Friday, August 24, 2012

Mechanical Comparisons between the DnD Next Fighter and Rogue in Combat - Playtest Packet 2.5

The DnD Next rogue is an interesting counterpoint to the recently re-worked fighter class unveiled in the second playtest packet. While the initial playtest fighter had very few strategic options in a fight outside of the ill-defined "improvise" rules, this new version has a growing number of combat maneuvers and a limited resource (in the form of expertise dice) per round on which to spend them. Not only does this play into the larger design philosophy of outsourcing the player's mental efforts to the physical space at the table (in this case, being able to have a literal pool of dice) as echoed by the advantage/disadvantage mechanic, it also invites some interesting considerations of how to focus your individual fighter as well as how to bring these resources to bear in the current situation. It gives a visible sense of improvement as the player levels up, and it remains mechanically distinct from the increased spell rosters offered to spellcaster classes. While the individual combat maneuvers clearly need refinement (I'm looking at you, Glancing Blow), the core concept is one I would like to see make it into the final edition.

As an aside: it is interesting from a game design perspective how, on the way to arriving at this design decision, Mike Mearls suggested giving fighters a second theme (now called specialization) before finally arriving at the current fighter concept as a kind of band-aid to make the fighter more interesting before they could release the second playtest. It gives a kind of insight into how Wizards is playing with the existing mechanics of the new edition, and seems to mirror the decision to give the rogue a second background to increase the number of skills to which the class has access.

The rogue seems to be designed as the mirror image of the fighter - a limited but effective range of combat options, and a wide array of choices in skills for use outside of combat. The rogue gets two backgrounds - one from a limited selection - and as a result begins the game with six skills instead of the more typical three. Further, twice per day the rogue can receive advantage on a skill roll, and any skill attempt below a certain threshold is brought up to a more reasonable amount. The overriding sentiment appears to be this: the rogue is The Guy with Skills. Whether it’s disarming traps, researching lore, or making a stew: the rogue will always be the best at it.

In combat, the rogue uses these skills as a kind of sneak attack delivery mechanism. Because sneak attack damage requires advantage to deploy, the rogue is encouraged to use any number of skills to acquire this desired result. One could conceivably employ sneak, bluff, intimidate, or even a relevant lore skill to create an advantageous situation down the line. Like the flat bonuses given to fighters, this is thematically interesting but mechanically dull. The rogue has an avalanche of six sided dice, and dropping that on specific targets is what he has come to do. This is okay, but it could be great. Again: the rogue is The Skill Guy. This should be true both in and out of combat. However, rogue players shouldn't be forced to go through combats on autopilot just because they aren't fighters. After all, fighters still get skills, even if that isn't the main focus of their role.

I don't think the problem with this is sneak attack damage. It fits with the overall "feel" of the rogue that they step back neatly place a dagger right where the armor is weakest. I also don't think the mechanic of "losing" a turn to acquire sneak attack damage is a problem either. For me, the crux of the problem is that all these skills feel the same. A rogue that relies on sneaking to gain the upper hand in combat should be mechanically distinct from a rogue that uses intimidation or bluff. Further, a rogue that has access to both these skills should have a variety of combat options.

A way to represent this might include sacrificing individual sneak attack damage dice to cause debilitating effects to monsters, or hand out bonuses to allies. While a sneaky rogue might do the greatest amount of damage, an intimidating rogue might distract a monster, allowing another player to reposition. Bluff might let the rogue give some of his sneak attack dice to a better positioned ally, and lore skills might let him add a flat bonus to accuracy.

Additionally, this provides a platform for other, well loved classes such as the Bard or Warlord to bridge the gap between Rogue and Wizard or Rogue and Fighter. A fighter with a hypothetical leadership specialization may be able to employ his intimidating or diplomatic nature to turn the battle of a fight (much in the same way that the magic-user specialization would give him access to a few cantrips). That's not to say these shouldn't be classes in their own right, but it does lay some groundwork for how these classes might operate mechanically.

Overall, I like the overall changes the rogue has made between packets 1 and 2. However, I think the rogue is in need of the same consideration the fighter received. The need is far less dire, but I do think there is an opportunity to codify an array of tactical options for the rogue in coming playtests. The best way, in my mind, to keep the fighter and the rogue different is to have the fighter go through combat using expertise dice to react, and have the rogue go through combat using skills to predict.

