Category: RPGs
Abilities vs skills
I occasionally get this being thrown around in different gaming conversations with how folks lament that skills are just awful in D&D. That it’s so much better just sticking with ability scores. That skills ‘limit’ roleplaying and finding solutions. I consider it poppycock and have been a champion for skills in D&D.
Skills and life experience just make sense, they help add another realistic layer to resolving tasks. Take a theoretical physicist. I’d garner that would translate to an above average INT score in D&D terms. Then take a normal Joe that graduated from high school (regular INT score) that works construction doing welding. Now give them a task of cutting through a locked metal door. Both could very well get the job done eventually.
Now throw them into a sinking ship and give them that same task of cutting through a locked metal door (much like what would model a typical RPG scenario). I think that regular Joe would get through the door in record time, while the physicist would be sleeping with the fishes. It’s not just raw abilities, we also make the use of skills and life experience all the time and even more so in pressure situations.
What also blows my mind is that 4E (and 3E before it) already does this! Skills are based on ability scores. So right off the bat that high charisma PC would likely have a silver tongue, and their diplomacy is above some regular person. It’s not a complete dissociation of ability scores and skills, but rather skill training that compliments natural ability.
I love this idea. It allows for greater flexibility with characters. You are not just a pile of raw ability stats, you can branch out and be good at other things. You can reach beyond just relying on how strong or smart your PC is. If you want to be a learned barbarian with knowledge in the arcana, you can do that and not be saddled if your intelligence score is somewhat average.
Not all skills fit the situation, however I liked the trend that 4E took with making skills be applicable in a broad number of situations. As a DM I think it’s better to remember the importance of pairing up a skill depending on the ability type it’s based on.
As an example in a Gamma World game I had a player trying to focus one of his ranged mutant powers in gravity to pop open an exploding barrel of goop. It was a tricky shot, something as a gut check I would say be based on dexterity, so I called out for an acrobatics check. I got this blank look for a moment. It didn’t register that acrobatics was a skill based on DEX. A dexterity check alone could have worked, but if a player had additional acrobatics skill they could get a bonus. If anything, it was a potential boon to the character depending on where their skill training lay.
I never saw this as a problem in the game. If anything it would encourage players to try different things and round out their character more than dumping everything into a skill or two. The broader the applications a skill could have, the more adept they would be at handling different situations. If anything, they were more confident of trying things rather than sitting back and letting the high charisma player do all the talking.
I’ll admit skills are not perfect for all systems. Savage Worlds has a big divergence between skills and traits. While it’s easier to pick up skills if you have a high strength, you actually need training in fighting to be good at it. However this isn’t seen in D&D.
In 4E particularly, the constant level bonus is sort of silly. Especially as the DCs are continually shifted up. I never quite liked that and felt it better to have just stuck with the idea of paragon and epic penalties that were in the DMG. If I run 4E games in the future, likely I’ll just have a bonus every 4 levels and keep all DC’s at level 1 (with appropriate tier penalties).
DnDnext has some nifty ideas. Most task resolutions revolve around ability scores, but there’s a bonus if trying to do certain tasks based on a skill mastery. It’s pretty close to what is in 4E right now. Still I wish skills were more prominent in DnDnext, but I guess that label of skills chafes at people.
So I encourage folks to not get mired down with terminology. Instead look at the mechanics underlying checks. It’s all based on ability scores you just have the added bonus of being able to train in specific skill sets. Allow that in your game. It’ll give the players freedom to work out a PC that is more unique than a set of six stats.
Awful controllers? It’s the DM’s fault.
It seemed that controllers always had a hard time finding a place around the 4E table for most folks. As an archetype, it was a bit at odds with the other combat roles. Defenders had tools to soak up damage. Leaders were able to crank out the buffs and heals. Strikers poured out the damage. All three of these roles worked in just about any combat encounter.
The controller required other factors to shine, unfortunately meaning certain environmental layouts and monsters were needed to show their effectiveness. Sure they could get a few heavy hitting attacks, but smaller bursts of AoE damage were more common. Even more so, with slows and obfuscating/hindering terrain effects, they needed the space and the right positioning of creatures to really strut their stuff.
I expect that was part of the reason wizards always seemed to under-perform. It’s just that other class types could do things in combat that would work in just about any type of fight. Meanwhile, the wizard was more situational. Sadly, that meant they were really dependent on the DM to provide opportunities to allow them a chance to fully express their abilities and powers. So what are a few things a DM could provide in a fight for a wizard in the party?
Lots of minions – A core aspect of many controller powers are area of effect attacks that do a small pip of damage. Having plenty of targets and more importantly, some clustered up a little, is a decent boon to your party controller. While I don’t use lots of minions in every fight, sometimes it’s good to really fill out the ranks and give that controller plenty of targets to pop.
