Tag: dnd

  • Reworking Tyranny of Dragons 1: Greenest

    Reworking Tyranny of Dragons 1: Greenest

    I mentioned last year that I’ve been running Tyranny of Dragons for my table. I used the module once before – back when it and 5e were in their infancy, and I was a much younger DM. I held onto a lot of lessons from running that game, and now, revisiting the module, I’ve made many changes to improve on what WOTC published.

    Because, frankly, the module is written as a pretty sloppy railroad.

    That doesn’t mean there’s not the potential for a good game in it, though.


    Improving Greenest

    As the module is written, the game opens with the party arriving while Greenest is under attack. From the road, they can see the smoke from the fires rising skyward and the blue blur of the cult’s dragon ally swooping overhead. There’s powerful imagery there, absolutely, but it also leaves a little too much to chance, doesn’t it? It wouldn’t be unreasonable for a party of level 1 adventurers to see the ongoing raid and think, This is too much for us. We’re nobodies. To assume that to intervene will end only in their own deaths – and the module is printed to begin at first level.

    I imagine WOTC hoped that this immediate, dynamic set of encounters would help onboard players into the campaign, but unless you run a really good session zero that impresses upon your players that they’ll be expected to play incredibly heroic to meet the module where it is, it leaves a lot open.

    I did two things to improve this.


    Starting on the Road

    I started with a much lower stakes first session, having our party all be part of a caravan journeying to Greenest from an undisclosed elsewhere. I left it up to each of them to decide why their characters were part of this caravan – perhaps Greenest wasn’t their final destination, perhaps they’d been following the trail of destruction left by the Cult of the Dragon as they raided Greenfields. (As part of our session zero, I encouraged the players to build PCs that would oppose the Cult of the Dragon’s activity and let them know they’d fight a fair amount of dragons throughout the campaign, inviting them to build characters with that style of encounter in mind.)

    We had a new player join the table for this campaign, so this slower start also helped them ease into character and the style of table we have. As part of this session, we had a small roadside ambush encounter and an investigation to discover that one of the travelers was a member of the Cult of the Dragon who’d drawn the guard and ambush drakes to attack the caravan. The death of an NPC guardsman ally with family in town gave them a reason to care about at least one group of potential survivors in the upcoming raid on Greenest, and delivering his belongings served enough of a quest to keep them together. (This was all emergent from the play of the first session – if I were to run this module again, I’d consider trying to lean on this further. Maybe I’d make this NPC the captain of the caravan and have them speak to the PCs individually, especially if they were not yet a group, just as mine weren’t.)

    (Also, I’d made some tweaks to the ambush drake statblock, but more on that in a later post.)

    The other major change – they leveled up from this encounter and investigation. Now at level two, they’d feel at least slightly more powerful for the incoming “dungeon.”


    Arriving at Greenest

    Map of Greenest from the module.

    Time is the most potent tool in the GM toolkit. See, I’d planned to kick off the assault on Greenest at night and I wanted the party to start in the center of town, inside the inn. However, the party was a group of particularly active characters, so I needed to ensure they stayed in Greenest overnight. Thus, After a long day of travel, just as twilight strikes the skies, you finally arrive at Greenest, exhausted and road-weary.

    I still had them propose leaving town after delivering the guardsman’s sword to his family to camp, to get that one hour of travel they could still swing based on the time of day. So, even this wasn’t perfect – but it did work.

    They ran a few errands in town, bought some supplies, and settled in at the tavern for some character RP. After a few minutes, I, despite having the information available surreptitiously, asked them outright for their passive perception scores. As they handed them in, I paused, then told the PC with the highest total that they began to hear something unusual – a slow thwump… thwump… thwump, muffled not only by the walls, but by distance. However, they were growing steadily louder: Thwump, Thwump, Thwump.

    And then, an unconscious stillness shattered against the dragon’s roar.


    The Raid on Greenest

    I opened with the blue dragon blasting a line of lightning through the town that struck the walls of the inn. Everyone in the party failed a Constitution save and were stunned as the inn trembled and lost one of its walls. They recovered after a few moments – had it been minutes, seconds? And heard the sounds of violence outside!

    In the town square, the cultists had swarmed into the market and were swiping goods from abandoned stalls and menacing townspeople. Our heroes erupted into action!

    I left many of the scenarios of the raid unchanged, though I adjusted the encounters in some areas. With all the people they rescued from the town square (including their guardsman ally’s family), they delivered them into the keep through the secret passage, then they held off against the cultists trying to breach into the fort, used the ballista to scare off the blue dragon (which required some doing! It had been in disrepair and the fighter literally braced the arms of the ballista on her back to allow the ranger to fire it), then ventured out into the town to reach the chapel of Chauntea to rescue the townspeople trapped within. (Here, I borrowed a little from Ebonskar. While the town burned, the chapel hadn’t caught fire despite the cultists’ attempts to set it ablaze.)

    And, finally, as they worked their way back to the keep with these townspeople in tow, they encountered the cult’s lieutenants: Langderosa Cyanwrath and Frida Maleer. (Yes, I changed their names from the module, I didn’t like them much.) As we’ll discuss in the next post in the series, I’d made some MAJOR changes to these characters, including ones I thought would make Cyanwrath more likely to allow the heroes to rescue the people within the chapel – though he still demanded a duel. Our melee-focused sorcerer accepted, got torn apart, and Cyanwrath held to his word (despite Frida’s jeering) and allowed them to escort the townspeople to the keep.

    However, there were many other townsfolk who did not benefit from the party’s intervention, and they were carried off to …


    The Cultist Camp

    I preserved the encounter with some lazier members of the raid lagging behind from the rest, and our party elected to steal their robes to infiltrate the camp. Within, the party was able to see the cult preparing for a mass sacrifice later in the evening – the reason they’d captured the townsfolk to begin with. There were more prisoners than just those taken from Greenest; the cult had taken some hostages from the other towns they’d raided, and it was going to take some serious finesse to rescue them all before the pyre burned.

    Luckily, they had an ally within. I made major changes to the module’s character or Leosin Erlanthar – namely, I changed him into an orc monk named Brok Stonebrow. He’s still a member of the Harpers, but one of the members of the party was his protégé, and had come to Greenest with Brok to try and infiltrate the cult.

    Surreptitiously, they met in the small caves that wind through the walls of the gulch, and they were able to work with him to devise a plan to rescue the townsfolk. This was almost entirely player-directed – I gave them the scenario, they worked it out from there. They knew they needed to handle the cultists in the watchtowers, and lead the townsfolk around the edges of the gulch to avoid the eyes of the celebrating cultists and mercenaries.

    I recognize this amount of freedom might not work with every table, but that’s the benefit of Brok / Leosin not getting himself captured. If your party needs more direction, he can give them more straightforward ideas; at a minimum, he can point their thoughts to the problems they need to solve, to save them from getting stuck on a tangent or lost in the weeds.

    The players ultimately succeeded, and this gave me another opportunity to display the cult’s ruthlessness. Rather than cut their losses, when the party later returned to investigate the Hatchery (some more on that in the next post), they discovered the cultists substituted their sacrifice of the villagers with the mercenaries who’d aided them in their assaults. Such savagery would only hint at the things to come …


    Wow! That was a long one. Before you go, I wanted to direct anyone looking for further reading right now to the subreddit dedicated to discussing this module. It certainly gave me many ideas that I’ve been using in my game.

