The Alexandrian

Posts tagged ‘4th edition’

4th Edition - Player's HandbookIt seems crazy to say this, but I’ve been talking about Keep on the Shadowfell since May. That’s a lot of time to dedicate to a single adventure. But, of course, a lot of this time has also been spent reading, analyzing, playing, and talking about the 4th Edition ruleset.

This essay is going to be about my playtesting of 4th Edition. Understanding these comments may require a little bit of context, however. So let’s start with that.

When 4th Edition was first announced in August 2007, I posted some Thoughts on 4th Edition. These primarily consisted of three points: (1) What WotC says about a new edition and what a new edition actually does are frequently two completely different things. (2) The design ethos being espoused at WotC did not fill me with confidence. (3) I wasn’t going to draw any conclusions until I actually had the rules in my hands.

In May of this year I wrote a series of essays on Dissociated Mechanics. These essays were written before 4th Edition was released, but provided a detailed dissection and analysis of what I still believe to be a serious flaw in the design ethos at WotC.

After the rulebooks were released, I revisited the subject of Skill Challenges. I was over-hasty in my reading of certain rules, but also far too forgiving in others (check the comment thread attached to that post).

If you’ve looked through some of this material, it will be clear that I had some serious reservations about 4th Edition. But I was also determined to approach the new system with an open mind. Ultimately you can talk a game to death, but it lives or dies in the playtest.

My initial intention was to take Keep on the Shadowfell and use the Quick Start Rules to play 4th Edition right out of the box — just as the designers intended it. I had high expectations that, with Mike Mearls and Bruce Cordell writing it, I would be able to just pick up the adventure and run it. Unfortunately, my first impressions of the module left me fairly disenchanted, and the 12-part series of remix essays should give some idea of the amount of work I had to put into the module before I felt comfortable running it.

Eventually, however, I was ready to go. And I have now run two separate playtests of the module: One for a group of experienced D&D players (my regular group) and another for a group of newbies (some of whom had never played an RPG before).

So let’s talk about my first reactions to playing 4th Edition.

COMBAT

Combat is the highlight of the game. It is interesting and dynamic. I was surprised, however, at the lack of a paradigm shift. Although the mechanics have been thoroughly shuffled, combats still largely play out the same way they did in previous editions.

One of the things promised in the preview material and hype, for example, was greater mobility in combat. But mobility has not noticeably increased at my gaming table. Some people claim that full-attacks resulted in 3rd Edition combats where people stood around and beat on each other, but that was never my experience: It was the desire to avoid attacks of opportunity that tended to lock opponents together (although this never stopped people from doing a lot of maneuvering at a small scale). Opportunity attacks are still in the game and, predictably, people are still trying to avoid them. And once you add marks into the mix, combat had a tendency to become less mobile, not more mobile.

The other major change that was promised was the ability to run combats involving large numbers of NPCs. But, personally, I’ve been running combats involving large numbers of NPCs for 20 years now. We did see a greater ability to run such encounters as 1st level characters, but that has more to do with 1st level characters playing more like 3rd level characters from previous editions than anything about the combat system.

PADDED SUMO WRESTLERS: There were also suggestions being made that combat in 4th Edition was going to be considerably faster. Even accounting for the slow-downs associated with acclimating to a new system, this was not our experience. Even basic encounters were chewing up huge chunks of time.

One of the primary reasons for this is that combats now resemble what I saw one person describing online as an “all-out brawl between heavily padded sumo wrestlers”. The number of hit points has been significantly increased and the expected damage output of the PCs has been significantly reduced.

The result was that we were very quickly seeing combats that had outlasted their welcome and degraded into “I hit him”, “I hit him again”, “I hit him again”, “I hit him again”, “… he’s still not dead? I hit him again”.

This problem appears to become exacerbated at higher levels.

MINIONS: My players were not impressed with the “prick ’em and they die” aspect of minions. They liked the target-rich environment, but the fact that they didn’t have to roll for damage made it feel as if they were never actually getting to land their blows.