I try to play the opposition smart, but having those minion types more keen on keeping ranks than spreading out is something I also employ once in awhile. Usually I’ll give that third minion a chance to stick with another creature when I move them around by rolling a d6, just a simple 2 in 6 chance to have a few cluster up. So a few encounters with lots of minions (and the occasional gang of baddies clumping up) is a decent way to give a nod to the party’s controller.
Foes coming in different directions – Having simple battle lines where players can close ranks can make for some solid tactics. But continually allowing this can quickly mean the players can easily manage the engagement and the use of a controller diminishes. When you’ve got multiple monsters piling in from different directions, it’s a great opportunity for that controller type to hinder movement of some targets, giving the other party members time to engage one side first.
Creatures needing to close in – I usually like to mix in ranged attackers in most of my combats. I like to ramp up the threat so that folks not in hand-to-hand still need to worry some. However I lean towards making the melee monsters the more resilient types. And when rolling out creatures in waves, I make sure it’s those melee monsters needing a turn or so to move into the fight. It’s a means to allow the controller to do their stuff and hinder movement of creatures charging in. By tying up one or two targets the group can focus on other monsters first. The group plays smart and everyone has a chance to do something cool.
Traps and hazards that affect both foes and friends – Layering on a wall effect, or some area power hindering movement can add to it’s effectiveness if plopped down next to a few squares of hazardous terrain. Effectively you are adding another 2-3 squares of area under a wizard’s control effects. Give them a chance to do so. A small burst area with flanked by a spiked pit now provides a larger area that’s been locked down.
Sometimes it might lead to monsters preferring to chance a hazard over a spell effect. Does the goblin jump off an elevated platform risking a serious injury? Or do they sit by and let a flaming sphere roll over them? Likely they’ll take the 20’ jump and take their chances. Either way it’s a win/win for the controller.
Take a peek at the PC’s character sheet – Give a look over their powers. Think of some environment that would show off that power. Knowing the abilities of your players can allow you to occasionally craft some fights that allow these powers to be used effectively.
Not every fight has to utilize there tips, but I’d seriously consider giving at least one encounter in a typical delve a few of these characteristics if you’ve got a controller-type in your group. Controllers really need a few wrinkles in your typical encounter makeup to shine. So once in awhile, try to oblige and allow them to enjoy that choice they made playing the wizard.
Expeditions of Amazing Adventure: The grasping overgrowth of Gymynda
Deep within the western forests was the famed city of Gymynda. Carved from the wilderness from pioneering humans, it established itself as a trading hub for the many tribes of the forest elves. A wary peace was struck long ago from the great elven chiefdom of Aldarianna Moonlight. Her wisdom and patience with the human settlement fostered a long relationship of mutual benefit and trade. At times relationships were strained, especially when some industrious humans of Gymynda struck out too deep within the territories claimed by elves, but her steadfast resolve for peace usually silenced any voices of violent reprisals.
Many claim it was her passing which sealed the fate of Gymynda. For many generations of cityfolk, the elven tribes were seen as good neighbors, even allies in times of need. However the Grand Chief Aldarianna Moonlight’s health began to wane from a mysterious illness. Despite the efforts of elven shaman and learned human healers of Gymynda, she slid further and further into a drifting malaise, as if her very life was being siphoned away. Within years she eventually succumbed and fell into a deep sleep and in days she had slipped from her mortal husk.
The death of their great leader was a time of long mourning within the elven tribes. The lead council of Gymynda also decreed a month of mourning among its citizens, but while the Grand Chief was respected, many of the folk within Gymynda did not hold the same reverence for her as those of her elven followers. Within a week mourning dress among the city dwellers began to lift and in short time life went back to normal. After all, many felt there was still coin to be made with trade, trapping, and farming, and some even felt it an ideal time to claim untapped ranges of forest for logging.
No one knows what caused the great growth. Some would claim it was a wicked curse brought about by elven shaman, to inflict their wrath on the humans that failed to show proper respect during the passing of their leader. Others say it was great magics wielded by the elven tribes to stifle the further expansion of Gymynda. Some state these elves knew with Grand Chief Moonlight now gone, the city would begin rampant expansion within their borders.
However a far more sinister tale is sometimes spoken. One of dark magics brought on by avarice from some within Gymynda, quite possibly a dark pact with demons to inflict a curse on Moonlight that would sap her very life force. A horrible spell with terrifying unseen repercussions.
For over a decade Gymynda prospered. The city grew and industry thrived. Great logging guilds reached deep within the thick woods. As the city developed, so did their men-at-arms and militia. The elven chiefdom broke apart as individual tribes had squabbled among themselves. Some sought peace, while many were willing to aid Gymynda in expanding into the lands of rival tribes if it meant keeping their holdings untouched. The wealth and affluence of the trading merchants and craftsmen guilds swelled within Gymynda. Gone were the days of hearty pioneers as opulent ways were adopted among the more wealthier citizens.