    As always, thank you for reading! I hope this series of posts will be of use to someone – maybe even just as an example of how we might improve upon the ideas we find within the pages of a module. But, that’s certainly enough out of me; see you in the next one. Good luck out there, heroes.

  • December 2024 Irregular Update

    December 2024 Irregular Update

    Hi.

    Yes. I know. It’s been much, much longer than I intended since the last one of these. Since the last blog post in general. I … did not mean for it to go this way. Hell, I think the only thing that’s putting a fire beneath my ass to do this now is that I have my 2024 Year in Review post ready to go and it feels like I should probably address some stuff before I do that.

    So. What the hell happened, huh? Maybe we can both figure it out after prattling on for a while.


    Where were the blog posts?

    Well, at the top of the year, I had some turmoil with D&D. Well, more correctly, holdover turmoil from our experiment with Pathfinder. The homebrew game I was running petered out. We had one player who wasn’t all that jazzed about going back to D&D and another who was losing availability for a couple of months. So, we wrapped up the dungeon we were in and called the game.

    Not something I’m unfamiliar with – I’ve been running D&D for nearly fifteen damn years at this point. I’ve had more games get canned than reach their intended conclusion. Still, this one stung. This game was practically full-on sandbox and I wanted to more or less run the game as a gift for the table, let them explore and self-direct to the extreme. I was happy to put in the extraordinary time I might need to week-to-week to set the track down right in front of the train, but it still didn’t work out. And perhaps the complete lack of direction wasn’t the right fit for the table or the characters they made, maybe it was entirely down to the external obstacles, but it stung to lose that campaign.

    After that, I ran Blades in the Dark for about three months or so with the two players who stuck around. That system was some good fun, and we enjoyed it well. It’s built incredibly well for allowing the players to have the initiative in their choices and actions – it’s the exact inverse of D&D. In the latter, the DM has a situation they present to the players and the players respond; in Blades, the players lay out a heist (called Scores) and the GM reacts to their actions. Perhaps a bit of an oversimplification, but it runs well and we had some good fun!

    Once we got to the end of our “first season” of that game, we got one of our players back and were joined by two others and we went back to D&D. I’ve been running Tyranny of Dragons since June and it’s been going well. It’s my second time using the module and I’ve made some major edits to its structure – ones I’d love to share here on the blog, but half of my table has a habit of reading this blog, so that’ll have to wait – at least until we’ve passed the moments that have been adjusted.

    (I know, I know. How can someone have a habit of reading this blog when it’s been silent basically all year. Hush.)

    Another major source for much of my RPG related-posts was playing in a friend’s game who was running the game for the first time. I had the boon of seeing someone with no experience running the game and it reminded me of many of the lessons I’ve learned over the years – and he managed to do some inspired things despite his inexperience that I wanted to praise. Unfortunately, that table also dissolved due to out-of-game circumstances (luckily after the module’s completion).

    I’ve since had the privilege of joining another game that’s run once a month run by another friend, but I had this block, this wall up, that held me off from drafting anything.

    I had some other topic ideas at the start of the year, which made me feel fired up enough back in the January Irregular update, but … well. I lost confidence in claiming that I had any worthwhile experience to actually write those posts.

    These ideas were about the steps I took for independent publishing. Problem is, it’d be delusional to say I’ve done this successfully – at least, to the degree that I feel like my experience would be valuable to someone desperately googling for advice. Regardless of the validity of that worry – it held me off from drafting those posts. So. There it is.


    And … Red Watch?

    In January, I was feeling good about my decision to rewrite the first two books, and I still think pulling them down was the right decision for me. By February, I had completed the draft of A Violent Peace, and sent it out to several folks, people who’ve previously read for me. To my knowledge, none of them ever got around to it, or got very far into it. And I do not begrudge or blame or have any negative feelings toward them; beta reading is a lot of work for no compensation – any time it’s done, it’s a favor, and I’m thankful for them all offering to begin with.

    The point is, the complete lack of engagement was disheartening. The book probably still has many problems. I think there’s some stuff within it that works well, but there’s likely far more that just isn’t working.

    I spent the next two months diving headfirst into the rewrite of A Tide of Bones. I made some excellent headway and I was really liking some of the changes I made. … But there were many more things that were proving exceptionally difficult. I had adjusted the characters a little to provide a new central tension in the first quest of the book, but those changes were … I don’t know if they were right. And I just kept struggling with more and more things; with proper POV division, with some repetitive motivations following the events in Souhal. There’s obviously too many characters, too, but I don’t know what to do about that.

    I mean, clearly the solution would be to cut characters. But to do that would be to surrender the goal I had of not completely changing the canon of the stories so returning readers could pick up A Violent Peace. And would require major rewrites to A Violent Peace, given that it was written with the previous canon to begin with.

    So … do I scupper the whole thing? This project is like a hydra – every problem I address spawns more. How much more do I want to wrestle with it? How much does it get mangled before it’s unrecognizable? Am I going to tie myself to this anchor and just keep on with it? Or do I cut it loose?

    I think … it’s probably the latter, isn’t it? It’s been eight months since I’ve written a word that wasn’t for D&D because of this weight around my neck. I even flubbed the journaling.

    “Sometimes, taking a leap forward means leaving a few things behind.”

    Maybe it’s time to do just that, Ekko.


    So … what’s next?

    If I’ve learned anything, it’s that making promises or exclamations in a random blog post aren’t worth a damn from me. Lately, I’ve been failing to find things to do – to find distractions that will keep me busy and off-track. For a long time this year, I was playing too much Warcraft, too much Baldur’s Gate and Deep Rock Galactic, over-prepping for D&D, all sorts of stuff. But, the sheen’s wearing off.

    When I’m not doing anything else, I end up writing.

    So. Let’s see what we end up working on, then.

  • My Experience Running Pathfinder 2e

    My Experience Running Pathfinder 2e

    Spinning out of the OGL fiasco earlier this year, I decided with my table to give Pathfinder 2nd Edition a try when we began our new campaign. It’s been just about 5 months now, and after 14 sessions, I’ve come to the conclusion that the system is a very poor fit for me. Each time we got deeper into the game, as we came to understand more of its rules and functions, I found more and more to dislike about it.

    A lot of it comes down entirely to personal preference. What I’ve been upset with in the system might be the selfsame things its foremost fans love. As an example, I think the system sacrifices a lot of things that are mysterious, exciting, or interesting in the name of balance. There’s a well-defined table listing the number of gold pieces and magic items your party should find at each level. Weapon runes are baked directly into the game’s scaling arithmetic, so missing out on one feels way worse than not finding a magic weapon in D&D. The magic items themselves are narrow, incremental bonuses – never providing that oomph that powerful items grant in D&D.

    And, again, the DMs and players who like for that to be codified in that way will be glad for it – for me, it felt like it took the magic away. (More on that later.)

    So, that’s the topic of today’s post – my experience running Pathfinder 2e. What I liked, what I didn’t, my major gripes with the system, and why I decided to switch back to 5e D&D for my campaign.


