April 2007
"The turtles were what we were killing the night Bob found out I was a lesbian." - Surreally Anonymous |
April 6th, 2007
THOUGHTS ON TUMBLING - REVISED I have a general design philosophy of creating widely useful abilities. There are several reasons for this:
The problem with this design philosophy is that sometimes it will lead to an unbalanced rule. In the interests of keeping a new rule flexible and useful, the rule will end up being too useful. There are basically two forms of this:
(There are exceptions to these rules, but they tend to be core components of the system. For example, saving throws are so useful that every character has them. Making a melee attack is so widely applicable that attack rolls are constantly being made. You'll notice, however, that the basic rules for these widely useful and widely applicable abilities are as simple as they possibly can be: Roll a single die, add modifiers, compare to a difficulty class.) The fact that my design philosophy can occasionally lead to problematically over-powered rules is not a problem. Or, rather, it's not a problem as long as you have a chance to properly analyze and playtest the rules. (This is, sadly, not as common in the RPG industry as it should be. I remember one product I worked on with a dozen other writers. Towards the end of the design cycle, the editor asked the writers to submit a list of their playtesters so that they could be properly credited. I promptly sent in my list of a five playtesters. When the book was published there was a grand total of six playtesters listed.) This is all one long prelude to saying: Upon playtesting and analysis, my initial "Thoughts on Tumbling" (posted March 28th) had two problems: First, a stupid mistake. In translating my thoughts on tumbling from my house ruled version of D&D back to the normal version of the game I messed up some terminology. I said "swift action" when I should have said "immediate action". Second, the ability to use tumbling to negate any hit is too widely useful once you add in Combat Reflexes. Combat Reflexes basically becomes a must-have feat. So, in fact, my mistake in using "swift action" instead of "immediate action" actually becomes prophetic in a sense: You should only be able to use tumbling to negate hits resulting from attacks of opportunity you provoke. (Which means that "swift action" is, in fact, the correct terminology.) I have revised the essay as it appears on the Creations page, but I am leaving the original posting of the essay intact so that the two versions an be compared (if anyone should so desire). | | Link |
April 17th, 2007
I have a surprisingly low tolerance threshold when it comes to idiocy and willful ignorance. (And by willful ignorance I mean that ignorance which resolutely refuses to learn when the opportunity arises, usually because some pig-headed yet dearly-treasured belief has been carefully crafted upon the edifice of moronity.) As a sort of pseudo-therapy I have decided to attempt to deal with the most egregious examples of such mind-numbingly painful exemplars of the cerebrally-challenged by enshrining them in something that I shall call: THE LIST OF IDIOCY NUMBER 1: Someone honestly believes that "axes aren't the proper tool" for chopping wood. They have carefully gone out of their way to house rule their D&D campaign to make sure that anyone foolish enough to use an axe to chop wood will be left with nothing but "a dinged up axe with a splintered handle, and very sore hands". When asked if this proviso would apply even to magical axes -- nay even to axes forged from adamantine! -- they replied that only a munchkin could think of such a ridiculously over-powered thing. An axe chopping wood? That's like slaying Orcus with a toothpick! And what, pray tell, did they think an appropriate tool for chopping wood would be? A miner's pick. Ah, of course. Designed specifically for all those workers in the great wood mines of the Upper Northwest, I suppose. Did you also know that a miner's pick was actually designed for the "exact purpose" of "disabling cars"? Me, neither. But that's what he said. | | Link |
April 27th, 2007
I've found the DMG II to be a fairly frustrating supplement. It has rules for a lot of situations that I find it useful to have rules for, but I've found that essentially all of those rules are either needlessly complicated, unbalanced, incomplete, or some combination of the three.Take the rules for burning buildings, for example: These rules have a marginal utility in designing an encounter with a building engulfed in flames. But they noticeably lack any rules for how such a fire might be started, prevented, or put out. The rules for how such a fire spreads are minimalistic almost to the point of non-existence (the fire spreads to a new 10' by 10' area every minute -- which, paradoxically, means that the larger a fire is the longer it will take for it to spread outward). The rules also suggest reducing PC interactions with a burning building to a series of abstract skill checks encompassing several rounds at a time, oddly distancing them from what should be a fast-paced and dangerous encounter. The rules I've devised for handling fires can be found below. They are being released under the OGL. Some of the material simply gathers existing rules for catching on fire, heat dangers, and the like from the DMG. The core of the rules are inspired from another source (check the Section 15 of the OGL), but I've significantly revised them with an eye towards streamlining them for easier use and reference. ADVANCED RULES: FIRE BASIC FIRES A large fire is treated like a mindless
construct with the following stats:
A fire is immune to all attacks except water, cold, and smothering attacks.