Then, on the sixth full moon of a new year, the cursed growth sprung up within Gymynda. Its citizens woke in horror to find buildings overgrown in thick vines. Young trees and grasses burst forth among cobbled stone streets. More terrifying was that some were found entombed in thick vines, suffocated and serving as a morbid bed of blood red flowers which covered their corpses. Efforts to hack away at the vines and trees were a herculean task. A man would go through several steel axe heads and only manage to make a paltry clearing. On the next morn they would find their efforts worthless, as new verdant growth would replace any cleared areas.
However all of these events paled to what soon followed. The denizens of Gymynda soon found themselves to be growing like the land around them. Patches of skin became covered in thick moss. Blood red flowers emerged from ears, eyes, and mouths. Bodies stiffened as their very limbs began to sprout tendrils of thick roots and vines.
Panicked people fled from Gymynda. Those that sought refuge with the elves were turned away or slain, the elves burning the bodies that remained with ritualized magics. The forest elves knew that dark primal magic was at play. Those that were afflicted could spread the sickness to others and they had to be held at bay through any means. Word of this spread to neighboring kingdoms, and when similar afflictions were seen among villagers that interacted with the stricken people of Gymynda, these lords also decreed to slay any that appeared from the forest.
A century later, some say the ruins of Gymynda can still be made out among the clinging wild of vines and trees. Some have claimed to have explored such ruins, but few can be believed. As to this day a shambling figure can occasionally be seen shuffling out of the forest edge towards neighboring villages, horrid creatures bent on engulfing large animals and man alike in tendrils of writhing vines.
Some village leaders adopt a proactive stance, encouraging adventurers to make expeditions within the deep forests and clear out any cursed beings that they may find. Some are even willing to pay coin for those that do. All the while, one can always manage to hear tales spoken after several pints in these village taverns. Tales of how sudden was the overgrowth that choked the life out Gymynda and its wealth would likely still be there, hidden under a carpet of moss and vines. All of it just waiting to be plucked up by those brave enough to enter within the cursed ruins.
Review: 13th Age
While it’s been available as a pdf for some time, the hardback rules for 13th Age from Pelgrane Press are finally getting to folks. For a long time I was on the fence about this. I was happy with my 4E game but the more I played, the more flaws with the game came up especially as my group leveled up. PC power glut was a big issue and I thought up a few potential tweaks to trim the list down. I even considered consolidating at-will powers and altering the basic attack to make it more attractive as an alternative. It sort of was swept under the rug compared to other at-will attacks for PCs. Lastly, I really wanted some way to give players an option of pouring out the damage, and considered using healing surges as a means to do so.
So last week I decided to take the plunge and pick up 13th Age. As I glanced through the rules, what I found particularly interesting was that most of the beefs I had with 4E seemed to be addressed with 13th Age. It’s not entirely surprising as one of the designers was also involved in creating fourth edition D&D. But I particularly liked how much of the glut of temporary modifiers and ever-expanding power choices in 4E were removed, making the game seem much more fluid and engaging.
13th Age is a high fantasy rule set based on the d20 system. No bones about it, I’ve heard this described as a love letter to 4E and I can totally see the imprint of that in the rules. What makes this stand out however, is how many good things it took from 4E, while dumping the extraneous bits, making for a slimmer, fun ruleset. Those at home with 3.5 will also find some familiar territory here, but I think more of the roots with the game are with 4E.
The game relies on many standard choices for races (dark elves are an option) and classes from past editions of D&D (no monks, druids, or shaman). Multiclassing officially is not part of the ruleset, but certain classes can definitely dabble in other class abilities with feats or domains. There is a bevy of your typical high fantasy monsters and a decent list of magic items.
It’s still d20 D&D here. You have levels, 6 ability scores ranked from 3-18, AC, hit points. A nod to 3.5/4E much of the mechanics revolve around rolling a d20 over a set DC value. As with 4E, there are specific defenses for spells and effects where players roll against listed physical or mental defenses. There is initiative and everyone attacks in that order during a typical turn.
Healing is very loose and liberal. As with 4E (and DnDnext) each class has a number of recovery dice that they use to recover HP. And as an action one recovery can be used during combat. Characters have death saving throws, and ample means to heal themselves. Clerics aren’t required, but their abilities definitely supplement the party’s healing potential greatly.
Similar to DnDnext, there isn’t a formal list of skills. Checks are made in a similar fashion, rolling against static DC values for easy, hard, and difficult checks. There are different main tiers, from adventurer, to champion, to epic with resulting DC, defenses, and attack bonuses from monsters and hazards scaling upwards. These are spread out from levels 1-10 however. Correspondingly monsters also have defenses, HP, and attack bonuses that scale up. However you will see certain creature types plateau. So don’t expect to see a variety of kobolds that range from level 1 to 4 like in 4E.
Character progression and advancement are familiar. Players add a level bonus to attack dice, skill checks, and defenses. Hit points increase incrementally, as do ability modifiers (resulting in some changes to defenses). Also a regular advancement of feats and spells are rolled out, resulting in every level bringing something to the player gradually increasing power and abilities. One particular change I like is that many class options don’t necessarily mean a brand new ability, but rather can improve on those they already have. While wizards and clerics can expect a new spell or two as they advance, most other classes will get more utility out of their attacks and abilities.