    Pathfinder’s Strengths

    Even despite all the things that I dislike out of preference, I can still appreciate a lot of stuff that Pathfinder does. I really like the way they set-up their dragons as opposed to 5e: after the dragon uses its breath weapon, you roll 1d4 to see how many rounds it needs to recharge, instead of rolling a 33% chance at the start of the dragon’s turns. And, any time they score a critical hit, their breath immediately recharges, which they can theoretically fish for before locking them out of using it that turn. I liked that so much, I decided to rip that out and carry it back to D&D.

    Then, any time you roll 10 over the difficulty threshold of an action (be it a saving throw, skill check, or attack roll), your result becomes a critical success. This changed the texture of Armor Class a bit, as the higher value your AC was, the more it mitigated damage by preventing critical blows. (This, additionally, is something I’m adapting a bit for D&D – if someone exceeds a creature’s AC by 5, they get 5 additional points of damage.)

    Pathfinder’s 3-Action system also provided a lot of opportunities to think tactically through your turn, potentially sacrificing some things that are baseline parts of your round in 5e. You might not need to move, so you can drop that spare action point into striking out against someone an additional time, or attempting to knock them down, or inflicting one of the game’s numerous conditions onto your foes to the benefit of your allies.

    For many players, the modularity Pathfinder offers when building out a player character will feel unrivaled by many contemporary systems on the market. There are (on paper) no empty levels. Each time you rack up 1000 xp, you are getting something new – a class feat, an ancestry feat, a skill feat. There are dozens of options to choose from, and anyone feeling underserved by the options presented by 5e will find so many more feature to add on to their character sheet. However …


    Complexity is not Value

    These features are not created equal. A very narrow selection of skill feats provide new options in combat, giving them more value than their contemporaries (since, just like D&D, the system is primarily designed for running combat). A few skill feats enable mechanics that many DMs would assume are a baseline ability for a character to have. The long list of class feats for fighters presents options for specific fighting styles, drastically cutting the number of options down once you’ve picked your weapon set-up. So, there’s a long list, but a lot of it is bloat. Bon Mot, Intimidating Glare, Risky Surgery – these are certainly going to be taken by one or more members of your party. They just slot into what the game is designed for better than the other options.

    And that delta between options exists in the action economy too. Each character builds out to have a named move in their arsenal that is their optimal choice for throughput which makes other options inherently less valuable to use. Despite the long, long list of actions available, I very rarely saw my players change up their slate of actions. It didn’t help that casters were generally locked out of two actions (minimum) to cast any of their spells, but even the Fighter and Swashbuckler often had the same rotation of abilities – like they were hitting their buttons to perform DPS in a dungeon on Warcraft.

    And it isn’t that D&D doesn’t suffer from players doing the same thing turn-to-turn. However, it is so much simpler to get to that same problem in D&D than Pathfinder with a greatly reduced load on me to keep track of a handful of conditions and the way that they interact with a creature’s AC, save DCs, to-hit bonus, and damage rolls. Even with my players staying on top of keeping track of those conditions to help me.

    And the list of conditions is so long and vast, accounting for a lot of minute differences that don’t necessarily need to be accounted for. I found this blog post that really dug into this, and rather than regurgitating a lot of their points I’ll just share the link.

    And I think it’s a misfire from Paizo to have built this way, unless their intent is to capitalize on a more niche market of disaffected 5e players. Pathfinder’s 1st edition outsold 4th edition D&D for a simple reason – it was the simpler alternative on the market. For all of D&D brand-name recognition and staying power, a new kid on the block showed up and captured the community’s attention by just being D&D 3.5 with a few patch notes to streamline the game.


    A System of Disengagement

    This, however, was the biggest problem for me. And, like many of the issues I’ve brought up already, there are going to be many, many people who are glad for the system to function this way. For me, it very much did not work.

    Running Pathfinder, I often felt like the game would have preferred a machine over a human person behind the DM screen. It’s tighter in design, and it’s gone to great lengths to try and provide an answer for every question, a rule for every experience. There’s not a hole that needs an off-the-cuff ruling – just crack open that book (or visit Nethys) and find the answer, despite how much that slows the game down. And that’s the better option, because trying an off-the-cuff ruling can be overly punitive (such as when I imposed the Sickened condition on my barbarian player for biting a mimic and failing to roll well on an improvised Fortitude save to overcome an adhesive goop filling their mouth and throat).

    And I hit a DM-side problem with the 3-Action system – the monsters rarely had a unique or cool ability to use. We fought a handful of Xulgath early into the campaign, and outside of the Fortitude save to overcome their stink, they just strode and struck until the party defeated them. Even the Bilebearer didn’t have some cool full-round move to splash nasty gunk on everyone around it (and I improvised one on the spot because it felt boring for it to just keep doing the same thing). For all the talk from Pathfinder’s community about tactical combat, it seems there’s rarely anything the monsters have at their disposal to actually make you consider how to engage them – they just have a high damage output because of the game’s scaling damage die and critical hit rules. In time, maybe I’d have learned to have the same comfort I do for building monsters in D&D, but I felt like it was much easier to do in 5e than in Pathfinder, even from the start.

    And, last, the system felt like taking a step backward.


    Regression

    It’s clear in a lot of ways that Pathfinder is a child of the old branch of D&D. Pathfinder’s 2nd Edition is Paizo’s evolution of 3.5 into 4e, and it held onto a lot more from that system than 5e did. Things like Vancian casting – prepping each spell into each individual spell slot, needing to relearn them at higher levels to cast them in those more potent slots. It does a lot to differentiate the feel of different casters, certainly. For me, it absolutely filtered them out between the casters I’d play (spontaneous) and those I wouldn’t (Vancian).

    It also stings to be unable to split up your movement. If you burn one of your three actions to stride, why do you need to lose whatever left over movement you had so you can attack? If you walk fifteen feet to get to an enemy on its own, then use your following two actions to defeat them, you don’t get the last ten feet of your movement that you already spent an action to buy – it’s just gone. Is there value in that?

    After I played 5th Edition D&D, I never once thought I’d want to go back to 3.5 one day. I loved the elegance of advantage and disadvantage to handle the floating numbers. I appreciated the new formula for spell attack rolls rather than needing to track a creature’s Touch AC. Playing Pathfinder felt like opting in to several regressive mechanics to complicate the game in a way I did not enjoy. One I don’t think I’ll revisit in the future.


    So, that’s my account of my time playing Pathfinder. The system has a lot of fans – and I personally appreciate a lot of things about Paizo – that all their rules are available for free on the Internet is a huge benefit to the game’s accessibility, one that D&D could seriously learn from (were it not for Hasbro’s greed). If you or a DM you know would love to feel like the game has all the answers, then Pathfinder would be a great fit for them, urge them to give it a try. For me, it felt constraining and limiting; it revealed to me how much I enjoyed fiddling with D&D to customize monsters and items and really curate the experience for my players, which was something I didn’t feel like I could do in Pathfinder.

    There’s often a lot said for the ways these two games function similarly. They’re in the same genre, after all – they’re both dungeon crawlers at heart that take a group of characters from near-nobodies into basically superheroes. The way they achieve that fantasy, however, doesn’t feel like it could be more different.

    As always, thank you for reading. Good luck out there heroes.

  • RPGs: Metagaming

    RPGs: Metagaming

    There’s a strong negative sentiment in the TTRPG space around “metagaming.” It’s almost like a dirty word – a curse so potent that players will go to incredible lengths to avoid even the potential for an accusation of such a sin.