A fire can attack adjacent creatures,
objects, or squares each round. It can make a number of attacks based on
its size (see table).
SPREADING THE FIRE: When the fire attacks an adjacent square, it hits automatically and deals 1d6 points of damage. This is energy damage and is therefore halved against inanimate objects (although the DM can rule that certain materials are more vulnerable to fire and double this damage back to normal). The hit points of a square are determined by either its floor, wall, or ceiling (whichever is lowest). Any items in the space being attacked are also struck by the fire and probably catch on fire. If an object in a space is on fire, the space it’s in also takes 1d6 points of damage each round. As a special exception to the normal rule, accumulate all damage from a spreading fire into a single total for the round before applying the space's hardness. Once a square has lost half its hit points, the fire spreads to that square (increasing its size). However, once the square loses all of its hit points, the fire will burn out in that square (decreasing its size). CHALLENGE RATING: A fire of size Large or smaller is CR 2. Larger fires are CR 4. Collapsing attacks or dangers increase the Challenge Rating by +1. BUILDING COLLAPSE Characters in a building with wooden ceilings and floors that have been burning at least 10 rounds may face collapse. There is a 20 percent chance each round in such a burning building that a character faces a +10 attack from a falling rafter or bit of ceiling; an attack that hits inflicts 2d6 points of damage. If the fire has been burning for ten
minutes or more, the entire ceiling might collapse instead (20 percent
chance). In such a case, no attack roll is needed—all characters
within suffer 8d6 points of damage (Reflex save, DC 15, for half
damage).
CHARACTERS IN A FIRE CATCHING ON FIRE: Creatures or objects struck by a fire suffer 1d6 points of damage. They are also at risk of catching on fire and must make a Reflex save (DC 15) to avoid this fate. If a character’s clothes or hair catch fire, they take an additional 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means they takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once they succeed on their saving throw, they are no longer on fire.) A character on fire can automatically extinguish the flames by jumping into enough water to douse themselves. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like as a full round action permits the character another save with a +4 bonus. Those unlucky enough to have their clothes or equipment catch fire must make a Reflex save (DC 15) for each item. Flammable items that fail take the same amount of damage as the character. Objects
on fire do not benefit from their hardness. IN A FIRE: Characters moving through a fire provoke an attack of
opportunity from the fire (there is no limit to the number of attacks of
opportunity a fire can take). Characters who end their turn in a fire
are automatically hit by the fire. HEAT DANGERS: Characters in a burning building are considered to be
in severe heat. Those standing close enough to the fire are considered
to be in extreme heat (see table for the danger distance, depending on
the size of the fire). See Heat
Dangers in the DMG for more information.
Severe Heat: In severe heat (above 110° F), a character must make a
Fortitude save once every 10 minutes (DC 15, +1 for each previous check)
or take 1d4 points of nonlethal damage. Characters wearing heavy
clothing or armor of any sort take a –4 penalty on their saves. A
character with the Survival skill may receive a bonus on this saving
throw and may be able to apply this bonus to other characters as well.
Characters reduced to unconsciousness begin taking lethal damage (1d4
points per each 10-minute period). A character who takes any nonlethal
damage from heat exposure now suffers from heatstroke and is fatigued.
These penalties end when the character recovers the nonlethal damage she
took from the heat.
