Holding or Delaying an Action (D&D 4e) - A lot of people are surprised that this is no longer a thing in 5e. Like flanking, it was probably kept out for simplicity's sake. But I've also heard it was because delaying actions complicates effects that last until the end of your turn. As a DM, I would still allow it, within reason. If nothing else, in the first round of combat, I'd allow PCs use it to rearrange their initiative order.
Monday, August 31, 2020
Remembrance of Rules Past
Holding or Delaying an Action (D&D 4e) - A lot of people are surprised that this is no longer a thing in 5e. Like flanking, it was probably kept out for simplicity's sake. But I've also heard it was because delaying actions complicates effects that last until the end of your turn. As a DM, I would still allow it, within reason. If nothing else, in the first round of combat, I'd allow PCs use it to rearrange their initiative order.
Wednesday, August 26, 2020
Racism in D&D
Tuesday, August 25, 2020
The Ridiculous Hills We Die On
It's funny the things we consider deal breakers. A while back I posted my impressions of Pathfinder 2e. I listed several of the rules that stood out to me, some good, some bad. While I don't still don't think I'd like it as much as D&D 5e, I do want to give P2e another chance.
Of all the rules I looked at, only a couple really feel like barriers to my enjoyment. The first is the overabundance of feats. It's not that I dislike feats, it's just that there's so many of them, and they're so wordy. Of course I'm going to read every available feat before I pick one, which means I'll take forever to create my character or level up.
The good news is that it's only a problem while building my character, so it doesn't slow down gameplay. And I can always look up character builds online if I don't want to think about it. The PHB even has its own suggested builds, which is a wonderful time saver.
The bigger issue is the one that shows how crazy I really am. Movement. I just don't like 5,10,5,10 diagonal movement. Moving is fundamentally one of the simplest actions one can make in an RPG, and therefore it should be kept as easy as possible. Having to keep track of how many diagonal squares I've moved so far breaks the immersion for me.
Look, you can whine about realism all you want, but the fact is, grid-based battles are going to be abstract no matter what you do. I mean, you can move in way more than eight directions in real life. Hell, everything about battle is an abstraction. Hit points represent a combination of stamina, damage taken, luck, spirit, and probably even your will to live. And do you really think every fireball is going to make a perfect circle of flames?It's not like moving diagonally actually gives you any sort of advantage. As long as the monsters can move diagonally too, then everyone's on the same footing. There are just some shortcuts we take in order to streamline the game, some acceptable breaks from reality that keep us from tearing our hair out at the abundance of rules.
If it helps you, don't think of a square as being exactly five feet. Think of them as closer to four feet. You're moving four feet whenever you move North, South, East, or West, and you're moving 5.66 feet (thank you, internet) when you move diagonally. If you use both NSWE and diagonal movement on your turn, then you probably moved an average of five feet per square.
For example, if your character can move 30 feet, just go North twice and diagonal four times. That adds up to 30.64 feet, which is close enough IMO. Then you can pat yourself on the back for being more realistic, and the rest of the table doesn't have to share your pedantry.
It's not like that's my only unreasonable RPG pet peeve. It's just that P2e manages to avoid most of my other grievances. I've already ranted about my feelings on rolling stats, and P2e pleases me by having an absolutely beautiful system for generating your ability scores. I don't like the slow healing in older editions, but P2e has the "Treat Wounds" skill that should speed things up a bit. I'm not in love with P2e's "bulk" system for encumbrance, but I'm also not one of those players who loots everything they see.
So while a lot of P2e's changes make me raise my eyebrow a little, the only one that drives me nuts is one that's true of a lot of RPGs. Heck, even my beloved D&D 5e lists 5,10,5 as an optional rule in the DMG. I freely admit that it's a silly objection, and in my defense, it wouldn't actually stop me from playing in a P2e campaign. I'd accept the rule and make the best of it. But I'd still roll my eyes whenever I had to move diagonally in battle.
Saturday, August 15, 2020
Keep It Simple Stupid
Scouting ahead, the party rogue tiptoes through the dungeon. She hears a loud snoring on the other side of a partially open door. Carefully slipping through the doorway, she sees a sleeping orc. Scattered about the room are several empty wine bottles, and she can smell the alcohol on the orc's breath from here. While killing a sleeping foe isn't exactly sporting, she can't risk leaving any of them alive. She draws her dagger and holds it to the monster's throat...
What happens next? Well, that depends on the edition. In some RPGs, the rogue gets a free hit in before initiative is rolled. Or maybe initiative is rolled right away, but the orc can't act in the first round. Maybe the rogue gets advantage on the roll, maybe she auto crits, maybe she gets some sort of "coup de grace" bonus. In some editions, the orc's armor makes the AC so high that the rogue still misses, even though she was holding the dagger to the orc's bare throat.
If I were the DM, she wouldn't even have to roll. Not to attack, not for damage. A single drunk, sleeping orc with an exposed throat does not present enough of a challenge to warrant a roll. IMO, that would be a roleplay scenario. But some DMs want to roll for everything. For them, as soon as a weapon is drawn, it's a combat scenario.