I’ve covered some things that are similar, now onto things that make 13th Age stand out. There are many aspects of the game that allow for character customization. Skills are not present, rather a player has so many points for backgrounds instead. These PC backgrounds highlight past experiences and history. If the DM thinks it has an application to the task at hand, they provide a bonus. It’s very freeform and supplements the simple ability score checks of the game well. There are a wide variety of feats that confer small bonuses and little tweaks to abilities.
This ties in very well to the abilities (read powers) of the character classes themselves. Many of the game mechanics revolve around the d20 roll. Some situational bonuses come about on a miss, rolling 16+ on the to hit roll, to hits that are an even result. This gives some varying situational benefits to combats. Feats expand on these abilities, giving some even greater effects when they trigger, or possibly adding more predictability to when they do. Because characters start out with a fair number of feats and continually expand on them, they gain a lot of customization. You can end up with two level 3 fighters that have very different abilities.
Another key aspect of combat is the escalation die. After the first round of combat a simple d6 continually goes up from 1 to 6, with the current value granting players a bonus to attacks. Monster abilities also can interfere with this. It’s a nice tool in preventing fights from dragging on and keeping the action moving, encouraging the combatants to be proactive. Combined with situational powers related to attack results, you have combat that is engaging and less about just a hit or miss result with attacks.
Combats are also very much within the theater of the mind. Creatures are either engaged or not. They are either nearby (within a standard move) or far. They are in cover, or not. Attacks of opportunity are there, but with a simple check, players can slip away if needed. Likewise, unengaged creatures can intercept others trying to slip around them. So there is some tactical movement, but nothing rigid requiring a grid to run a melee.
Leveling up is also fast and loose. No experience points are awarded. Rather, GM’s are encouraged to level up the PCs when they feel appropriate. A rule of thumb is after three to four major resting points players should advance a level. Each resting point is after 4 major fights. So after about twelve to sixteen melees, the players should have enough under their belts to level up. The focus of the game is when it’s dramatically appropriate though. So after achieving a major quest is perfectly acceptable too.
Magic items are split into two camps. Your mundane consumables in the manner of oils, potions, and runes that provide a simple mechanical bonus, and that of permanent items. The consumables are made to be your typical one use, throw away items that are actually rather mundane. Magical permanent items however are meant to be special and wondrous, each with a personality. You aren’t going to run into a simple +1 dagger but you will have one that has some history or quirks to it that encourages more story effects in the game.
Two additional points make 13th Age stand out from other RPGs, a player’s one unique thing and icon relationships. Every character will have one unique characteristic that makes them stand out from others in the world. It’s geared towards a background-centric or plot device, rather than some game mechanic benefit. This is decided at character creation and can be a relatively simple concept (they are the 5 times grand world champion of dwarven ale drinking) to something grander in scope (they are the long lost child of the Elf Queen). How this affects the game is something played out as campaign unfolds with input from both PCs and the GM.
The other major point is the concept of icons and the relationships PCs have with them. There are 13 icons within the game, each being an actual individual in the game world. Consider them the movers and shakers of the world, main factions and seats of powers that employ many agents within the world to do their bidding, and this includes the characters. Players can decide on their relationship with certain icons as being positive, conflicted, or negative. They start with 3 d6 and can allocate them as they will among the many icons.
Some may want a more prominent role within the circles of a particular world power, while they may want to be the bane of a certain 13th Age icon. At the start of the session, each player rolls their relationship dice and results of 5 or 6 (5 means there are more complications along with the boon) ensures that at some point in the game, the player will have assets of that icon at their disposal. That at some point, the icon (or agents on their behalf) will seek out the player and impart some timely advice, offer some resources, or potentially some task or quest for the player. It’s an interesting idea and very much helps drag the players into the world, ensuring they have the ear (or the wrath) of major powers within the game.
The Good – It’s a nice package for D&D. The mechanics are uniform, with enough working parts and customization to make for a fun game. I think it would be very approachable to new players. Elements of the game are familiar with enough small situational conditions to make combats enjoyable and move well. I particularly enjoy how most of the fiddly bits for combats are swept aside and more emphasis is on the players pulling off big moves or big hits. The game encourages the players to engage the GM and be part of the overall story. Best of all, everything needed to play is in a single book.
The Bad – It’s D&D. You have HP, AC, attack bonuses, nothing here that is completely groundbreaking. The aspect of the 13 icons in the world are interesting, but that does add some limitations to the game fluff. Your default setting is high fantasy and revolving around these major world powers. You can totally go off the rails and make your own, but this will take some effort to ensure all the player options fit well with your custom icons.