    And I think this is mistaken; at least to the degree to which it exists. In general, it’s great for the players to be invested in your game, to plan out combo moves between their characters, or share the information they gained when separated. The adventures in these games occur over the space of months and years, it’s impossible to roleplay every moment of that time, and it’s okay for things to be discussed off screen.

    Yet, there are other instances were metagaming can spoil the experience of the game. So, today, we’re talking about acceptable and unacceptable metagaming, and some instances where peeling back the curtain can even further enhance the game.


    Negative Metagaming

    Obviously, the most egregious instances of metagaming are why the stigma exists at all. Choosing to read ahead in a published adventure to discover optimal solutions, researching a monster’s stat block to understand its strengths and weaknesses, or even going so far as to read the GM’s notes when they are out of the room are all ways to quickly spoil the game for everyone present.

    Additionally, there’s acting on information your character wouldn’t yet know. If your party is split, and two characters learn information revealing that an NPC that is journeying with the party intends to betray them. A character in the other half of the split party might have no reason at all to suspect such an occurrence, even though the player does. I’m lucky enough to have players at my table that will revel in that level of dramatic irony, but leaning on this scenario too often can harm the player’s ability to trust that the GM doesn’t simply mean to screw them over.

    Another harmful way to metagame is to override or interrupt another player’s turn in combat to present an optimal turn without request. It’s not bad to be helpful when asked, but everyone should have the chance to make their own decisions. Hell, a suboptimal turn in combat is often intentional for the character.


    Acceptable Metagaming

    Ultimately, I think a lot of acceptable metagaming boils down to the things that we quietly understand about the game’s mechanics and other knowledge inherent to the experience. Knowing your damage averages, knowing how your ally’s staple spells work, understanding DC tiers – these are common mechanics that being aware of doesn’t break the immersion of the game. As an adventurer, you’d know about how hard you can hit with your weapon, you’d know how your comrades fight in battle, and you’d know about how hard something might be at a glance.

    There’s also the implications I discussed in my Presentation and Assumption post. How an enemy appears can give your characters immediate implications about how they might fight, and understanding the expression of that mechanically I feel is in effect metagaming, but a strength of the readability of the game.


    Acknowledging the Game

    Now, every table is different in this regard; some players will desire to be as immersed as possible, and acknowledging the rules of the game for a moment could damage their experience. However, in some cases, taking a few minutes out to expressly clarify difficult mechanics can help prevent the players from needing to clarify them further and maintain immersion better in the long run.

    As an example, giving the dimensions of an area-of-effect spell or aura outright when playing without a battle map. Theater-of-the-mind combat can get messy and confusing fast, and it’s not doing anyone any favors to be coy about the size of these effects.

    For my table specifically, I’ve given them exact AC, HP, and saving throw values in many battles. I’ll let them know how much health a creature has, so they understand the gamble they’re making if they choose to attack rather than defend themselves. I usually hold on to giving the specific number when the circumstances are dire, but otherwise I give them clues liberally to describe an opponent’s state; when a monster is down to half of its hit point maximum, I’ll narrate how it is visibly weakening; when the players land a blow that leaves an enemy with less hit points remaining than the damage they just suffered, I say, “They cannot take another hit like that.”

    Descriptive combat narration is the best way to lead into these reveals. A creature with a high wisdom saving throw might appear utterly unfazed by a spell targeting that value, while a low-score enemy who just gets lucky on his resistance roll might reel for a moment before overcoming the effect with a miraculous force-of-will.

    When I first started playing D&D, the rule-of-thumb was to always keep enemy statistics secret, but I think that’s more valuable to newer GMs who are still learning how to build encounters than a veteran like myself. I’m confident in my knowledge (especially of 5e D&D) that I don’t need that ability to adjust my encounters on-the-fly. The last times I ran games in person, I didn’t even use a screen, rolling every dice in the open. As we’re currently playing online, I’ve replaced that inclination by borrowing from Dimension 20’s flair for the Box of Doom by rolling momentous rolls in our VTT Talespire.

    So, there’s a dissection on the nuance of metagaming in RPGs. As always, thank you for reading. Good luck out there heroes.

  • RPGs: Session Zero

    RPGs: Session Zero

    For the majority of the games I’ve run in my tenure as a GM, we had a perfunctory session zero, if we had one at all. In the early years, I was seeing my players throughout the week, and we’d have piecemeal discussions at random to talk about the upcoming game. Lately, however, I’ve taken to setting up a robust session zero with everyone present, and I’ve found it invaluable.

    But, I noticed one snag in the process when I was making that switch. There’s plenty of discussion about the value of session zero on the internet, but I didn’t find a good blueprint anywhere. That’s why we’re here today: we’re looking in depth at session zero. What is it, why should you do it, and when should it be.


    What is Session Zero?

    Alright, say a gaming group is starting a new campaign. They just finished a published adventure and are deciding which one they might want to run next, or they’ve reached the end of a homebrew game and everyone is ready for new characters, or maybe it’s just been several months since they played last and they need something new to get back into it.

    In all these scenarios, there’s a lot of different paths they could take. Maybe the group that runs published adventures just dealt with Strahd and they want a change of pace – something more laid back or comedic. Maybe the homebrew table wants to try another system. Perhaps the group that fell into a hiatus has been able to identify what wasn’t working in that last campaign and everyone wants to get on the same page.

    For all these reasons and many more, hosting a session zero is the best way to discuss these topics. It needs the same respect as a normal gaming session: full focus, phone set aside, snacks at the ready, ideas prepared. Then you’re ready to begin.


    What should we discuss for session zero?

    Foremost, you should discuss your ideas for the campaign. Things like tone, themes, setting. If you have several discrete ideas that you’re equally interested in running, this is the time to talk about them and see what your players latch onto.

    As an example, last August one of my players was going to be away for several weeks, and a friend-of-a-friend was interested in joining our campaign. Rather than go on hiatus, I ran a small scale campaign to introduce that friend to D&D. Our main campaign had reached the higher levels by this point, and my players and I were looking for a brief change of pace. So, session zero, we set the tone: this was a game for goofs and jokes. We decided the PCs knew each other – tangentially, at least – and that they’d been on a bender and lost their employer’s magic item. As part of session zero, I asked them each to tell me in secret one reason they might have stolen the magic item. They each remembered their own problem, and they used those hooks they generated to try and track the item down.

    For players at session zero, I recommend arriving with a few ideas about the kind of characters you’d like to play. You’d hate to show up to a party dressed in the same thing – even in a mono-class kind of game, you’d still want your PCs to have specific strengths and weaknesses. Pick a couple classes, develop a concept that works with multiple classes, or come with a few different ideas and build a party that can work well together.

    And, as implied above, discuss the campaign at large: what’s the trajectory? Are we heroic or villainous or just trying to get by? Is there a level range we should expect to conclude around? Decide what system you’ll use, discuss house rules; if there’s a mechanic you mean to make the backbone of your character, clarify that you and the GM interpret it the same way.

    Perhaps most importantly, decide what’s off-limits. I have a hard rule against any portrayal of sexual assault. I had a player with arachnophobia who asked for limited spider encounters (and less descriptive narration for spiders). Do the players want to deal with racism or homophobia from the NPCs? – Are you as a GM comfortable portraying those kinds of people?