Note that I'm not here to tell anyone that they're having fun wrong. Whatever is fun for you is your business, assuming the rest of the table is having fun too. Most of my rambling rants are just me thinking out loud, and musing about things I'd like to see. It's not my place to criticize what other people enjoy, though I probably do it more than I mean to.
A few months ago I posted a blog on Simplified Death and Dying Rules, which got a bit of negative feedback. Granted, the internet is a minefield. I could tweet "kittens are cute" and get 100 responses claiming I hate dogs.
But regarding my blog about dying rules, I wasn't suggesting they change the rules in 5e or any other existing system. It was more of a general "If I were to design an RPG" kind of thing. I think about that a lot, what elements I would put in an RPG.
My primary goal would be to keep the rules as simple as possible, and keep the character sheets small. I'd love to have all my stats printed on a playing card. I'd cut out D&D's system of having both stats and stat bonuses, and just use the bonuses. I'd also trim the six stats down to three.
There's an indie RPG called "Warrior, Rogue, and Mage" which gives you three stats: Warrior, Rogue, and Mage. If you're rolling a check that is something a Rogue would do (like sneaking), you roll the die and add your Rogue stat. Attacking with an axe? Roll your Warrior stat. And so on. I haven't played it, but I can get behind the idea. Though I think they missed the boat by not calling it "WTF" (Wizard, Thief, Fighter).
For my own RPG, I think I'd go with the stats "Brains, Brawn, and Style". Brains would be a combo of INT & WIS, Brawn would be STR & CON, and Style would be DEX & CHA. Instead of a long list of skills taking up room on the character sheet, I'd probably just have you roll one of the three main stats for whatever skill they govern.
I'd also reduce the spell list to remove redundancies, instead turning the variations into customizations. Like instead of Acid Splash, Fireball, Magic Missile, etc, you'd have one basic projectile spell. You would decide if it's fire, acid, etc. Higher level customizations of the same spell would change things like how many squares it hits, whether it's multiple projectiles, whether it auto-hits, if it leaves a zone, overall range, ongoing damage, status effects, and so on.
Similarly, all healing spells would be reduced to a single spell, with variations for range, whether it heals other status effects, raises the dead, etc. The D&D 5e PHB's chapter on spells is 82 pages long. I bet my own RPG wouldn't need more than 10 pages of spells.
A lot of people look at the size of an RPG's rulebook and are reluctant to learn the hobby. I believe that at its core, D&D is a very simple game. The PHB might be over 300 pages long, but most people don't use more than twenty pages of it. Personally I think Monopoly is harder to learn. Someday I want to run an RPG where the rulebook isn't much thicker than that of a board game.
But then we have powergamers and rules lawyers. I honestly believe that 70% of the rules are just patches to keep certain players from exploiting the rules. And another 20% is there to keep killer DMs from going on a power trip. That final 10% is all that's needed to run the game, and in the perfect gaming group, that 10% is all they'd need to print.
So when I say, "With the right group, you barely need dying rules at all," that's all I mean. It's not that I think D&D overdid dying rules, or that I get confused by all of Pathfinder 2E's rules, or that my current group is anything less than perfect. I'm just saying that....sometime in the future.... in addition to several dozen other RPGs I'd like to play... I want to try a truly simple RPG, with a group that is just as enthusiastic as I am to try it.
Saturday, April 4, 2020
Simplified Death/Dying Rules
In a lot of RPGs, the Death and Dying rules take up nearly an entire page. But death is one place where I really think the Player's Handbook should step back and let the story make the rules.
Assassins sent by the story's Big Bad will finish the PCs off. But as with everything, look at their motivations. The Big Bad might send goons who just want to send a message, or recover an item the PCs stole, or capture them to learn some information. Remember, death is the least interesting thing you can do to a PC, so try to give villains deeper motivations than "I want the PCs dead."
In this respect, my system is actually deadlier than the real rules, because almost any post-zero damage is a coup de grace. But the DM should still consider the type of damage, and whether it might work better to give the PC a lasting injury instead. If they hit zero HP from falling off a cliff, and then a rock lands on their foot, that shouldn't be a killing blow.
But what about massive damage rules? What if you have 25 hit points, and a monster does 60 hit points to you in one hit? Well, if that happens, then you have a terrible DM. Seriously, someone has seriously miscalculated the CR of the monsters you should be facing. Remember that the players outnumber the DM, so consider tying the DM up and leaving him in the woods somewhere. I think you'll find that solves a lot of the problems at your table.
I've said it before, but it bears repeating: D&D is not a competitive sport. It is not "DM vs Players." D&D is a cooperative storytelling game. The point isn't to kill your players, but to work with them to craft an interesting story.
Ninety percent of the rules are there to keep things balanced, so that the killer DMs and min-maxing powergamers don't tear the story down around them in favor of self-indulgent power trips. But the better the roleplayers, the fewer rules are needed. With the right group, you barely need dying rules at all.