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Keep on the ShadowfellFor several months now my plan for 4th Edition has been to run the preview adventure — Keep on the Shadowfell — for my regular D&D group. My goal is to approach that experience with a completely open mind, see how it goes, and then use it to decide whether or not to spend the money on the core rulebooks. My current campaign, set in Ptolus, would stay 3rd Edition in any case. But if 4th Edition convinces me to make switch, then I’d probably use it for my next campaign.

A couple of days ago my copy of the module arrived from Amazon. I’ve now read through it, and have a few thoughts to share. So, on that note…

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.

You have been fairly warned.

(1) The production values of the module are disappointing. It has a cover price of $30 and Amazon had been advertising it as a  hardcover. It isn’t. Two flimsy pamphlets and three poster maps are packaged in a lightweight cardboard folder. And when I say “flimsy pamphlet” I mean flimsy. The paper is of a lighter weight than that previously used in Dragon and Dungeon magazine and the “covers” of the pamphlets are of the exact same paper. I am extraordinarily gentle with my reading material, and after a single reading the ink is already being rubbed off the edge of one “cover”. Frankly, I will be shocked if these last through a single session.

The poster maps are pretty nifty, although they follow the current WotC style of fetishizing light sources. Everything seems to glow: Walls, ceilings, furniture. These poster maps are lovingly rendered with computer graphics — but they have no reality to them.

(2) The writing in the Quick Start Rules is abominably bad. For anyone who hasn’t played a roleplaying game before, the content here is completely inadequate for teaching them how to actually play the game. On the other hand, the writer has chosen to address the reader as if they had no idea what an RPG was. So the newbie isn’t helped and the experienced player feels like they’re being talked down to… who exactly is the target audience supposed to be for this pablum?

(3) The pregenerated characters, instead of being included on separate sheets (which the folder format would have allowed) are instead found at the back of the Quick Start Rules. This makes no sense.

(4) This may have been previously known, but it was the first time I realized that saving throws have a 55% chance of success instead of a 50% chance of success. (Instead of failing on 1-10 and succeeding on 11-20, they fail on 1-9 and succeed on 10-20.) I have no idea why they chose to do it that way.

(5) I am still annoyed that they undid 3rd Edition’s fix to the critical hit mechanics.

(6) The streamlined actions (standard/move/minor/free) are nice to see, along with the accompanying simplification of the rules for charging and running. I think they were right to conclude that the complexity of full actions wasn’t giving much in return. And I think replacing the concept of a 5-foot step with the idea of a “shift” (which doesn’t provoke an AoO but does require a move action) also simplifies the flow of combat.

(7) It is completely impossible to play 4th Edition without miniatures. Unlike every previous version of the game (including 3rd Edition), the game literally does not function without a grid. I typically use miniatures, but this still annoys me.

(You will probably still hear people talk about how 4th Edition can be played without miniatures. But given the sheer number of abilities which are only useful because they allow for very precise movement on the combat grid, this is roughly akin to claiming that you can play Chess without a board. While it’s true, it’s only because you’re explicitly imagining the board in your head. In 3rd Edition this wasn’t the case: When I played without miniatures in 3rd Edition, I was imagining the game world and then using the mechanics — which were all based on real-world measurements — to adjudicate. The 3.5 revision weakened that connection somewhat by using squares as the default terminology, but the underlying mechanics of 3.0 were still essentially unchanged. 4th Edition embraces the grid completely and irrevocably.)

(8) The fact that you lose unspent action points when you take an extended rest reminds me of this blog post at Rampant Games. Its a mechanic that encourages players to push on without rest… unless, of course, they’ve expended all their accumulated action points. (However, I have been informed that you can only spend one action point per encounter. This rule doesn’t appear in the Quick Start Rules, but if it’s true then it obviates this advantage of the system entirely.)

(9) Contrary to the designers’ claims, however, I doubt that the 15-minute adventuring day is going anywhere. This was inevitable, of course, because the 15-minute adventuring day had nothing to do with the system (except insofar as the system features daily-based spike powers) and everything to do with DMing style.

To be continued…

 

Dissociated Mechanics

May 20th, 2008

COLLECTED EDITION OF AN ESSAY BY JUSTIN ALEXANDER

UPDATE 2: This essay is the original use of the term “dissociated mechanics”, but it was written during a time when I was still trying to figure out what that term meant. If you’re looking for a better understanding of the term, I recommend reading the improved and updated “Dissociated Mechanics – A Brief Primer” instead.

UPDATE 1: This essay was originally written in May 2008, more than a month before the core rulebooks for 4th Edition were first released. My general analysis of both the design ethos of the new edition and many of the new mechanics to be found in the new edition were right on the money, but it should be noted that there are a few individual mechanics which were either previewed inaccurately or which I made the wrong conclusions about.