    Session zero is the time to set everyone’s expectations in the right place, so everyone can engage with and enjoy the game.


    When should you have session zero?

    I think the best time to host it is one or two weeks before beginning the game itself, during your planned session window. Naturally, if your group meets less often, than just that first meet-up should be session zero, with the game beginning the following meet.


    Any other tips?

    My main goal in hosting session zero is to understand the PCs as much as possible. With that mini campaign and my upcoming game, I really wanted the direction of the game (at least at the early levels) to be player-driven. I want them to tell me their goals and desires so I can put them on pathways toward those items.

    So. That’s my advice on session zero. I hope it helps make your games better. As always, thank you for reading! Good luck out there, heroes.

  • Homebrew Mechanic: Heroic Vignettes

    Homebrew Mechanic: Heroic Vignettes

    In my tenure as a GM, I’ve never been fond of encounters with a clear outcome. Spending upwards of half-an-hour running turn-by-turn combat where the characters are only in danger if they play extremely foolishly just doesn’t entice me. A battle needs stakes to be interesting at all, a chance for the party to fail, a consequence looming overhead, or it feels rote and my narration of events suffers from my disinterest.

    At lower levels, every fight can carry a threat of permanent character death from poor decisions or poorer luck, but as my party reached the higher tiers of character power in my campaign, I needed a new solution. They had many enemies that had their own wealth of resources to bring to bear, but running every battle against an array of grunts or mooks was just going to waste time we could spend on more interesting battles.

    So, I devised Heroic Vignettes. I mentioned this idea in passing in my Defining Dungeons post, but I’ve since had another chance to use this mechanic and I think it’s got real teeth. So, what better place to share it out than here?


    The Basics

    The idea began with me wanting to give my players a chance to use their hit die to recover from a battle when there absolutely wouldn’t be enough time for a short rest in our 5e D&D game. However, they had all of their hit die available to them, and I didn’t want them to be able to just spend all their hit die to reach full health without a worry. So, I created small instances – scenarios where a hero’s intervention would ensure a heroic result. As an example, my first use was during an attack on a city, and some townspeople were trying to evacuate some children, but the invaders were charging to slay them. These attackers were not going to be threatening to my party of 16th level adventurers, but they would annihilate the children and their shepherds.

    So, electing to intervene, I asked the table to expend four of their hit die. Any of the four players could choose to expend the cost and in any variation: one player could spend four, intervening alone; they could have two characters split, each spending two; or all four of them could spend one. Whatever their decision, they spent the required hit die and rolled it, suffering whatever they rolled as incidental damage from the skirmish.

    There were several more instances where they could spend their hit die and intervene, then, at the end of the gauntlet as they approached the next battle that would be run in initiative, I allowed them to spend whatever hit die they had left to heal as if from a short rest.

    I also told them that would be the intention from the start. As we launched into the heroic vignettes, they all understood that any hit die they spent intervening they would not be able to use later to recover. But, they were quite high level adventurers with many hit die at their disposal, and they elected to intervene in each scenario I’d built and still recovered well for the further fights.


    Open-Ended Vignettes

    Just last week, I used this mechanic for the second time. My party is now four 20th level adventurers, making their way toward what might be the final boss encounter of the campaign. They’ve come to a land to slay a primordial elemental that was never meant to be on the prime material plane, but there are two forces they have to contend with: the Tempest Faithful, a cult devoted to this living storm, and He Who Has Laid Claim to the Skies, a storm giant who has gained the allegiance of a goliath clan to attempt to shackle the Primordial Tempest to their will and reclaim the ancient glory of their people.

    This tribe of goliaths had attacked a flying city home to a clan of dwarves, Ava Dannad. The goliath tribe is massive, swollen with conquered tribes from elsewhere on the continent, but they are pretty run-of-the-mill combatants. Without attacking in ludicrous numbers, they shouldn’t serve as much of a threat to a party of four 20th level heroes – these are some of the mightiest people that may ever exist, after all.

    My players wanted to strike into Ava Dannad using Transport via Plants and make a ruckus to draw out the storm giant and the tribe’s leader to battle them before they reached the Tempest. Rather than run several rote encounters with minimal danger, we launched into freeform heroic vignettes. I asked them to tell me how they would like to draw out or incense the goliaths and then we worked out how many hit die they might spend for each battle, and rolled to tally a score that once attained would successfully draw the giant from his perch. They also had a deadline as the giant was having the flying city crash into a mountainside.

    They had several great ideas, using skills or the environment, using details about goliath culture they knew to incense them, casting Daylight on themselves to make a beacon visible through the storm raging all around to draw their enemies in. For each hit die they spent, we rolled 1d10 (with a few other bonus die thrown in for particularly good ideas) to rack up to a score of 200 that they needed to get the giant to come fight them. It still came down to the wire, with the battle against this storm giant and the champion of the goliath tribe meeting them when the city was a mere 5 rounds (we rolled 2d4) from crashing into the mountainside. And, as before, they were allowed to spend their remaining hit die to recover before that encounter and it still was a tough fight.


    So that’s Heroic Vignettes. It accomplishes a lot in maintaining scope and world consistency without dragging extra hours of easy encounters into the field. I’m interested to see how I might be able to adapt this mechanic for Pathfinder in the future when we start using that system. For now, I think it’s a wonderful tool for 5e D&D games, and every tool we can put into our toolbox as GMs enriches our games all that much more. As always, thank you for reading! Good luck out there, heroes.

  • The Open Gaming License

    The Open Gaming License

    I’d been planning on letting D&D as a topic cool off for the month of January after my “D&D December,” but some things shouldn’t go unaddressed. Originally published during the game’s 3rd edition in 2000, the Open Game License (OGL) allowed third-party publishers to create compatible game material for Dungeons and Dragons. This was an out-and-out win for both the community and Wizards of the Coast. Player-facing books will always be the better selling product, but if there is no support for the game master, games will be harder to run, harder to find. While that investment-to-profit ratio on GM-facing products might be unappealing to a large corporation, a smaller creator might squeeze into that slim margin for a passion project and come out ahead.

    The document, by its own language, is “irrevocable.” From Wizards in 2004, “… if Wizards made a change you disagreed with, you could continue to use an earlier, acceptable version at your option. In other words, there’s no reason for Wizards to ever make a change that the community of people using the Open Gaming License would object to, because the community would just ignore the change anyway.”

    Late last year, rumors began circling about Wizards / Hasbro wanting to make changes to the OGL. On January 5th, Linda Codega received a draft of the new document and reported on the changes therein. The OGL 1.1 wanted to deauthorize the original version, included new clauses about ownership and royalty fees to be paid to WOTC, and a requirement for all would-be creators to register with WOTC. This was saddled with an effective date of January 13th, giving creators a mere handful of days to comply.

    And the community was set ablaze.


    Aftermath

    In the wake of all this news, the tabletop community acted fast. Videos from CritCrab, DnD Shorts, LegalEagle and even larger creators were being dropped on the daily. DnD Shorts was sent an email from an employee within WOTC revealing that the executive sentiment saw the players of D&D as “an obstacle to their money.” Subscriptions on dndbeyond were the metric they were observing to see the financial impact of the news. Hundreds, thousands, perhaps tens of thousands of subscriptions were cancelled (mine included). And, finally, WOTC made a response.

