you’ll do more with a basic melee attack than someone with a 1d4 dagger.

How much more? The math is easy: three times as much.

Except that you’re both adding your attribute bonus to your damage. In original flavor D&D, attribute bonuses topped off at +3, and if you weren’t fudging your die rolls , there was less than half of one percent of a chance that you’d have that much on your Strength. You had about a 20% chance of having a +1 on your Strength, though, so let’s be charitable and say our two example characters are doing 1d4+1 and 1d12+1.

Okay… still only a little less than three times as much damage.

If these hypothetical characters find magical weapons that give them a whopping +3 on their damage, we have 1d4+4 and 1d12+4… no the gap has closed a little bit so that Dagger-User is doing half as much damage as Greataxe-User.

Let’s compare this to 4E. Attribute bonuses are easier to come by, and you’re likely to have anywhere between +3 (if you make a very well-rounded character) to +5 (if you make a narrowly focused character) on the attribute you use for most of your attacks… which isn’t necessarily going to be Strength, as they’ve tied each class’s attacks to the things that make them good at doing what they do. So let’s say a Rogue making Dexterity attacks with a dagger and a Fighter using a big two-handed weapon, and let’s say they both have +4 on those respective attributes.

Rogue is doing 1d4+4. Fighter is doing 1d12+4. Right off the bat, the fact that they are equally skilled at what they do has eaten a good chunk of the “lead” that the Fighter gets for using the giant lever. Each time they both advance their fighting skill (as measured by an increase in the attribute bonus), the lead shrinks.

And of course, the Rogue’s got the ability to inflict extra damage… Sneak Attack adds +2d6 to a skillfully executed attack, Sly Flourish adds Charisma modifier (+2 or +3, probably, possibly +4) to that attack. These bonuses are additive, not multiplicative. If the Rogue could get them with a weapon doing the base damage of the greatsword, they wouldn’t increase. This extra damage is all “from skill” rather than “from weapon”.

Now sure, if you’ve got a repeated strike ability or an attack that does a multiple of the weapon’s damage on a single target, then the difference between a greatsword and a dagger gets multiplied, but those attacks remain exceptions rather than rules because they are limited use.

But even then, the designers have done the math so that other characters are going to have equivalent impact on a combat to a character doing “7W” damage on a daily attack with a d12 weapon. That’s game balance. And is it so unrealistic that a person with a skillfully wielded dagger kills orcs just as dead as one with a giant rage-powered axe? World War II was ended with a pair of atom bombs. World War I was started with a pistol.

For all that, a pistol is not an atom bomb. A dagger is not a greataxe. Different weapons have different uses. 4E recognizes this by making some small trade-offs in the stats, and then by making different attack powers work better (or only) with certain weapons. The weapon’s nature influences how it’s used in combat instead of dictating how well used it will be.

Of course, this makes weapons less a matter of getting the one with the most dice and more a matter of finding the one that suits your character, which is how I feel it should be.

So what’s the point of this post? It’s part my usual D&D 4E analysis/apologia and part preamble to design philosophy for A Wilder World. I’m looking at building a system where the primary concern behind a weapon is how it suits your character. I’m sort of bouncing between a very minimalist system where specific types of weapons are only a little more important than other visual details like hair or eye color and one that deals more with qualities than numbers. I’m more inclined towards the latter than the former, but I’m keeping the former in mind as a model of simplicity and playability that the final version should approach, even though it obviously won’t equal.

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Primal Time

The general arc of the 4E releases has been for them to improve in quality, sometimes drastically. The developers note this trend themselves and have declared Primal Power to be the best Power supplement yet. I respectfully have to disagree… I don’t think it quite matches the peak of Divine Power. I’m not even sure it surpasses Arcane Power. I’d rank it closer to Martial Power, I think.

Martial Power was the first Power book to come out, and it consisted primarily of new options that could have existed in place of the ones in the PHB. There were some new keywords, the Beast Mastery Ranger build was quite a bit from anything that came before… but really what it added to the game was diversity of options. It didn’t do much to make characters more complex or to open the game up in a new direction. It had nothing along the lines of Arcane Power’s arcane familiar feat or Divine Power’s divinity and domain feats. The fighting style feats introduced after the domain feats were dreamed for Divine Power would have fit the bill nicely, opening up a new direction for characters to specialize in that would flavor martial characters distinctly from others, but they were devised too late.

Primal Power is somewhat like that. It introduces (or canonizes, as they were already previewed electronically) tribal feats, which give a bonus that increases for each ally who shares it. That’s a nice way of getting a mechanical representation for that sort of bond. It’s nothing huge.

