The Alexandrian

Posts tagged ‘d&d’

Dragon Age - Green Ronin GamesI’ve been saying for years that the RPG market has been suffering because it no longer has a gateway product: An affordable, complete product that looks like a game, doesn’t require a lot of invested time to play, is available in mainstream markets, and isn’t a paid preview for a different product.

A couple years ago, this prompted me to say that the D&D product line needed to feature “a single, consistent box that says ‘DUNGEONS & DRAGONS’ on the front cover.” (See the rest of my imaginary D&D Core Sets here.)

And earlier this month Mike Mearls wrote, “This brings us to the second big picture goal [for D&D Next]. We’re going to make an RPG product called Dungeons & Dragons. It will be the game, Dungeons & Dragons, not just a sampler or a game that guides you through making a character and playing a single adventure. You can buy D&D and play a full, tabletop RPG campaign. You will be able to start playing, regardless of experience, and will easily find other products to migrate to if you so desire.” (And it sounds like the “migrate” thing will be the result of other products offering modular additions, although we’ll have to wait and see.)

Holy shit.

Meanwhile, the ICv2 RPG bestseller lists for more than a year have consistently included Dragon Age as one of the Top 5 RPGs. (Summer 2012, Spring 2012, Q4 2011, Summer 2011, Q2 2011, Q1 2011) Although these Dragon Age players don’t seem to be present on traditional RPG forums, the game is clearly a quiet and persistent hit. (Which perhaps suggests, if we wanted to get really, really speculative, that the people buying Dragon Age aren’t traditional RPG fans.)

Tabletop - Wil WheatonI mention this because Wil Wheaton just quietly announced that Dragon Age is going to feature in the two-part season finale of his Tabletop web-series. And according to multiple, reliable reports any game featured on Tabletop enjoys a huge boom in sales.

And Dragon Age already features the type of introductory product I’ve been arguing for and D&D appears to be returning to.

Meanwhile, hobby games in general have been enjoying three years of explosive growth. Board and card games have been leading that growth with RPGs only making up a small part of it, but it suggests that the market for games played face-to-face and around the table is ripe and ready.

So call me crazy if you’d like, but stitching all of this together I’m going to make a bold prediction: Over the next 12-24 months, RPGs are going to experience a boom in sales. And this boom has the potential to enjoy a critical chain reaction if the release of D&D Next is handled perfectly and if auxiliary factors like the Pathfinder MMO are successful at the right time and in the right way.

Advanced D20 Rules: Drugs

January 23rd, 2013

Prescription Drugs - Photography by J. TrohaThe basic function of a drug is similar to a poison: They have a type (contact, ingested, inhaled, injury), a Fortitude saving throw DC to resist their effect, an initial effect, and a secondary effect. However, drugs also have the following statistics:

Buzz: The length of time the buzz from the drug lasts. The initial and secondary effects of the drug end when the buzz comes to an end. (For example, a PCP might inflict a Wisdom penalty as its initial effect and grant temporary hit points as its secondary effect. After the PCP’s buzz of 2d6 hours comes to an end, both the buzz and the temporary hit points go away.)

Addiction Threshold: The number of doses that must inflict the secondary effect of the drug before the user risks addiction. Once the user reaches the addiction threshold, they must make an addiction save. If a user goes one day without using the drug, reduce the current tally of doses by 1 to a minimum of 0.

Addiction DC: The DC of the Fortitude save required to resist addiction. On a failed save, the user becomes addicted to the drug (see below).

Recovery Threshold: If a user makes a number of successful withdrawal saves equal to the drug’s recovery threshold, their addiction is broken. They no longer suffer the effects of addition, but a recovering addict suffers a -4 penalty to future addiction saves against the same drug.

Compulsion DC: If a character addicted to a drug has the opportunity to take the drug, they must make a Will save against the drug’s compulsion DC. On a failed save, they must take the drug. If a character is currently suffering withdrawal, they take a -10 penalty on this saving throw. If the character is currently buzzed on the drug, they gain a +2 circumstance bonus on this saving throw for every dose of the drug currently affecting them.

ADDICTION

If a character becomes addicted to a drug, they must stay buzzed on the drug. When the buzz comes to an end, withdrawal begins. Withdrawal acts just like a disease with an incubation time of 1 day. Once per day, the victim must make a new saving throw against the withdrawal or suffer the withdrawal damage of the drug.

SAMPLE DRUGS

ABYSS DUST: Abyss dust is alchemically distilled from snakeweed (see below), although few associate the innocuous effects of snakeweed with this powerful narcotic. Abyss dust looks like ashes, with a rich black and gray color. It is administered through inhalation or smoking. Some hardcore users like to mix their abyss dust with snakeweed, claiming the snakeweed “takes the edge off” of some of the more extreme hallucinations.