But these differences have no meaningful impact on the most important points being made here. Most importantly, the central conclusions regarding the nature of dissociated mechanics — they’re bad and they’re antithetical to roleplaying — remain as true as ever.

You can might also be interested in reading my thoughts on actually Playtesting 4th Edition.

(more…)

Go to Part 1

Okay, I’m almost done ranting about dissociated mechanics. This is the last post in this sequence.

But before I signed off on the subject, I did want to briefly discuss one area where I think the basic structure of a skill challenge works very well: Social encounters.

One of the reasons they work well is that human behavior is not easily quantifiable. If, all things being equal, a wall is harder to climb one day than the next, that’s inexplicable. If, on the other hand, I’m happy to take the garbage out one day and then get snippy with my girlfriend when she asks me to do it the next day… well, I’m just being grouchy.

In other words, the inherent dissociation of the mechanics gets lost in the chaotic intricacies of human relationships. In fact, things like the probability skewing we were talking about can actually end up being features instead of bugs when you’re dealing with social scenarios.

Of course, you’d want to sidestep the railroading WotC demonstrates in their own sample skill challenge. But once you’ve done that, even the basic skill challenge mechanics we’ve seen for 4th Edition offer a more robust — if still fairly simplistic — improv structure that is preferable to a situation in which the group is either left rudderless or in which the DM boils the whole thing down into a single opposed roll.

Ideally, however, I’d want to make the system more robust, dynamic, and responsive. A few ideas:

(1) Good guidelines for determining the degree of the skill challenge (how many successes) and the difficulty of the skill challenge (ratio of failures). Are the relationship and risk-vs-reward scales that I use for my current Diplomacy rules a starting point for such guidelines?

(2) Opposition. NPCs who are actively working against the PCs. Their successes count as failures for the PCs, but their successes can also be undone.

(3) Obstacles. These are tools for modeling more dynamic situations. For example, the main challenge might be 8/4 — but before you can start tackling that main problem, you first have to overcome a 2/3 obstacle or a 6/3 obstacle. (It might be interesting to define opposition as a specific kind of obstacle: You could eliminate the opposition entirely by overcoming the obstacle, or just deal with them complicating matters as you focus on the main challenge.)

(4) Tactics. These might also be thought of as templates or tactics. I’d be drawing generic inspiration from some of the material in Penumbra’s Dynasties & Demagogues (among other sources).

Over the past few years there has been an increasing move towards trying to figure out “social combat” mechanics in RPGs — with the general idea being that you’re bringing the robustness of combat mechanics to roleplaying encounters. In my experience, however, most of these systems end up categorizing all social interaction as a form of warfare. This has limited truth to it. And even when it is true, it usually ends up being a gross over-simplification.

In the ideas of social challenge mechanics, on the other hand, I find the nascent promise of a mechanically interesting system for handling social encounters that doesn’t try to ape combat mechanics.

I’m hopeful that something interesting might come out of this. If it does, you guys will be the first to know. (There’s also a part of me still hoping that I’m wrong about 4th Edition’s skill challenges and that the core rulebooks will, in fact, unveil something far more impressive than the lame and crippled examples they’ve proffered to date.)

Go to Part 1

RAILROADING

All of the dissociations of the skill challenge mechanics arise because, for any given problem, there are multiple possible solutions. It is likely that each of these solutions will require a different set of skills.

For example, if you wanted to solve our “get into the castle” problem you could try:

(1) Diplomacy (to bribe the guards)
(2) Gather Information (to find out who works in the castle) and Diplomacy (to get an audience)
(3) Stealth (to reach the walls) and Climb (the walls)
(4) Architecture (to find out about the secret door), Stealth (to reach the door), and Thievery (to pick the lock on the door)

So here we see four possible solutions, involving completely different skill checks: 1, 2, 2, and 3.

If the DM sets the skill challenge to be 2/1 then the skill challenge mechanics will fail to report success despite success being achieved in one case and report success before success has been achieved in another.

Similarly, in the case of the fourth scenario a failed Architecture check would seem to bollox the entire effort and the skill challenge mechanics would seem to accurately report that. Of course, this is entirely acccidental… and not accurate, either. As we can see, even though solution #4 is no longer an option, the other three options haven’t become impossible just because of the failed Architecture check.

One way to solve these problems is to simply design the skill challenges so that they’re railroads. This, based on their web sample, is WotC’s solution: Instead of merely setting a goal (“get the duke to help us”), their skill challenge specifically tells the players how they will achieve it (“by getting the duke to trust you”).