The biggest damning aspect of the rules is while I think a new player could get the gist of the game very easily, it does require an experienced GM. The icon relationship dice mean as a GM you have to be willing to improvise and be flexible with the story you are telling. While some of the mechanical aspects (skill checks, level appropriate monsters and challenges) are well laid out and understandable, there is a lot more skill needed to running an effective session. This hurdle is recognized in the rules, but I think it also is a major detraction to the game. YMMV with this game as how well a GM can weave in the icon relationships during a session is key.
The Verdict – 13th Age is a good game. I think it’s very much a great introduction to fantasy RPGs and if someone wanted to play ‘D&D’ you could do well with pulling this book out instead. For fans of 4E and 3.5E, both will get a lot of enjoyment out of the rules. It has familiar aspects of play with enough wrinkles to make it enjoyable. If anything, this could certainly be considered for 4E fans a nail in the coffin for starting up another 4E game.
It’s not perfect. There are major default setting choices with the game. It’s one of high fantasy. You have established movers and shakers in the world. It is entirely a game of heroic adventurers (level 1 farmer peasants need not apply). But if you want to play a game where you are big damn heroes, destined for greater things, and well-connected to the pillars of power, 13th Age is for you.
There is a lot here that works. Play and options are streamlined enough to not be overwhelming, but still offer some customization. What I particularly enjoy is that there’s a balance between simple mechanical bonuses and others related more towards the story of the character. You don’t have a simple diplomacy skill, you have a strong background in the Emperor’s royal court. You don’t have a skill in tracking, you were a lead scout for a barbarian warband in the last goblin war. This stuff oozes with story and fodder for adventures. Along with the one unique thing about your character, you have something that stands out from other RPGs, giving a more interesting spin on character creation than what’s seen in other games.
One very strong point about 13th Age is that everything needed to play is covered in one single book. It’s a low entry into RPGs and something akin to Pathfinder. I will say it can be tough to justify buying 13th Age if you are heavily invested in other fantasy RPGs. Nothing here is absolutely groundbreaking and it falls heavily back on a very familiar d20 system. Between the different camps of D&D, I think 4E fans might enjoy this a tad more. As for people into Pathfinder and 3.5, they may very well like the more streamlined character creation, uniform mechanics, and opportunities for dynamic (at times chaotic) combats. There is a strong emphasis for story and weaving the PCs into the world, much more so than in some other systems. But like any RPG, it does come down to the DM and how much they can make the game fun for all involved.
My final take, 13th Age is a good buy. It has some interesting concepts you could lift for your own game, however it might tread a bit too much on the familiar for some. This is a d20 D&D game. For some it could be very well their ONLY D&D game. As a big 4E fan, if I were to jump back into D&D, this would certainly be my game of choice. It’s a tad rigid for the setting and requires a more dynamic approach to planning out your sessions, but there are some fun things in between the pages of the rules to make it worth your time.
Savage Worlds player cheat sheet
Just a short post today. A long while back I prepared these cheat sheets for my players when we started up Savage Worlds. I just wanted a quick reference for them to cover much of the nuts and bolts of the game, without them having to rely on constantly looking stuff up in a book.
It’s a pretty simple sheet but my players have found them handy. I opted to print them out at half the size and laminated them for resisting your typical table of snacks and drinks. The text is a bit small but readable and the smaller page size helps keep less clutter around the game table. Enjoy!
Improvising 4E encounters
At first I was a bit hesitant about creating encounters on the fly for 4E. I slipped into this mindset about planning everything out. While I still feel combats in 4E worked much better as set pieces, at times PCs might go off into another completely different direction. When they did that, I felt combat likely shouldn’t be an option as I just wasn’t comfortable enough creating something up on a whim. I wasn’t sure if it would be challenging enough (or too difficult).
What I failed to notice was that the monster math in 4E was very open to DM. It just took some effort to sit down and work it out per level. It was deceptively hindering at first but when you really looked at it, you saw how simple and elegant it was.
Then there was the Sly Flourish DM sheet, where the guy did what we all should have done at the beginning, just create a spreadsheet that does the math and print it out. Granted this was using adjusted HP and damage with the ‘updated’ monster stats, but it laid out how simple creating monsters were.
The DMG did have a similar table but required a little calculation. Still if the effort was made, you could instantly create a challenge appropriate fight for PCs. All that was needed were a few keywords for damage types and you had the core of an interesting monster.
I really think one of the biggest flaws in presenting 4E was not including a fully sketched out table like this. Also not really providing more monster themes was another failed opportunity. Maybe they wanted to hide how easy this all was. That in a flash, you could make up custom monsters with damage, HP, attack bonuses, and defenses that would be level appropriate.
Honestly, I’ve found the openness of the entire nuts and bolts of the game refreshing. You could pull things apart, cram things together, and 9 times out of 10 it would work fine. The elegance in being able to quickly create encounters just worked so well. It’s something few folks are willing to admit, that 4E gave the DM a lot of tools and freedom to make really cool stuff. I don’t think I ever really bothered making up custom monsters with older editions like I did with 4E. Best of all was that it worked very well.