They were also annoyed by the dissociated nature of the minion mechanics, which I found surprising because: (1) I wasn’t, and dissociated mechanics are probably my biggest problem with 4th Edition. And (2) It came from an unexpected direction. It wasn’t the fact that they only had 1 hp that yanked them out of the game world, it was the “never take damage on a miss” clause. This meant that they were making meaningful tactical decisions about which abilities to use based on whether a given target was a minion or non-minion — they were either bothered by the fact that they were making tactical decisions that didn’t map to their characters’ perceptions; or they were bothered by the fact that their characters had some sort of minion-detector.

Unknown to my players at the time of our 4th Edition playtest, I’d actually been developing a different set of minions rules for Legends & Labyrinths. Based on their reactions to the 4th Edition system, I’m glad that I decided to take a different direction.

FORCED MOVEMENT: The one element of the combat system that did feel as if it was adding a meaningful new dynamic to the game were the forced movement mechanics. The ability to shove people around the field of battle without suffering the rather heavy penalty of an attack of opportunity did give some unique flavor to 4th Edition combat.

We have not found forced movement to be particularly revolutionary, but this is also something that might change at higher levels when forced movement starts being more than 1 square at a time. Hard to say. If nothing else, it certainly encourages me to think that removing the attacks of opportunity from Bull Rush and similar maneuvers in 3rd Edition wouldn’t be a bad idea.

LEARNING THE GAME WITH KOBOLDS: I feel that kobolds were a bad choice to use for the initial villains in 4th Edition’s introductory product. In 4th Edition characters can take a standard action, a move action, and a minor action each round. And, as a move action, characters can shift (move 1 square without provoking opportunity attacks).

Kobolds, however, have a racial ability (Shifty) that allows them to shift 1 square as a minor action.

Any villain will probably have some ability that “breaks” the general rules, but this one was particularly confusing because it made it quite difficult for players to distinguish the general rules for shifting. Both experienced and newbie players were frequently trying to perform shifts as minor actions, only to remember (or be reminded) that the kobolds could only do that because of a racial ability. (And this was despite the fact that I was playing with open stat-blocks to help the players figure out the mechanics.)

Continued…

PLAYTESTING 4th EDITION
Part 2: Running Combat
Part 3: Characters
Part 4: The Nova Cycle
Part 5: Dissociated Mechanics
Part 6: Skill Challenges
Part 7: Gutting Non-Combat
Part 8: Balance and Prep
Part 9: D&D is Dead, Long Live 4th Edition

Keep on the Shadowfell - The Alexandrian Remix

Keep on the Shadowfell was the inaugural product for 4th Edition. I was fairly disappointed with the quality and the content of the module, but I wanted to playtest the new edition. So I decided to do a fairly expansive remix to give the adventure a stronger backbone and a richer mythology; adding depth and breadth where necessary.


COMPLETE COLLECTION

DOWNLOAD HERE

Patrons of the Alexandrian can download a PDF collection of the entire Remix. It includes:

The Complete Collection, containing every article form the series (including addendums, as detailed below).

Justin’s Running Files, which function as a kind of cheat sheet for the adventure. These are the actual notes I prepared and used for running the adventure, more or less stripping out all of hte design notes and other commentary from the Complete Collection.


INITIAL IMPRESSIONS
First Impressions
Impressions with Spoilers
Last of the First Impressions

ANALYZING DESIGN
Traps and the Chamber of Statues
Remixing the Chamber of Statues
Rotten Cherubs

REMIXING KEEP ON THE SHADOWFELL
Part 1: Kobolds
Part 2: The Kobold Lair
Part 3: Arriving in Winterhaven
Part 4: On the Streets of Winterhaven
Part 5: On the Streets of Winterhaven 2
Part 6: Winterhaven NPCs
Part 7: Winterhaven NPCs 2
Part 8: Winterhaven Developments
Part 9: Cultists in Winterhaven
Part 10: The Ruined Keep
Part 11: Kalarel’s Ritual and the Dragon Burial Site
Part 12: The Three Clue Rule
Part 13: Three Clue Rule – First Revelations
Part 14: Three Clue Rule – Second Revelations

BELATED ADDENDUMS
How (Not) To Fix the Keep on the Shadowfell
A Much Belated Addendum
Kobold Lair Battlemaps
Xandering the Dungeon

DM’S CHEAT SHEET

Keep on the Shadowfell

Go to Part 1

Keep on the ShadowfellSPOILER WARNING!