    The OGL 1.1 was going to be “delayed.” WOTC assured us that they’d always intended to gather feedback from the community before going forward with any changes. They wanted us to know that the community won – but so did WOTC. And in internal dialogue, WOTC’s management believes that the fans are “overreacting” to the leaked draft, and that in a few months, nobody will remember the uproar.

    Here’s a few things: if WOTC always intended to gather community feedback, why did the draft have an effective date within a few days of it being sent out? Why did WOTC contact Kickstarter regarding crowdfunded projects?

    Before Wizards made their response, the third-party publishers were first to speak. Kobold Press announced project Black Flag to release a new, subscription free ruleset – a new splinter like Paizo before them. And Paizo announced their plans to have a system neutral Open RPG Creative License (ORC) drafted and handled by Azora Law to provide safe harbor against any company involved being bought, sold, or changing management.

    It’s really hard to see exactly why Wizards thinks they won anything here.


    What It Means for Me

    There’s a lot spinning out of this for me. Foremost, I’m planning on switching to a new system for my next campaign. Realistically, I could continue playing 5th edition for the rest of my life without giving WOTC another cent, but I’d rather continue to contribute to the hobby’s growth by learning other systems. I’ve had the urge on-and-off to write a module of the campaign opening I used for my last two games, and ultimately it doesn’t look like that would be something I want to do with D&D’s system anymore. This week, my players and I are taking out first stab at Pathfinder’s 2nd edition during a break in our normal campaign.

    Additionally, my blog category is now going to be generalized to “TTRPGs.” Some old posts have had their titles adjusted – ones where I believe the topic is applicable to TTRPGs as a whole and not just D&D. Many of those posts were about system specifics or fandom divides, however, and those will retain their titles.

    Lastly, it’s likely I will stop covering the changes for OneD&D on my blog. Unless WOTC completely reneges on their attempts to change the OGL and signs on to Paizo’s ORC, I see little reason to contine to do so. TTRPGs are bigger than D&D, and even D&D is bigger than WOTC and Hasbro. To this day, people still play older, unsupported editions of the game with no need to advance to the newest thing.

    When you remember that, it’s laughable that Wizards ever thought that these changes would slide.


    As always, thank you for reading. Good luck out there, heroes.

  • RPGs: Defining Dungeons

    RPGs: Defining Dungeons

    “Dungeon” is a pretty evocative term. The mere mention brings to mind buried, ancient ruins of civilizations long past, or maze-like tunnel networks that have been claimed by a dragon and its army of worshiper-supplicants, or a tomb filled with restless undead and traps to prevent access by looters and graverobbers. These all make for excellent adventure spaces in D&D, but it’s unnecessarily restrictive to think these are the only things dungeons can be.

    It’s not a stretch to imagine the entirety of a cursed swamp can function as a mega-dungeon that requires days to progress to each small dungeon within its bounds, but even something like a siege or a pitched battle might be best designed to function as a dungeon for your players.

    Today, we’re taking a look at how I’ve come define “dungeons” in D&D, and how I use that in my own adventure design.

    What is a Dungeon?

    At its most generalized, inclusive definition, I look at a dungeon as any gauntlet of two or more encounters in which the party’s ability to rest is restricted. This can be from danger, from time pressure – any reason the party might be unable to lay down and rest and feel completely safe. To return to the “cursed swamp mega-dungeon” example, both of my last campaigns began with “Eth-terel, the Cursed Bog,” a large swamp cursed by ancient magic, forcing any creatures who died within to rise into undeath each night and filled them with a ravenous frenzy.

    For the first several levels, the party’s expeditions into the swamp were short-term, never more than a day or two, and they quickly discovered areas where they might be able to rest, but not for free, such as Kortho’s ogre camp. Each night they wished to stay at Kortho’s camp, they had to aid the ogres in defending their walls. For two hours, they were set as additional defenders, and they battled a number of hard-to-deadly encounters with only a handful of minutes between. To earn a rest within the mega-dungeon, they had to survive a gauntlet, something that design-wise was basically a single-room dungeon (a single arena, the walls of the camp and the clear-cut woods immediately beyond).

    As the party became more capable and created their own safe areas by removing dangers from the swamp, they were able to progress deeper and deeper and finally reach the center and break the curse upon the land. Other dungeons here included a sunken fort, a compound belonging to an order of religious zealots that intended to break the curse themselves (with an ancient magic that would eradicate a tribe of peaceful lizardfolk as collateral damage), the Wovenwood (a thicket of woods conquered by giant spiders), and nearing the end, a portal into hell, a dragon’s lair, and finally the buried vault of an ancient lord.

    More recently, the party arrived at a pirate town, Freeport. The town had become a political powder keg, with the pirate cult of the Leviathan, the Fathomcallers, wanting to drown the world (the party’s at that level these days). They discovered through their prisoner, a Fathomcaller captain, that the gang intended to attack Freeport and neuter its ability to stand against them. Upon arrival, the party marched their prisoner through the streets to the queen’s set, and discovered that their actions caused the Fathomcallers to strike several days before their planned attack.

    Beginning at the throne room, the party needed to fight their way down to the docks to recapture the city’s port defenses and return to their ship. They were ambushed in the throne room, they battled foes at one of the city’s major centers, Westwind Square, they had heroic vignette moments to affect the battle at large by spending hit die, they needed to run through a street being raked by cannon fire to avoid another lengthy encounter, and finally took the battle to the Fathomcaller vice admiral upon his ship in the bay.

    This quickly became the easiest way I could organize my thoughts when it came to a battle like this in D&D. I knew the party wouldn’t have the chance to rest, so I built in a system to allow them to spend hit die to aid the people of the city, but then use whatever they had leftover at the end of that segment for healing. They had no opportunity to rest at all, and had to budget their resources accordingly. Building it out as a dungeon just made the most sense.

    So let’s get into how I organize my dungeon design.

    Outlining a Dungeon

    As a writer, I like outlines. I usually leave mine pretty open-ended to allow the story room to develop as I go, but I like to nail down the overall vision from the outset. I’ve built my dungeons using an outline structure for nearly half as long as I’ve been a DM, and it hasn’t steered me wrong yet.

    In my notes, I had “the Battle of Freeport” as the title, wrote a scenario summary, then went down point-by-point through the encounter spaces. I included a description of the room (its appearance, its function, etc.), what kind of encounter was present (I mostly list these as Combat, Social, Obstacle, or Hazard), and then I have another bullet point describing the details of the encounter (such as enemy types and numbers or the effects of the obstacle / hazard).

    And there you have it! A narrow definition of what a dungeon can be is a disservice to the breadth of what you’re capable of doing in D&D, and hopefully you can create even more unique and diverse adventure spaces with that in mind. As always, thank you for reading! Good luck out there, heroes.

  • OneD&D: The Cleric

    OneD&D: The Cleric

    Last week, Wizards of the Coast released their next set of playtest material for OneD&D: the Cleric and Revised Species. It’s my intention to try and follow each of these drops with a post of my own to help solidify my thoughts on some of the changes coming through before each feedback survey opens, so without further ado, here’s my first impressions.