Sadly I don’t think this was ever really explored more, and I wish more emphasis was placed on the DM taking stuff like this and running with it. While it was great having pre-made monsters and traps the idea you could whip up your own in a snap should have been promoted more. It’s one of the elements of 4E that made it my favorite edition.
Gambling in Savage Worlds
I’ve been having a lot of fun running Savage Worlds. Hee, I’d like to think my group is having a good time too. It’s got some kinks in the game and I still make some mistakes, but overall it’s a fun, streamlined system.
I had a player adopt a gambling scoundrel type. The default gambling rules for SW are decent. A player chooses a value of the stakes and folks make a gambling check. The highest and lowest are paired off, with the lower roll paying the difference times the stakes. Then the next highest and lowest are paired off, etc. Ties and odd players are considered to have broke even. It’s a fair way to resolve an hour or so game time of gambling.
The downside it’s a little swingy and doesn’t quite capture that night of gambling. A player can seriously flub a roll and be paired off against someone that got a raise or two. You can get into territory where a player wins 5-8 times the stakes bet. Even weirder, a player could actually lose several times over their initial stakes.
So I thought about tweaking the gambling checks a bit and resolve more around a capped amount players can potentially win. First a player chooses the stakes and ‘buy in’ at 2-3 times that amount. Each buy in is represented by a marker given to that player (say pennies, glass beads, poker chips, whatever). This marker abstractly reflects the cash brought to the table.
All gamblers in the game make a gambling check and it resolves as per the rules (highest and lowest paired off, etc.). However instead of paying the winner, the loser just hands over a marker. Any odd players out do not gain or lose any markers. Players keep rolling until there is a clear winner (getting all the markers), or other players drop out. The markers are then cashed in, each being one stake. So if the stakes were 5 silver, a player ending up with six markers would have 30 silver at the end of the night.
For it to work you need a few people playing, at least three with 4-5 being ideal (including the player that wants to gamble). I always have 2 or more PCs join in the game representing NPC extras at the table. I also try to have one extra have a similar skill to the player, with most having gambling at d6, and possibly one having a lower skill of d4. All participants would have the matching marker total of the player, with one possibly having 1-2 more (they simply are bringing more money to the table).
To speed up the gambling a bit, I have another rule that kicks in when an extra ‘drops out’ and loses all their markers. The next player/extra with the least amount of markers will also drop out of the game. Consider they have actually played a few hands and decide it best to cut out of the action early. At this point the player with the highest gambling skill makes a check. If they pass, they can choose to force that player to stay in the game if they wish. With a raise (not cumulative), they may also convince that player to buy in another marker.
This represents the gambler is able to string along a player having a losing streak, and may even convince them to throw more money into the game to stay at the table. Note this is entirely optional for the player making the check. They may want to have that player drop out. Even if doing so loses a chance at earning more cash, they are also cutting down the chance of having to pay markers.
Lastly, when it’s down to the last 2-3 players, I double the markers won and lost. It can drag out a bit just passing around a single marker over again and again. With multiple markers being won or lost, it tends to resolve the gambling a little faster.
An alternate to this could be that all players just throw their markers into one big pot. However I found actually exchanging markers gives players some gauge with how they are doing as the game progresses. Also they can utilize a large marker pile as a means to push other players into cashing in, wielding their winnings like a bludgeon to force others into calling the game early.
There are a couple of things I like about it. It represents cash in hand pretty well. You don’t have this phantom total of money pop out of nowhere, it’s all based on stakes at the table. The PC rolls a few times, which can average out that single lucky (or unlucky) roll. Having another extra drop out when one loses all their makers gives the player an opportunity to utilize their gambling skill in another fashion (potentially keeping a weaker player in the game for more money to be earned).
Lastly, there is some tension with the game and encourages a player to try and cheat on a particular roll. By default you don’t have this huge incentive to cheat. However if you really need a good roll to win a few markers off your opponent, cheating can be a decent way to get that edge. It’s all about that player flubbing their roll and getting caught, which can lead into more interesting situations.
I like dumbed down games
So for the past few weeks I’ve been puttering around with Mechwarrior Online. I think there is a great game there, but it has this steep learning curve. So much so I’m not sure if I’ll take the plunge.
I used to pooh-pooh simpler computer games. I’d revel in crunchy games with lots of working parts and huge manuals to go through. I mean it. I used to play Falcon on my old DOS 486. The manual was this thick technical bulky thing. Wolfenstein 3D had it’s place on my hard drive, but somehow I found it fun trying not just to master, but learn how to play these other simulation games. Mechwarrior online has a lot of crunchy bits to it. ECM, weapon groups, NARC beacons, it reminds me a lot of the old Mechwarrior computer games of past. Problem is now I’m just not that interested in making the effort to play these games. It’s just too much time to learn all the icons, commands, and understand the principles of the game. It’s just not that much fun any more.