This is not to knock the book at all. It fleshes out the mythos behind primal powers… and I have to say that while I was underwhelmed by the default pantheon at launch, the more the mythology gets fleshed out, the better I like it. It contains a couple of pages on how to play each primal character. These sections were cited by the devs as being one reason they think this is the best Power book yet. Aside from being good characterization and gameplay guides for newbies, they help clarify some of the nitpicky stuff in an incidental fashion: yes, druids can talk while Wild Shaped, if they want to. No, there’s no rule that says your Spirit Companion or Wild Shape are always the same.

The new options are welcome as new options always are. The Druid ones are especially awesome: the Summoning Druid (already previewed) adds much, and the Swarm Druid is just cool and fits in well with the handful of monsters who use similar effects. They use as an example a Drow who can turn into a mass of spiders, but I’d like to make an Eladrin who turns into a swarm of butterflies. As a special effect, she could leave a few butterflies behind when she Fey Steps, which would then flutter on over to her new location.

The feats are really my favorite part of the book, though. I always enjoy seeing new feats, as to me they’re the best way to put a distinct stamp on a character. The lack of an awesome new “system” for Primal characters is somewhat made up by the large number of “any primal class” feats that really… primal up, for lack of a better term… your character.

There are new multiclass feats for each of the primal classes, which aren’t alternatives to the existing ones so much as enhancements… each one has the existing multiclass feat as a prerequisite and gives you another feature borrowed from the class, for characters that want to do more than dabble.

The class specific ones are nice, too. Two stand-outs for Barbarian: Hurl Weapon and Improvised Missile.

My favorite feats, though, aren’t tied explicitly to any race, class, or power source: Herbalist, Inner Compass, and Wild Sage.

Herbalist gives you a feat bonus to Heal checks used to treat diseases and gives you the Brew Potion ritual for free when you reach its level. This is a much-needed addition to the game, in my opinion: something to give natural healers a boost, and a way of making potions without being a ritual caster. It’s a great addition to an Artificer, to any alchemist character who is not also a ritual caster, and to anybody making a Ranger who wants to emphasize the “nature lore” aspect over the combat Striker role.

Inner Compass gives you a perfect sense of direction and lets you roll twice when you make a roll to navigate the wilderness or dungeon. Nice for any outdoorsy character, including anybody making a Ranger who wants to emphasize the “nature lore” aspect over the combat Striker role.

Finally, Wild Sage gives you a +5 feat bonus to Nature knowledge checks/monster ID checks and lets you use one (chosen when you take the feat) of three level one Natural rituals once per day without any ritual components: Dowsing Rod, Portend Weather, or Traveler’s Camouflage. Again, a great feat for anybody making a Ranger who wants to emphasize the “nature lore” aspect over the combat Striker role.

All the other classless feats in the book are the tribal ones, but those three are each a welcome addition in my mind. I just might have a character concept in mind that could use one or all of them.

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Ki focus, revisited.

Well, the final “production” version of the Monk has been put up now… not the full class, only one build, but with revision and tweaks wrought by playtesting and feedback.

As I hoped/predicted when the Assassin was unveiled, they have changed the Monk’s implements to work more like the Assassin’s, including the ability to use a ki focus. This replaces the enchantable unarmed strike.

At the same time, they have reworked ki focuses to be a literal object that is used to focus ki instead of something internal. This settles the question of how “unarmed enchanting” stacks up in the game’s magic item economy neatly and it also answers any confusion/arguments about whether enchanting an unarmed strike or an internal focus amounts to “enchanting nothing”… which kind of bugs me because I honestly think that argument is stupid, but I think it’s the better game design choice all the same.

Monks do no naturally retain the ability to use an unarmed strike as a weapon. This leaves me hopeful that the unarmed strike will be the focus (no pun intended) of the basic Monk multiclass feat, allowing an unarmed variant of any melee-based class with a single feat. If they don’t do that, they’ll have missed a major opportunity… though it would get stickier, I suppose, now that the “unarmed strike” is no longer the subject of enchantment. They’d need to include ki focus, or else using unarmed strikes for your Paladin or Ranger powers would stop being viable as soon as you got past the point where the rest of the party is using mundane weapons.

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No news is not necessarily good news.

I have nothing good to report on my status, re: working computer that can handle Screen Monkey and a Skype conference call, and thus I have nothing to report on when I’ll be able to host games again. I suspect it will be a couple of weeks at a minimum before my claim over the defective computer I received is resolved. At this point… with so many weeks already gone since the last session, and so many people having schedule changes… I think it’s best just to declare the games dead.

When I have my computer issue resolved, I’ll see who’s still available/interested and figure out what to do.

In the meantime, I’m not going to focus on my inability to play the game and will instead focus on other things like the interesting developments in D&D, my own design ideas, character concepts, etc.

Thanks to everyone who’s participated, and sorry that it didn’t last longer.

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