Thursday, August 16, 2012

Dnd Next Character Creation: Carric Ilphelkiir - Wood Elf Operative

Mechanical Objectives:

Playing with the rogue class, I wanted to build a character that could be useful to the group (dealing with locks, handling traps, lying to guards) and be capable while scouting ahead, or otherwise sneaking around solo of dropping individual targets or otherwise sowing discord.

Thematic Objectives: 

I really fell in love with the spy background, and wanted to build a character that could make good use of the disguise kit. The wood elf, with shortbow weapon training and wood elf grace, complements the rogue class. Having the Magic User specialization not only gives him access to handy utility spells, but also means he can pass as a high elf if need be.


Attributes:

 I used the standard array included in the playtest materials, and used every opportunity I could get to boost dexterity. At level 4, he'll be able to boost it a final time to get 18 dexterity. Relying on finesse weapons and the rogue trained skill bonuses let leave both strength and charisma at the low end of the spectrum (hopefully there won't be any call to scale a cliff)

Strength 8
Dexterity 17
Constitution 13
Intelligence 14
Wisdom 12
Charisma 10

Hit Points: 7
Hit Dice 1d6
AC 14
Initiative +3
Speed 35

Attacks

Kind of concerned about the lack of bludgeoning or slashing damage - it may be worth picking up a sling, just in case there are necromancers around.

Sneak Attack Damage +2d6
Short Sword +5 1d6 Piercing
Short Bow +5 1d8 Piercing

Skills

I wasn't sure what happens when the multi-background thief ends up with the same skill twice. I put Sleight of Hand in tentatively until that could get sorted.

Skill Mastery 10
Sneak +6
Open Locks +6
Find & Disarm Traps +6
Bluff +6
Spot +6
(Sleight of Hand +6?)

Race: Wood Elf

When I was looking at the difference between Wood Elves and High Elves, it struck me that the Magic User specialty and a reasonable intelligence stat would make the difference between the two basically a cultural/aesthetic one. Perfect for someone with a disguise kit.

Low-light vision: 30 feet
Training: Shortbow, Longbow, Longsword
Advantage: Perception Checks
Immunities: Charm, Sleep
Trance - 4 hour meditation
Language: common, elven
Hide in light foliage, nature

Class: Rogue

I went with the thief scheme for the improvements to hiding and the skills associated with the background. In the woods, thief sneaking will be redundant with wood elf grace, but it'll be nice in the city or dungeon to have.

Language: Thief's Cant
Thief Sneaking - Hide while Lightly Obscured

Specialty: Magic User

This is something i'm excited about for this character. Being able to employ mage hand and ghost sound opens up a number of options when dealing with potentially dangerous traps or distracting guards. The 3rd level familiar as a potential scout is icing on the cake.

Mage Hand
Ghost Sound

Equipment


I fudged the numbers on these a little bit with regards to some of the "fluff" items that don't have explicit prices, but this should provide everything you need to get into places you aren't supposed to be.

Leather Armor
Shortbow
Shortsword
Thief's tools
Disguise Kit
Small Steel Mirror
Healing Kit
Adventurer's Kit
Caltrops
20 Arrows
Traveller's Clothes
Breeches with Secret Pocket
Belt Pouch
Satchel with Secret Compartment
Ink
Ink Quill
10 Sheets Vellum
18 gold

Tuesday, July 31, 2012

Arroyo Playtest 1: 7/30/2012

Printing out the Arroyo cards for the first time was a weird experience. I was suprised at how well they turned out. Having access to a printer and paper cutter and little supervision may be enough to keep me working in offices for the rest of my life.

Character Creation!

I was really happy with how this went. Selection was fast, it only took about 5 minutes for people to go, and everything was fairly self evident. As it stands, your Background Card and your Apprenticeship card each comes with 3 skill choices, of which you can take two. It might be better to have one "utility" skill (one to discard cards to get rid of counters, one to put junk cards to use), and you choose between the two remaining. This might be a good way to make sure you don't have a character who every skill uses one suit. 