I also regularly delve into World of Tanks. There is some meat with this game. There is a lot of background mechanics with how shell penetration works. Sighting the enemy, radio communication, and camouflage, not to mention how different the various armor plays, all take a bit of time to master. Still the game was very approachable initially with simple arcade controls for moving and shooting. And even if I didn’t do great in a match, I felt like I could contribute to a win.
MWO has a completely different feel. The learning curve for simple operation of your mech is pretty huge. Sadly, if one player is not pulling their weight, it can drag the entire team down. So this compounds the pressure for learning the ropes as quickly as possible. You need to get matches under your belt to learn the game, but at the same time hampering the fun of those that know what the hell they are doing. After scouring through online guides and watching training videos, I began to wonder if it’s worth the effort.
It dawned on me then that I’ve become that guy wanting simple games. I have limited free time and want to spend that having fun and playing, not spending all my time trying to learn new systems. This has also crept into my RPG habits. I used to love trying out all sorts of new systems, but lately I’ve gotten to this saturation point where I want to stick with things I know. I’ll branch out but only if the rules can be printed on a matchbook. Revisiting Champions and the Hero system or GURPS is not something I am so keen on, whereas something new like Dungeon World seems something right up my alley.
For game designers, I think this is a huge obstacle. How do you make a game approachable, as well as have enough meat in the mechanics to keep it interesting. Make it too simple and folks lose interest. Make the game too difficult and folks won’t even bother trying to learn how to play. For MWO, I think they’ve stuck to their guns and made a game for fans which like the crunchy technical stuff, that have the time and desire to learn how things work in the game. It’s not something I’m keen on, but my gaming tastes have changed. I’ve come to realize I’m starting to enjoy the dumbed down version of games more.

A summer of D&D fun
I expect some news will be trickling out about DnDnext come Gencon. Modularity with the rules seems to be the big theme. You have a core set of rules, with optional cogs of details and working gears to slip into the game. It also seems many of the core books will be pushed out sooner, rather than a long rollout of material. I expect other later releases will be more campaign setting-type material (like the Planes, Underdark, and such) rather than another PHB 2.
Still I fret a bit about the new player experience. Dumping 3 tomes of information onto a new person can be daunting. Having a boxed set of basic rules would be a great starting point.
I think that’s something which sort of killed 4E. Much of it seemed for existing D&D players and not much emphasis put towards the newly drafted group of brand new adventurers. You had a basic set, that was redone into an Essentials format, and then an entirely new line of new products (Essentials) that differed in presentation from the core books. It just exploded into this line of products that made things more confusing and diluted the new player experience even more.
I’ll go a bit more on this. I never quite got the focus group for the Red Box. It seemed packaged in a way to draw in the nostalgia of the older crowd that used to play D&D. Like it was to rekindle all those fond memories of gaming in the past. What about the 12 year old kid wandering through the store? Take a moment to track down a few pics and videos of the Pathfinder beginner box. Go ahead, I’ll wait…..
…THAT’S how you design and present an rpg. That is something to spark a kid’s interest to pick up a box and carry it out the store. WotC decided to go the whole retro 80’s deal. A poor decision there.
What would entail this new introductory boxed set? Aside from an introductory document (start here, what is an RPG, a step-by-step way to navigate a character sheet, introduce core game mechanics, etc.) a slimmed down rule set would be peachy. Give us your human, dwarf, elf, halfling races. Give us the fighter, wizard, cleric, and thief classes. Give us a trimmed list of specialties of two options. Give us rules for character generation, not just pre-gen characters to use. More importantly give us rules and material for the DM to get up to level 5.
That’s right, stop it at level 5. Figure a group playing every week, leveling every other week, and you’ve got 2+ months of D&D goodness. A summer of D&D fun. Wet the appetites of new players and get them playing D&D. If they want to take the plunge, there are 3 core books they can buy which open up the game fully.
Hands down, this should be the entry into the world of D&D. You’ve got a ‘basic’ set. A set that has everything you need to play, that allows for new adventures and characters to be created. A boxed set that has everything you ever need to play D&D.
But if that’s not enough, if you really want more options and the means to create a long term campaign with prolonged character progression, buy the ‘advanced’ rules. It’s the same core game just lots more options. And as a marketing strategy something very recognizable to older players. People that you might want to stroke up the fires of nostalgia, a group of folks that might get the desire to pick up the rules and share with their kids, having a ‘basic’ set and the option to pick up ‘advanced’ rules with 3 core books harkens back to AD&D of old.
So if you are a core book person, why buy the beginner boxed set? What would be in it for you? Aside from a decent adventure and a set of dice, how about some other nifty things that could be used? How about a fold out map of a campaign world (along with a simple gazette)? Even better, throw in a ton of monster tokens and character figure flats. While entirely optional, having stand up figure flats might encourage folks to pick up figures from the miniature line.
Notice I didn’t say a battlemat. It’s not needed. However tokens and figure flats go a long way in helping new players visualize the action. Without needing to be played out on a gridded map, it still can keep a firm foot in the ‘theater of the mind’ while still allowing players a way to better imagine what’s happening.