The following thoughts contain minor spoilers for Keep on the Shadowfell. If you don’t want to be spoiled, don’t read it. And if you’re in my gaming group then you definitely shouldn’t be reading it.

REVELATION 4: CULT OF ORCUS

Once the PCs become aware of the cult’s potential involvement in the area (either through identifying a holy symbol; an Orcus idol; or learning of the keep’s true history), they may want to find out more about Orcus and his cult.

CLUE 1: ARCANA/RELIGION CHECK. See the Monster Manual, pg. 206, for Orcus Lore.

CLUE 2: STREETWISE CHECK/VALTHRUN. See “On the Streets of Winterhaven”.

CLUE 3: DOUVEN STAHL. Douven Stahl can tell them everything on pgs. 206 and 210 of the Monster Manual regarding Orcus and his cults. See, also, “Dragon Burial Site”.

REVELATION 5: KALAREL’S RITUAL

The PCs don’t need to know about Kalarel’s ritual before stumbling into area 19 of the keep, but they’re likely to be interested in learning what the cult is planning.

CLUE 1: KALAREL’S RITUAL LETTER. The note Kalarel writes to Ninaran can be recovered after the “Dead Walk” interlude. It mentions the keep (see below).

CLUE 2: DOUVEN STAHL. Douven Stahl can make several informed guesses regarding the ritual (see “Dragon Burial Site”).

CLUE 3: SIR KEEGAN. Sir Keegan, in area 8 of the keep, can tell them of the Fane of Orcus which lay beneath the keep (see “Kalarel’s Ritual”). He knows that the cultists have gathered there.

KALAREL’S RITUAL LETTER

I received your report on the runebearers. Next time you see them, but an end to their meddling. Mix the blood of ten people with the elixir my messenger brings. Then trace the following pattern on the ground of the graveyard and pour the liquid into the lines:

Kalarel - Necromantic Symbol

With the thinning of the veil here at the keep, this circle will create a sympathetic connection to the Shadowfell.

My work here is very near completion. It will not be long now. If you come to the keep, the pass phrase for the second level is “from the ground, some magic was found”.

Kalarel

USING THE REVELATION LIST

Basically, there are three steps to my use of the revelation list for an adventure:

First, I determine the chokepoints of the adventure and list the necessary revelations.

Second, for each revelation I make a list of at least three clues and then incorporate these clues into the design of the adventure.

Third, while actually running the adventure, I keep the revelation-and-clue list handy as a quick-reference tool. I treat it as a literal checklist: If the PCs find a clue, I check it off. If the PCs have missed a clue (by failing to search a room, for example), I’ll circle it. If the PCs have definitely reached a particular conclusion (not just considered it as a possibility, but definitively concluded that “this is what’s happening”), I’ll cross the entire revelation off my list.

Using this approach allows me to spot potential trouble spots as they’re developing: If, for example, the PCs have discovered all the clues I’ve designed for a particular revelation but, for whatever reason, still haven’t draw the proper conclusion then I know I need to introduce new clues. Similarly, if they’ve been missing a lot of clues for a particular revelation, I can start anticipating the need for new clues.

My original Three Clue Rule essay had a lengthier discussion of how to deal with these types of issues as they emerge, but here’s an example: If the PCs have missed or ignored all of the clues suggesting that they should really check out the Keep of the Shadowfell and see what’s going on there, I might decide to trigger Ninaran’s assault on Lord Padraig’s manor house with the intention that either Ninaran or one of the other cultists will willingly surrender when the encounter turns against them and spill their guts regarding Kalarel’s plans.