    Species Adjustments: Dragonborn and Goliath Changes

    First up, we received a new version of dragonborn that helps bring them more in-line with what I and many other players were expecting after Fizban’s Treasury of Dragons. The breath weapon is back to being a one-attack replacement during your Attack action, it has a scaling number of uses per long rest, and it can even be either a cone or a line attack each time you use the feature. They also threw dragonborn players a bone here with the new Draconic Flight, allowing them to gain a flying speed for ten minutes once per day. I love this ability, I’m excited about the flair of it being made of your ancestry’s damage type (lightning, fire, ice, etc.), I’m jazzed about using it on a rogue or fighter character to keep up with flying foes – a dragonborn might be the first character I make in OneD&D.

    Goliath characters also gained awesome new options here with the choice of taking a limited use effect based on the type of giant they’re descended from. Each option feels viable, with them all having different uses and effects that make them really excellent. This was something I myself scratched the surface on in my current campaign: one of my players is a goliath character and I coordinated with him to see if he wanted to be from a specific giant ancestry and adjust a trait or two from the lineage to reflect it. We only ended up changing the flavor of Stone’s Endurance to be based around a storm giant’s innate foresight to allow him to mitigate the damage from a momentary prescience, but it was still a flavorful adjustment. The other new feature present, allowing them to grow large for ten minutes, is kind of just icing on the cake that can create cool moments on its own.

    Now, onto the one class included in this UA.

    The Cleric

    There’s a lot of adjustments here for the cleric. Previously, clerics were one of only two classes that chose their subclass at 1st level in their divine domain. This made some level of sense, of course: you were devoted to a specific deity, after all, so you’d probably already have aligned with one of their domains. With Wizards’ intention to normalize subclass feature acquisition, this has been delayed to third level, and the clerics received a few new things in the trade. First, they now gain Channel Divinity at first level with two baseline options: Divine Spark and the classic Turn Undead. I think divine spark is an incredible addition: it has two options for its own use, as either a straight up heal for an ally, or a potential damage burst for a foe. It’s been constructed with built-in scaling, gaining an additional d8 each time your proficiency bonus increases, and all of this is on top of Channel Divinity now having a number of uses equal to your proficiency bonus.

    Additionally, with this iteration of Turn Undead, we have a look at a new condition in the game, “Dazed.” Dazed looks wonderful as a potential replacement for some of the more punishing stuns and other CC effects, since it still allows the affected creature to use either their action or their movement, rather than be completely locked down. Turn Undead also still specifically limits undead to only being allow to move, so there’s no loss of effectiveness for the cleric there.

    Next, the cleric gains a new built option with Holy Order at second level. Now, a cleric can choose to either be trained in heavy armor and martial weapons no matter what domain they select, gain two additional skill proficiencies with an added bonus equal to your wisdom modifier, or an additional cantrip and the ability to restore one use of their Channel Divinity on a short rest. They also are able to select a second option later on at 9th level. This puts much more into the player’s hands when they’re building their cleric, and that’s a good direction for the game to be heading in.

    We’ll dive a bit more into life domain shortly, so next I’m looking at the new functionality of Smite Undead. This sounds like a straight up improvement to me. Previously, Smite Undead outright destroyed undead monsters below a certain challenge rating, but, usually, monsters that would be destroyed by it were showing up less frequently as you grew more powerful. Now, no matter how strong an undead you’re facing, you can potentially deal damage and harm them.

    Blessed Strikes is a transplant from Tasha’s Cauldron of Everything‘s optional new features, and I think it’s great to see it become baseline.

    And, last for this section, is Divine Intervention. In my opinion, this remains as a very odd feature in the game. It’s both extremely rare for its effect to occur, but also not at all rare if your players are gaming the system a bit and attempting it every day during travel or downtime? In a reddit thread, I saw a comment that proposed a complete redesign: basically, instead of it having the “ask for anything you want” component of the Wish spell, give it the other component – allow it to cast a spell from the divine spell list whether you have it prepared or not without consuming a spell slot. The commentor proposed it allowing you to cast a spell with a 4th level slot when the feature is gained at 11, and then bumping it to a 7th level slot at 18. I personally like this version so much, I might allow any future cleric players to switch to it whether it’s codified into the rules or not.

    Life Domain

    Life domain remains mostly unchanged here, for good or ill. Their domain spell list has seen a bit of a shake-up: there’s no 1st level spells on the list, Spiritual Weapon has been replaced with Prayer of Healing (more on both of these spells later), Beacon of Hope has been usurped by Mass Healing Word, there’s Aura of Life over Guardian of Faith, and Greater Restoration over Raise Dead. Personally, I think these are all much more fitting or better staple spells to have prepared, so that’s a win.

    Disciple of Life has a cheeky little clause addition to close a rules loophole related to Goodberry, which is another good change. Blessed Healer has moved four levels down for its acquisition but remained unchanged otherwise, but that’s counterbalanced with Supreme Healing also staying unchanged and coming up from 17th level to 14th.

    Lastly is the domain’s unique Channel Divinity, Preserve Life, unchanged and dropped from 2nd level to 6th. I think, ultimately, this now has a weird place in the system with Divine Spark’s existence. Unless you can really get nearly all of the hit points Preserve Life can restore, I think Divine Spark is generally the better option. Of course, it’s also got potentially many more uses with the new scaling on Channel Divinity, so its power might be fine: you could use Preserve Life to keep your party fighting in a challenging encounter well beyond where they’d normally be toast.

    I’m still uncertain if I’m happy with it though. I’ve rarely seen it used overall, and it usually has a lot of HP remaining that it can’t spend when I do see it expended. It might be okay if it spent its pool of hit points to bring everyone in range up to their halfway point, then allowed the cleric to spend what’s leftover however they chose? But that might be overly complicated. Maybe I’ll make a magic item that does that if anyone picks up life domain in one my games in the future.

    Now, onto the really controversial stuff: spell changes.

    Adjusted Spells

    We’ll dive right into the big one here: Spiritual Weapon. The overall reaction here seems to be anger at a nerf to the spell’s functionality, but … I think it’s a good change – a healthy one. The way Jeremy Crawford and Todd Kenreck discussed it in this video (@2:30) in regards to spells that are both effective over the course of several rounds that also extend a player’s turns makes perfect sense to me. As a trade-off, its scaling has been vastly improved, gaining more damage each slot used above 2nd level rather than every second slot level above. I think if its speed were doubled (or at a minimum set to 30 ft.), it would be perfect, because its inability to keep pace with nearly every monster in the game is going to feel even worse now.

    Otherwise, I think most of what’s here is a clear positive. Resistance has become another reaction cantrip that makes it much more viable as a pick up. Guidance had its absurdly limited use clause removed and it’s just down to a shortened range to adjust its new functionality. Prayer of Healing is incredibly powerful now that it grants the party an abbreviated short rest with bonus healing, even if a creature can only gain the benefit once per long rest it’s an incredible spell.