So give us that WotC. Have that beginner’s box ready to go at the launch of DnDnext. Don’t cheap out on the contents. Give it enough meat and goodies to provide a summer of D&D fun. Have it a product that anyone which regularly plays the game can unerringly say to new folks, ‘If you want to play D&D, start with this box.’
4E must have books
I expect the footprint of 4E will be getting smaller and smaller in stores and in the convention scene. However I won’t be surprised to see some retailers trying to dump existing stock before DnDnext rolls out. If you were inclined to pick up some books for a 4E game, what would you get? There are a lot (over 30!) hardback books to choose from, not including adventures, some other smaller softback books, tiles, and such. So if you were to dip your toe into 4E and pick up some books on the cheap, what would be a short list of must buys?
As for myself, I may be potentially making a move and really need to consider what books to hang onto. Looking over my D&D library if I wanted to run a 4E game in the future what books can I dump and which ones should stay on the shelf? A while back I thought up a list of books needed to run a long term game, so what would I change given the newer releases since then?
Core Essential Buys – Immediately I would split off into 2 branches, and each I consider exclusive of the other. Either you go Essentials or go with the older core 4E books. Essentials and original 4E are the same game. You should be able to plug and play any of them into your game. However you might run into some subtle differences with character progression between the two. That’s why I’d consider if going the Essentials route, it’s best to stick to that entirely for core books.
So if going the Essentials route, I’d pick up Heroes of the Fallen Lands, Heroes of the Forgotten Kingdom, Dungeon Master’s Kit, and the Essentials Monster Vault. I have not gotten some of these books, however I consider them solid choices to easily gather core components of a 4E game together in a short stack. The are designed to complement each other with the rules. So having these you should have enough to run 4E.
The alternate is going the more traditional route of the older hardback books. I tend to think that if you wanted to expand your collection with a few additional books, this might be the better route. With that, I would pick up PHB 1 and 2, the DMG, and the Essentials Monster Vault.
You’ll notice I didn’t mention the original Monster Manual. Sadly, I think it is retired to the ‘stuff not to bother with’ list. The Essentials Monster Vault is a better product. The monster math is fixed and you have a book of core monsters that should be good for your campaign. Not to mention the loads of great monster tokens in the box.
With going either of these branches, you’ve got tons of material for your game and likely never need another book.
Solid Buys – If you wanted to add a little to this stack, there are 2 the additional books I would consider picking up:
Monster Manual 3 – It adds more monsters and even better fit in with the updated defenses, HP, and damage to challenge the players. I like the idea of no fuss monsters where I don’t have to spend a lot of time tweaking them. This book provides that.
Mordenkainen’s Magnificent Emporium – More magic items are a bonus and this book covers the gambit. It includes some adventure seed ideas (detailed magic item backgrounds and cursed items). Not to mention rounds out some much needed potions. It also fits well with either your original core 4E books or the Essentials line.
Good things to pick up later – There are a few books I would move into the stack of books to hang onto (or potentially pick up). These aren’t needed and some are more aligned with particular books, but they make for some good choices to expand your game:
Essentials Rules Compendium – It’s an extremely handy reference for your table. If you are one to regularly hit the convention scene or game on the go, even more so. However I tend to think that 4E will become more of a niche game in the future and likely not be seen too much in conventions. Still it is a decent, quick, go to reference to have at your table for rules.
AV vault 2 – I would only consider picking this up if you’ve got the Player’s Handbook 2. More magic items are always nice and the additional class specific items make it a decent addition to your collection.
Campaign specific player books – 4E went the route of having a player-centric and dm-centric book for both Eberron and Forgotten Realms. I’d consider getting these books if you were interested in jumping into these settings. Fortunately, Dark Sun went the route of packaging all of that into one book. While they are campaign setting specific, all 3 allow more player options to the game.
For a DM getting just the campaign setting material isn’t worthwhile. With enough digging on the internet, you can likely wrangle up enough information from online resources to run a game (maps, general location information, etc.). It’s the player rules specific to 4E that are lacking, and these books do the trick.
Stuff not to bother with – Everything else. Yup. You are now delving into territory that I consider either very campaign specific or stuff that’s peripheral to your game. Between PHB 1 and 2, you’ve got a ton of character options. Unless you were playing new campaign of the month, I seriously doubt that your players would want to dig into the options of the power source books. Some of the planes books and others like the Underdark are nice, but again very campaign specific. You can definitely mine these for adventure ideas however I would easily consider them not worth picking up. While it might be nice if you wanted to keep, or obtain, a collection of 4E books, I think it best to just let them go and keep your gaming library lean.
So this is a short list of books I think would be needed if you wanted to run a 4E game. Just about 4 books. Four books to give you enough for years of 4E enjoyment. So if you want to clear out your shelf space and make room for DnDnext, or are thinking about picking up some 4E books on the cheap, this isn’t a bad way to start.