Similarly, if the PCs haven’t found the kobold lair yet, I might trigger one of the kobold encounters — either the “Slyblade Hunter” or “Farmer’s Jeopardy” encounters can be used without the PCs taking any action themselves — and use it as a way of introducing a new clue. (Or, if nothing else, give the players something to do while I try to figure out another way of getting them back on track.)

The good news is that, when you use the Three Clue Rule, you generally won’t run into these problems in the first place, so you’ll be able to spend more time playing the game and less time trying to fix the game.

July 2nd, 2008 REMIXING KEEP ON THE SHADOWFELL

PART 14: THREE CLUE RULE – SECOND REVELATIONS

Go to Part 1

SPOILER WARNING!

The following thoughts contain minor spoilers for Keep on the Shadowfell. If you don’t want to be spoiled, don’t read it. And if you’re in my gaming group then you definitely shouldn’t be reading it.

REVELATION 4: CULT OF ORCUS

Once the PCs become aware of the cult’s potential involvement in the area (either through identifying a holy symbol; an Orcus idol; or learning of the keep’s true history), they may want to find out more about Orcus and his cult.

CLUE 1: ARCANA/RELIGION CHECK. See the Monster Manual, pg. 206, for Orcus Lore.

CLUE 2: STREETWISE CHECK/VALTHRUN. See “On the Streets of Winterhaven”.

CLUE 3: DOUVEN STAHL. Douven Stahl can tell them everything on pgs. 206 and 210 of the Monster Manual regarding Orcus and his cults. See, also, “Dragon Burial Site”.

REVELATION 5: KALAREL’S RITUAL

The PCs don’t need to know about Kalarel’s ritual before stumbling into area 19 of the keep, but they’re likely to be interested in learning what the cult is planning.

CLUE 1: KALAREL’S RITUAL LETTER. The note Kalarel writes to Ninaran can be recovered after the “Dead Walk” interlude. It mentions the keep (see below).

CLUE 2: DOUVEN STAHL. Douven Stahl can make several informed guesses regarding the ritual (see “Dragon Burial Site”).

CLUE 3: SIR KEEGAN. Sir Keegan, in area 8 of the keep, can tell them of the Fane of Orcus which lay beneath the keep (see “Kalarel’s Ritual”). He knows that the cultists have gathered there.

KALAREL’S RITUAL LETTER

I received your report on the runebearers. Next time you see them, but an end to their meddling. Mix the blood of ten people with the elixir my messenger brings. Then trace the following pattern on the ground of the graveyard and pour the liquid into the lines:

With the thinning of the veil here at the keep, this circle will create a sympathetic connection to the Shadowfell.

My work here is very near completion. It will not be long now. If you come to the keep, the pass phrase for the second level is “from the ground, some magic was found”.

– Kalarel

USING THE REVELATION LIST

Basically, there are three steps to my use of the revelation list for an adventure:

First, I determine the chokepoints of the adventure and list the necessary revelations.

Second, for each revelation I make a list of at least three clues and then incorporate these clues into the design of the adventure.

Third, while actually running the adventure, I keep the revelation-and-clue list handy as a quick-reference tool. I treat it as a literal checklist: If the PCs find a clue, I check it off. If the PCs have missed a clue (by failing to search a room, for example), I’ll circle it. If the PCs have definitely reached a particular conclusion (not just considered it as a possibility, but definitively concluded that “this is what’s happening”), I’ll cross the entire revelation off my list.

Using this approach allows me to spot potential trouble spots as they’re developing: If, for example, the PCs have discovered all the clues I’ve designed for a particular revelation but, for whatever reason, still haven’t draw the proper conclusion then I know I need to introduce new clues. Similarly, if they’ve been missing a lot of clues for a particular revelation, I can start anticipating the need for new clues.