Price: 1 gp
Effects: Inhaled DC 13, buzz 3d4 hours, initial effect Hallucinations (-4 on all action checks), secondary effect -1d4 Wisdom
Addiction: Addiction DC 13, threshold 3 doses
Withdrawal: Withdrawal DC 13 (fatigued, 2 Str, 1d4 Wisdom), Compulsion DC 10

BARBARIAN’S BLOOD: A recreational drug also known as “the red burn” and “veinglory”. Users of the drug are marked by a deep reddening of the skin and a significant protrusion of the veins. They experience a psychotropic dissociation in which physical pleasure is heightened and pain is experienced as pleasure.

Price: 2 gp
Effects: Ingested DC 13, buzz 1 hour, initial effect -2 penalty to Wisdom, secondary effect 2d4 temporary hit points
Addiction: Addiction DC 8, threshold 1 dose
Withdrawal: Withdrawal DC 15 (2 Str and 2 Con), Compulsion DC 15

SHADEBANE: Shadebane comes in the form of a pale, silver-grey powder. Water is added to this powder and it is then smeared on the skin. The user experiences hallucinations which give the impression of gifting them with visions from beyond the grave. Regardless of the truth or fiction of these visions, users of shadebane are intensely unpleasant for undead to approach. Undead within 5 feet of a shadebane user must succeed on a Fortitude save (DC 12) or become sickened (even if they would normally be immune to the sickened effect). Long-term users of the drug, however, become obsessive with death. They often begin collecting memento mori and are drawn to graveyards and others places of death. With prolonged use, these morbid obsessions can lead to suicidal, homicidal, or necromantic inclinations.

Price: 15 gp
Effects: Contact DC 13, buzz 1 hour, initial effect Hallucinations (-1 penalty to all action checks), secondary effect sicken undead (see text)
Addiction: Addiction DC 12, threshold 4 doses
Withdrawal: Withdrawal DC 12 (1d6 Wis, 1d6 Con), Compulsion DC 12

SNAKEWEED: The sunburst flower is found growing in many ancient ruins throughout the Serpent Islands. The trances produced by smoking the dried leaves and flowers of the plant became a popular, casual intoxication among the pirates of Freeport and spread to ports throughout the Southern Sea. When dried, the stuff is simply called snakeweed by most, and while it can be psychologically addictive it is relatively harmless by itself. When smoked, snakeweed produces a feeling of serene calm, a deadening of pain, and slight euphoria. Heavy doses produce an incapacitating euphoric stupor, and sometimes inspire dreams of shadowy, serpentine forms and vast cities beneath the waves. In Freeport, it is commonly used by the poorer citizens and sailors as an escape from the drudgeries of everyday life.

Price: 2 sp
Effects: Inhaled DC 11, buzz 1d3 hours, initial effect +1 to Will saves, secondary effect -1 Wisdom
Addiction: Addiction DC 5, threshold 12 doses,
Withdrawal: Withdrawal DC 5 (insomnia, -1 penalty to action checks), recovery threshold 5, Compulsion DC 5

This material is covered by the Open Gaming License.

A fellow over on Reddit asked for feedback on a campaign in which an ancient curse prevented anyone from gaining XP and advancing past 1st level — a “world without heroes”. My random thoughts:

First, experience points are an abstract mechanic that represents the ability for people to learn and grow as individuals. If the world is literally “no XP is ever gained by anyone, ever” then, in terms of the game world, that means a world of horrible, almost automaton-like stasis.

Of course, if people can never learn anything more than the knowledge they’re born with, the human race is basically reduced back to base animals. So let’s make an exception for kids: If you’re a kid, you can still learn and be educated. But once you hit 16 or 18 (or whatever arbitrary age you want to set), the curse takes effect and the light in your eyes is snuffed out.

This opens the door a bit for child prodigies: The exceptional few who can achieve more than 1st level before they turn 18 and the curse hits them. Most of ’em still won’t get far, but you might get the occasional 3rd level character running around just to ease things up in your world-building a bit. (This could also give you a mechanism for your PCs: They’re actually just exceptional 16 year olds. But the clock is ticking for them: At 18, the light goes out. If they’re going to find a way to reverse the Curse, they’re going to have to do it before they join the grey mass of inertia-driven grown-ups around them.

SURVIVING IN A WORLD OF MONSTERS

The typical PC races are going to have a real tough time of it if the world is filled with CR 2-20 encounters and they’re all stuck at CR 1. Although the other races are also limited by the Curse, even something as simple as an ogre has a huge advantage in terms of natural selection in this world.

The obvious solution is that the PC races need to either transform themselves into something more powerful or they need to make powerful allies. A few possibilities off the top of my head:

(1) Most of the successful city-states have made pacts with demons. Basically, an entire city will auction off its souls to a demonic patron and that patron will, in exchange, protect them. A few “soul-free” might cling to the edges of civilization, but the lands of the civilized races have become dark and perverted places — a patchwork of demonic alliances waging fruitless and endless proxy wars.

(2) Vampires vs. Werewolves. Cliche? Sure. But undead and lycanthropic plagues are one of the few ways for humans to empower themselves in this milieu. Expect to see cities where vampires rule openly as an elite caste and freedom fighters attempting to overthrow the vampires willingly infect themselves with lycanthropy in order to have the strength to rebel.