Extreme Heat: Extreme
heat (air temperature over 140° F, fire, boiling water, lava) deals
lethal damage. Breathing air in these temperatures deals 1d6 points of
damage per minute (no save). In addition, a character must make a
Fortitude save every 5 minutes (DC 15, +1 per previous check) or take
1d4 points of nonlethal damage. Those wearing heavy clothing or any sort
of armor take a –4 penalty on their saves. In addition, those wearing
metal armor or coming into contact with very hot metal are affected as
if by a heat metal spell. | | Link |
April 28th, 2007
WHAT GOT YOU INTO D&D? Vince Garcia asked, "What got you into D&D?" I can't really pin it down too precisely. The general concept of these games in which a Gamemaster described the world while other players played characters in that world just kind of percolated into my consciousness.I know E.T. (and the novelization of E.T.) is in there somewhere. I know that the ads TSR used to take out in Marvel Comics in the 1980s played a part. There were probably other influences. (Oddly, at this point, I don't remember really connecting this rough conceptual understanding I had of pen-and-paper games with the CRPGs like Ultima that I was already playing.) The first RPG I ever actually saw was the BATMAN ROLEPLAYING GAME. This was a spin-off of Mayfair's DC Heroes, and I spotted it used in a long comic box at a small comic book convention in Minneapolis, MN. (This was a great little convention: They had Stan Lee, Jim Lee, Chris Claremont, and a half dozen other major names of the time. But the convention was so small, despite somehow attracting this talent, that you were able to get meaningful face-time and interaction with them.) The game was like $5 or $10 and I snapped it up. (Why it was being sold used still leaves me a little baffled. This was the summer of 1989, so the game would have only just been released to tie-in with the Batman film release.) Unfortunately, the game was completely impenetrable to me. If the game was designed to meaningfully tie into the Batman film (released that same summer) and attract new fans, then it failed miserably for my 10 year old self. I couldn't figure out what you supposed to do with it. So, in lieu of that, I ended up making my own BATMAN game. My brother played Batman and every single action was resolved using an opposed roll of 1d6: I, as GM, rolled an unmodified 1d6. My brother, as Batman, rolled an unmodified 1d6. If his roll was higher, he succeeded. If my roll was higher, he failed. And we rolled for literally every declared action, leading to the one moment of hilarity I can remember from that game: Batman crashing the batmobile on his way back to the batcave. Shortly after this, my father dug out an old copy of Middle Earth Roleplaying that he had acquired somehow (he never played himself). I read through that and found it nearly as impenetrable as the Batman Roleplaying Game (although with MERP I at least managed to create a character I never used for anything, IIRC). Later that same year I finally convinced my mother to take me down to the local game store (Pinnacle Games in Rochester, MN). Pinnacle Games had the brand new 2nd Edition AD&D Player's Handbook on display. But the word "Advanced", combined with my experiences with both BATMAN and MERP, steered me away from that and towards the 1984 red-box Basic Set they also had displayed on top of the shelves. (I was under the impression that the Basic game must naturally be a precursor to the Advanced game.) The red-box was just about perfect: The clear, transparent explanation of what a typical RPG session would look like. A solo playing experience so that you could get a taste of what the game had to offer without trying to convince other people to learn it with you. A subscription card DRAGON magazine (which I saved my pennies and my dimes for and eventually sent in, receiving #162). DRAGON helped me realize my mistake vis-a-vis the relationship between Basic Set D&D and Advanced D&D, so I ended up picking up the PHB and DMG later that fall. I ended up picking up a used copy of the 1st Edition Monster Manual instead of the 2nd Edition Monstrous Compendium and, in point of fact, continued using the 1st Edition MM until the 2nd Edition Monstrous Manual came out many years later. Mayfair, TSR, Pinnacle, MERP, AD&D, and Basic Set D&D are all gone now. Even DRAGON Magazine is about to disappear. But I'm still here. And that's how it all began. | | Link |
RETURN TO THE ALEXANDRIAN - SUBSCRIBE
|