My original Three Clue Rule essay had a lengthier discussion of how to deal with these types of issues as they emerge, but here’s an example: If the PCs have missed or ignored all of the clues suggesting that they should really check out the Keep of the Shadowfell and see what’s going on there, I might decide to trigger Ninaran’s assault on Lord Padraig’s manor house with the intention that either Ninaran or one of the other cultists will willingly surrender when the encounter turns against them and spill their guts regarding Kalarel’s plans.

Similarly, if the PCs haven’t found the kobold lair yet, I might trigger one of the kobold encounters — either the “Slyblade Hunter” or “Farmer’s Jeopardy” encounters can be used without the PCs taking any action themselves — and use it as a way of introducing a new clue. (Or, if nothing else, give the players something to do while I try to figure out another way of getting them back on track.)

The good news is that, when you use the Three Clue Rule, you generally won’t run into these problems in the first place, so you’ll be able to spend more time playing the game and less time trying to fix the game.

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Keep on the ShadowfellSPOILER WARNING!

The following thoughts contain minor spoilers for Keep on the Shadowfell. If you don’t want to be spoiled, don’t read it. And if you’re in my gaming group then you definitely shouldn’t be reading it.

REVELATION 1: THE KOBOLD LAIR

Keep on the Shadowfell begins with a kobold ambush. The entire village of Winterhaven is suffering under the effects of the kobold attacks. And Lord Padraig is offering bounties on both dead kobolds and the location of the kobold lair. So how will the PCs actually find the kobold lair?

CLUE 1: TRACKING. The PCs can track the kobolds back to their lair, starting at the location of any of their attacks or the barricades on the road between Winterhaven and the Keep of the Shadowfell.

Following the trail is a 6/3 skill challenge. The PCs must first succeed at a Perception check (DC 15) to locate the tracks (this counts as a success on the skill challenge), and can then use Nature and Perception checks as primary skills to complete the skill challenge.

CLUE 2: NINARAN. A successful Streetwise check in Winterhaven will put them in touch with Ninaran (see “On the Streets of Winterhaven” and “Winterhaven NPCs”).

CLUE 3: INTERROGATION. Any captured kobold can be forced to reveal the location of the kobold lair with an Intimidate check vs. Will defense. The kobold receives a +10 bonus because it’s hostile and a +2 bonus because giving up the location of the lair is essentially a betrayal of the entire clan.

Other PCs can use the Aid Another action with either Interrogation or Diplomacy (good cop/bad cop).

REVELATION 2: DRAGON BURIAL SITE

The PCs need to become aware of the dragon burial site and motivated to check it out.

CLUE 1: DRUIDIC SPIRIT. The druidic spirit in area 6 of the kobold lair is aware of the dragon burial site and of its importance to Kalarel’s ritual (see “Kobold Lair”).

CLUE 2: VALTHRUN. If asked about the Cult of Orcus, Valthrun will have some information but will also refer the PCs to Douven Stahl — “the true expert on the cult”. Valthrun knows that Stahl was researching the burial site and can tell the PCs where it is. (See “On the Streets of Winterhaven” and “Winterhaven NPCs”.)

CLUE 3: KALAREL’S LETTER TO BALGRON. We’ll put a letter in area 4 of the keep, written by Kalarel with instructions for Balgron.

Balgron—

One of the villagers has stumbled onto the dig site south of the village. I’ve ordered Datok and his men to reinforce Agrid. You should send some of your goblins to the surface and keep an eye on the ruins. It is important that our work not be disturbed.

Kalarel

REVELATION 3: THE KEEP

Pretty much anyone in Winterhaven can tell the PCs where the Keep is, and many people can give them even more information about it (see the relevant Streetwise check in “On the Streets of Winterhaven”). However, the following clues will make the players aware of its importance:

CLUE 1: DOUVEN STAHL. When the PCs speak with Douven Stahl at the dragon burial site, he’ll be able to tell them about the Keep. (See “Dragon Burial Site”.)