(3) Or, vice versa, the nobles are all lycanthropes who, once per month, invoke their ancient rights of sanguis nocte and hunt through the city or countryside to feast upon their subjects.

(4) Or perhaps it’s a world in which human cities are built around plateaus of step-pyramids in which almost constant human sacrifices are carried out as part of the ritual magic required to keep the vast undead armies protecting the city under control.

(5) Dwarves survive because they have hidden themselves away behind vast layers of stone. Their cities are laced with countless traps — an endless layering of defenses which only fuels the well-earned dwarven paranoia. (Because they know, deep in their hearts, that some day a darkness will creep into their cities and they will be powerless to stop it. And the deeper they delve away from the terrors of the sunlit world, the closer to that darkness they come.) The rigidity of their caste structures coupled with the effects of the Curse over long centuries have reduced the majority of the dwarven population to an autonomous hivemind. (Ever read Snow Crash by Neal Stephenson? Think about he describes the form human civilization took before we gained individual consciousness.)

(6) Things are not pretty for the elves. The woods they once ruled are filled with powerful dangers  they are no long capable of mastering and the ancient demesnes that once swore fealty to them are now more powerful than they. They are a broken and scattered people with no homeland to call their own.  It is said, however, that in the earliest days of the Curse some of the elves crafted refuges upon the Ethereal Plane before their craft was utterly lost to them. Its hard to say what may have happened to those trapped within,  having no way to return to the Material Plane when the arts of magic required for the passage were lost to them.

The Sunless Citadel - Bruce CordellIf you’d be interested in playing in a forum-based D&D adventure run by me, you should pop over to Basketweavers vs. The Sunless Citadel on theRPGSite and sign up. It’s first come, first serve. I’m hoping for a frequent updates schedule, so please be prepared to commit at least daily attention to the thread.

Fair warning, though: This is a bit of an odd bird. The run-thru is being motivated by a poster on theRPGSite named Mr. GC who is arguing vociferously that “basketweavers” — i.e., non-optimized characters — cannot play D&D. The opposing contention is that it’s absolutely trivial for non-optimized characters to play D&D, particularly if they’re adventuring in an open sandbox that allows them to select the challenges they want to face at any given moment.

In order to simulate that scenario, we’ll be using a very strange set of character creation guidelines set by Mr. GC for creating a party of “basketweavers” and then assuming that this particular party of “basketweavers” has selected The Sunless Citadel for their next adventure.

The particular version of The Sunless Citadel I’ll be using will be slightly modified from the original. But if you are familiar with the scenario, you may want to sit this one out.

This is a quick little thing I wrote up on Reddit a few days ago. The basic idea is that you’re looking to run a game with 1 DM and 1 or 2 players. Legends & Labyrinths includes a build point system which makes it very easy to build encounters for non-standard group compositions, but very small groups pose some unique challenges. It can also be useful to have some quick conversion guidelines for published adventures.

2 PLAYERS

So if you’re looking to DM for a group of 2 PCs:

(1) One of the PCs should be a cleric.

(2) Give them plentiful healing resources. At 1st level, a wand of cure light wounds with 15-20 charges should do it.

(3) Take any adventure designed for 1st level characters and do the following: For any encounter involving multiple creatures, halve their hit points and reduce their number by half. For any encounter involving a single creature, reduce them to minimum hit points.

And that’s it. You’re good to go.

For example, consider the encounters found in the first dozen keyed areas of The Sunless Citadel:

Area 1: 3 dire rats (5 hp) = 1 dire rat (3 hp)
Area 3: 1 dire rat (5 hp) = 1 dire rat (2 hp)
Area 5: 3 skeletons (6 hp) = 1 skeleton (3 hp)
Area 6: 1 dire rat (6 hp) = 1 dire rat (2 hp)
Area 10: 1 quasit (9 hp) = 1 quasit (3 hp)
Area 12: 1 dragonpriest (42 hp) = 1 dragonpriest (21 hp)

The reason this works is because encounters are designed for 4 PCs: If you halve the number of PCs it means that monsters will generally live twice as long and have only half as many targets to inflict damage on. That means that the difficulty of an encounter roughly quadruples if you halve the the number of PCs. So we adjust for that by halving the monster’s hit points (so that they survive half as long) and halving their numbers (which halves the number of actions the monsters can take each turn).

1 PLAYER

Adjusting for having only one player in D&D is a little tougher because there’s no margin for error: If a PC gets knocked unconscious in normal play, they can be revived by other members of the party. If a solo PC gets knocked unconscious, it’s an immediate game over.

Here’s what I recommend: Start the PC at 3rd level and then run them through 1st level adventures that have been adjusted as per the above. (You’ll probably want to have them use a cleric again. Or find some other way to make sure they have access to magical healing.)

I have done very little one-on-one stuff, but this method seems to work.

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.