Combat:

Our first combat was super-easy, since we were fighting two monsters that had all "support" skills. The second combat was super-difficult, because all the monsters could do damage to everyone at the table. Might need to separate monsters into two piles to make sure there's a good mix.


The Biggest Problem - Turn Order

Solution 1: One Speed Per Card. All monster actions are at the same speed. All attacks based on the same skill have the same speed. Speed is a big number, visible from a distance.
Solution 2: Using space to establish turn order. Because monsters will always act at the same speed, they can serve as an anchor for turn order. Players place the skill cards they intend to use, and the cards they're paying to use them (necessary?) along the same Left-to-Right or Top-to-Bottom totem pole. When drawing cards for monsters, flip them as they go, to create a sense of tension.

The Other Problem - Its Really Hard to Get the Cards you Want

Solution 1: Players can discard 2 cards to draw 1 more. This gives them a smaller hand, but another chance to draw a good card.
Solution 2: Assist - Players can add their cards to other players attacks (penalty? 2:1 ratio?)
Solution 3: Start with 6 cards instead of 5

To do before next playtest:
Map out the play space
Unify speeds
Tweak card draw rules
Update manual to reflect above changes, make manual publicly available, ask others to read it to see if it makes any goddamn sense.
Optional:
Modify backgrounds - You start with a defense skill, chose 1 of 2 attack skills
Add "utility" skill to apprenticeships.
Desired end result: characters have 1 defense skill, 1 support skill, and 2 distinct attack skills, along with their career skill.

Friday, February 17, 2012

Revenge of the Herculoids: the RPG

Return of the Herculoids
Setting
It is the year 3030, and The Herculoids have returned from deep space to find a world where Total Control has surrounded the earth in an Anti-Hip Hop field. Unable to enter, The Herculoids granted a fraction of their power to the Heroes to seek out the Four Pillars. Only when the four pillars are brought together can the Herculoids return and bring peace to the earth.

The System
Return of the Herculoids uses 6-sided dice. Heroes roll a number of 6-sided dice equal to the relevant Pillar of Hip Hop. The Game Master of Ceremonies (GM) rolls a number of d6 against the Hero depending on the difficulty of the challenge. 1 for easy, 2 for medium, 3 for hard, 4 for impossible. Whoever rolls highest wins.

The Pillars
MCing – Mastery of Will (Negotiation, Intimidation, Persuasion)
DJing – Mastery of Technical (Picking Locks, Hacking Computers, Fixing the Broken)
B-Boying – Mastery of Physical (Lifting, Climbing, Breaking)
Graffiti – Mastery of Written (Knowledge, Investigation, Survival)

Hero Creation
Heroes start with 0 in each Pillar and 4 hit points.

Step 1: Where you’re from
Write down your stomping grounds, and add 1 to two pillars of your choice.
EXAMPLE – Brooklyn Subways: +1 to B-Boying and Graffiti
Monster Island:+1 to MCing and DJing
West Linn, Oregon: +1 to DJing and Graffiti

Character Creation (contd.)
Step 2: Occupation
Before the Return of the Herculoids, what did Total Control’s Aptitude Testing assign your Hero as an occupation? Add 1 to 1 pillar which currently has a zero.
Example – Salt Miner: +1 B-Boying
Anti-Communist League: +1MCing
Data Analyst: +1 Djing

Step 3: Your Patron
The Herculoids have reached out to your Hero, and the experience has eternally marked you with 1 of the 4 pillars. Choose a Patron, and add 2 to 1 pillar of your choice.
Example – Biz Markie: +2 MCing
Jazzy Jay: +2 Djing
DONDI: +2 Graffiti
MR. WAVE: +2 B-Boying

Destiny Chooses You: Alternative Character Creation
At each step of character creation, each player (including the GM) writes their answer on a slip of paper, places it in a hat, and each player randomly chooses one and applies it to their Hero.

Combat:
Everyone rolls a D6. Whoever rolls highest starts, and turns go around the table clockwise. Combat is handled like any other challenge – the Hero chooses their pillar, and roll against the Master of Ceremonies. Whichever side fails loses 1 hitpoint. At zero hitpoints, the character dies.

PDF Version: http://dl.dropbox.com/u/13904873/Return%20of%20the%20Herculoids.pdf