    The other elephant in the room here is Banishment, which, again … I think is overall a healthier adjustment to the game. Hard CC effects have been a long running topic of discussion between my current players and I (one which has a blog post in the drafting phase), and this spell gaining a roll to end the effect each round just brings it in-line with other similar spells. It does, unfortunately mean that its cool feature of potentially removing the target back to its plane of origin is a much rarer occurrence, but I think there’s potentially other ways that can be addressed here than making it a spell that just utterly removes someone from the fight anyway. Perhaps the spell’s effect can remain even if the creature makes its saving throw, and if you can maintain the spell for the full minute, it successfully banishes the creature. Maybe it can send them back to the demiplane at the start of their turns if they fail the saving throw again, like a reverse Blink. Maybe they can build-in the listed creatures having an innate weakness to this specific spell and they roll against it at disadvantage. I just remember a cleric enemy using this once against a player back when my campaign was much younger than it is now, and the only recourse the party had was to wail on the enemy until they broke their concentration, and the affected player just had to wait for them to succeed.

    Well, that’s not entirely comprehensive of the changes presented in this UA, but it is everything I had something to say about. As always, thank you for reading! Good luck out there, heroes.

  • D&D: Player Power Optimization

    D&D: Player Power Optimization

    The D&D fandom at large has baggage with the term “power gaming.” Across the internet, there are thousands of posts bemoaning the practice and deterring new players from pursuing power for their character. Some go so far as to say that anyone “roll-playing” over “role-playing” are unwelcome at their tables; that having even one such guest detracts from everyone else’s fun at their table. And, more power to them. If they think people who play this way won’t gel with their game’s style, that’s a perfectly valid reason to disallow someone from joining your table. It could save a lot of headache from coming up down the road.

    But the stigma is everywhere. Which is a little strange, right? After all, it’s perfectly natural to want to be strong in the fantasy game you’re playing. You’re the heroes of the adventure. Not everyone wants to be the farmer kid out of their depth. Some people want to play a veteran adventurer who knows what they’re doing. It can be a great time to be a group of bumbling fools that somehow make their way through a dragon’s lair by sheer luck, and if you’re running a less serious kind of game, that might be the perfect fit.

    But if you’re running a campaign that takes itself seriously, with dangerous foes that will challenge the players’ ability to think strategically – why should they be pressured away from making powerful characters?

    But this aversion didn’t come from nowhere. I’ve got some theories; I’ve done some research. Let’s sort the whole thing out.

    Optimization isn’t the Problem

    As far as the D&D fandom goes, there exists a clear, hard line between “min-maxxers” and “power gamers.” And, defined the way I’ve seen, I don’t disagree with the delineation. So, by and large, “min-maxxers” are players who are making the best choices they can with their character to make them as powerful as they can be, and the fandom at large doesn’t consider this a bad thing. Building to get the maximum bonus from your primary ability score early into the game isn’t something they do with their nose pinched so they don’t have to smell the stench. It’s a normal and valid thing to do.

    In an ancient post on Wizards of the Coast’s forums in 2006, user Tempest Stormwind made a post to really enshrine the dissonance as fallacious, the Stormwind Fallacy (reposted here on reddit). He concluded “D&D, like it or not, has elements of both optimization AND roleplay in it. Any game that involves rules has optimization, and any role-playing game has roleplay. These are inherent to the game.” It is pointless to behave like either precludes a player from engaging in the other.

    But “power gaming” has an entirely different definition: one that newer players might not realize makes it something wholly uglier and less welcome than simple min-maxxing.

    Power gaming, in this context, is reserved for players that don’t just want their character to be powerful. They want their character to be the most powerful. They aren’t satisfied unless the other players’ characters are weaker than theirs. They want to frustrate the DM by killing the biggest monster in one turn and ruining the experience for everyone else. Or they want to dictate to other players what they should be doing every turn to have the greatest effect on the battlefield.

    In a lot of other gaming spheres, the terms are kind of interchangeable. And carrying that learned understanding into D&D might be a deterrent for newer players, forcing them to think that making their characters strong is something to be looked down upon. Posts still crop up across the fandom to ask why “power gaming” is so hated, what’s wrong with wanting your character to be powerful? And it might be difficult for them to discover that optimizing their character isn’t the issue.

    But there is another facet here that’s worth discussing.

    The Arms Race

    Combat in D&D can quickly become an area of the game that creates imbalance. If you have a table that’s split down the middle between min-maxxers and people casually playing the game, the optimization-focused players are likely to overshadow the casual players’ characters, intentionally or not. If these optimized characters smash through an encounter or two, the DM may scale the difficulty up to ensure that combat doesn’t become an uninteresting slog and remains challenging. The min-maxxing players have further incentive to pursue power to ensure that the challenges presented can still be overcome, and those casual players might be left even further behind.

    There’s certainly something to be said for how that can completely change the dynamics of the table. It’s unfair to assume that everyone enjoys optimizing their characters, and if we want to acknowledge that optimization is a way people have fun in games, then we also need to accept that suboptimal play and casual interaction is equally valid.

    How can we address that? If we’re playing a game with our friends and they interact with games in different ways, can we come to some middle ground? Is the onus entirely on the DM, or the min-maxxers? Should they tone it down? Or ask the casual player to step up?

    My own table could be considered split down the middle. My current party consists of a cleric, a paladin, a barbarian, and a druid. The cleric and paladin have optimized their characters to be strong, while the barbarian is a newer player, and our druid is extremely busy with her job so she can’t put in the time to game the system as well as the others can. What did we do?

    Well, we weren’t utterly hands-off when they were making characters. We helped them allocate their points for point-buy, we advise them on feats when they ask, and discussed different subclass options. They’ve built powerful characters in their own right, even if they weren’t specifically engaging with the system to do so alone.

    We also approached some rigid rules with some more leniency. For instance, barbarians in 5th edition are most powerful when wielding a greataxe or other d12 weapon, and my player wanted to take the Piercer feat with its synergy for adding more dice to his crits. Rather than force him to use a lance or rapier, I allowed him to just take it with his greataxe.

    I also don’t get punitive with the rules. If my players are doing something suboptimal or if they forget to mention something, I don’t hold them to their lack of word, and I’ll remind them that they have another option that they might have been meaning to think of. For instance, our Circle of Stars druid had believed that the bonus healing provided by her Chalice starry form required her bonus action, but I reminded her that it didn’t, and she could still use one during a major fight.

    It’s a simple thought for me: if we’re going to have a TPK, we’re going to have one by the rules. If their character is balanced to be capable of something or intended to be able to use an ability, I’m not going to be looking for a specific set of circumstances or a forgotten word to take it away from them. If my barbarian forgets to rage on the first turn, but they still have their bonus action, I’ll let them throw it on and add that bonus damage, even if they already rolled to hit an enemy. I run tough battles, but they’re not balanced to only be hard if they’re forgetting how to play their characters.

    It’s a middle ground that works perfectly for my table. All the players feel like they have an equal chance to make big swings in an encounter to affect the battlefield, and no one is left to feel like they’re underperforming. It does require a bit more creativity when it comes to encounter design: more powerful monsters, unique challenges – but I’ve been at this for over a decade and I’m not even close to being out of ideas.

    There’s only one wrong way to play D&D, and that’s only if people aren’t having fun. Knowing which rules you can handwave comes with experience, but a good rule-of-thumb is to allow flavor choices through without layering a drawback on a character’s efficiency. If you want to be doing wrestling maneuvers to style your attacks while dealing your longsword damage? That’s no problem for me. Just ask your DM, and I expect they’ll say the same. I always loved it when my players were engaged enough to say more than just “I attack,” chances are they will be too.

    As always, thank you for reading. Good luck out there, heroes.