CLUE 2: KALAREL’S RITUAL LETTER. The note Kalarel writes to Ninaran can be recovered after the “Dead Walk” interlude. It mentions the keep.

CLUE 3: SIR CALIBAN. Perrien’s father, the banished knight Sir Caliban, journeyed to the keep and was killed there. (Bairwin Wildarson can tell them this.)

Continued…

Go to Part 1

Keep on the ShadowfellSPOILER WARNING!

The following thoughts contain minor spoilers for Keep on the Shadowfell. If you don’t want to be spoiled, don’t read it. And if you’re in my gaming group then you definitely shouldn’t be reading it.

THE THREE CLUE RULE

At the beginning of May I wrote a lengthy essay on the subject of scenario design and the Three Clue Rule:

For any conclusion you want the PCs to make, include at least three clues.

Basically, the idea is that every chokepoint in your adventure design (the points where the PCs must do X or be unable to proceed) are all potential points of failure: If the PCs fail to do X at any one of those points, the adventure will grind to a frustrated halt.

There are two ways to deal with such chokepoints: Either you can railroad your PCs through them (a “solution” that I find drastically unappealing) or you can design alternative paths through the adventure. And in my experience, designing three alternatives results in a sufficiently robust design so that the players will never find themselves clueless.

Probably the most common problem with published adventures are their chokepoints — they’re usually riddled with them, creating countless pitfalls for the DM to overcome. So the first thing I typically do when looking at a published adventure is to track the flow of the adventure: How do the PCs get from one point in the adventure to the next? Once I’ve identified the chokepoints, I’ll start designing alternative paths until I’ve satisfied the Three Clue Rule.

The flow of Keep on the Shadowfell was particularly baffling for me. For example, as the name of the adventure might suggest, the PCs are supposed to eventually go to the Keep. But there are only three ways that will happen:

(1) You can use the adventure hook which basically tells the PCs “you’re coming to Winterhaven in order to investigate the Keep”. But, if you do that, it’s very likely that the PCs might decide to ignore the kobold threat and go directly to the Keep… which is designed for higher level play and will prove rather deadly for 1st level characters.

(2) The PCs can succeed at a Religion check to identify a holy symbol of Orcus, conclude there’s a cult active in the area above and beyond the kobold tribe, and then… rewrite the adventure so that the PCs can learn that the Keep was once a site of Orcus worship without first asking a specific character about the Keep separate from the Orcus worship.

(3) The players read the title of the module and conclude that they should find out about this Keep.

Similarly, there’s encounter A4: Dragon Burial Site. As far as I can tell, the only way the PCs will ever go to the dragon burial site is if you use the “Missing Mentor” adventure hook. If you don’t use that specific hook, the PCs will never have any reason to look for Douven Stahl — which is the only reason they would ever go looking for the dragon burial site. (Which isn’t much of a loss, admittedly, since in the original adventure there is no useful information to be gained at the site.)

So these problems needed to be fixed. In addition, I had a desire to remove the CRPG-like quest-givers in Winterhaven, which meant that I would need a more robust Three Clue Rule design for the kobold sections of the adventure, too.

REVELATIONS

Although this is one of the last remix essays I’m writing for Keep on the Shadowfell, it’s actually describing the first steps I took in revising the module. And the very first step I took was to identify and list the revelations the players would need in order to move through the adventure.

First, there are three location-based revelations. The adventure basically takes place in three locations: The kobold lair; the dragon burial site; and the Keep on the Shadowfell. The PCs need to (a) identify these as places they should go; and (b) go there.

Second, there are two revelations which allow the PCs to figure out what’s going on: They need to know what the cult of Orcus is and they also need to discover the existence and purpose of Kalarel’s ritual. These revelations are less important because the adventure can continue even if the PCs aren’t entirely sure what’s going on — in other words, these aren’t actual chokepoints — but my players get a big kick out of discovering hidden lore. And, also, knowing these facts will help raise the stakes of the adventure.

Starting tomorrow I’ll break down how I applied the Three Clue Rule to each of these revelations.

Continued…

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