Explaining why railroading is a Bad Idea(TM) is beyond the scope of this essay. But it’s a Bad Idea(TM).

RULE 0 FALLACY

You can also work around some of these problems by invoking the Rule 0 Fallacy (“this rule isn’t broken because I can fix it”). In this case, when the system is inappropriately reporting failure or success, the DM should simply ignore it.

But if the mechanics are so broken that we need to frequently ignore them, why are we using them at all?

UNFUN WITH PROBABILITY

You can also try to remove dissociations from the system by varying the number of skill checks you require to accomplish a particular task.

For example, let’s consider our castle break-in skill challenge again. Let’s say that the DM sets it as a 4/2 challenge and the PC decide to sneak up to the walls and then climb over them. The DM has them make a Stealth check (1 success) and then requires the PC to make 3 successful Climb checks. If the PC has a 50/50 shot of making the Climb check, then they only have a 12.5% chance of climbing the wall.

Now, let’s change the scenario: One of the PCs decides to distract the guards with a Diplomacy check while another PC sneaks up to the walls with a Stealth check and tries to climb them with a Climb check. The DM has them make the Diplomacy check (1 success) and the Stealth check (1 success) and then requires the PC to make 2 successful Climb checks. With the same 50/50 shot on any given Climb check, the PC now has a 25% chance of climbing the wall.

For some reason, talking to the guard has made the wall easier to climb!

You see similar probability artifacts arising out of the skill challenge system even if you aren’t padding the number of required checks in order to fulfill the arbitrary requirements of the dissociated mechanics.

For example, if you get to the point where you just have to make a single Climb check in order to succeed at the skill challenge, the difficulty of successfully climbing the wall will depend on how many failures you’ve accumulated getting to that point.

If it was a 4/2 challenge and somebody in the group failed on that Architecture check to see if they could find out about a secret door, then you’ve only got one shot at it: If you fail the Climb check, you’ll have accumulated two failures and the skill challenge will fail. With a 50/50 shot, you only have a 50% chance of climbing the wall.

But if your group never considered attempting that Architecture check, you’ve still got a failure to burn. If you fail the first Climb check, you’ll only have a single failure and will be able to try again. With a 50/50 shot, you now have a 75% chance of climbing the wall.

You’ll note that, in both of these cases, the scenario is identical: The PCs are unaware of the secret door (either because they never thought to look for it or because they didn’t find it). But in one scenario they have a 50% chance of climbing the wall and in the other they have a 75% chance of climbing the wall. Why? Because of a mechanical artifact that has absolutely nothing to do with the game world.

That’s the definition of a dissociated mechanic.

Some would argue that this type of probability shift is irrelevant because the PCs will only go through the skill challenge once: Either the wall is a 50% wall or it’s a 75% wall for them, it’s not both. But this sophistry ignores the possibility that this same wall can end up being part of many different skill challenges for the same set of PCs.

And do we even need to discuss why it’s ridiculous for a wall to become unclimbable by everyone in the group just because the guy with the lowest Climb bonus failed his check?

THE BIG PROBLEM

Okay, so we’ve established that the skill challenge mechanics are dissociated. Why is that a problem?

Because, unlike the Wushu mechanics, the skill challenge mechanics don’t seem to actually be accomplishing much. You’re making all the sacrifices inherent in the use of dissociated mechanics, but you aren’t gaining anything in return.

Most notably, the skill challenge mechanics aren’t giving the players any meaningful narrative control. The flow of gameplay is unchanged. In 3rd Edition, for example, gameplay looked like this:

(1) The DM describes a problem.

(2) The players propose possible solutions.

(3) The DM determines whether the solutions will actually work and asks the players to make the appropriate skill checks to resolve them.

With the 4th Edition skill challenge mechanics, gameplay will look like this:

(1) The DM describes a problem.

(2) The players propose possible solutions.

(3) The DM determines whether the solutions will work and asks the players to make the appropriate skill checks to resolve them.

Nothing has changed.

The only concrete benefit of the skill challenge mechanics, as far as I can tell, is that they codify a way for rewarding XP for overcoming challenges. This doesn’t even begin to justify the problems that come with dissociated mechanics, in my opinion.

It takes some real effort to find those Worst of Both Worlds solutions. WotC seems to have really nailed it with the skill challenge mechanics.

On the other hand, you could certainly adopt a system very similar to WotC’s skill challenge system and use it to pass a lot of narrative control into the hands of the PCs. I’m not personally convinced that mixing that type of player-driven narrative control with a combat system that doesn’t even begin to feature player-driven narrative control will make for a particularly effective game (it sounds more like mixing oil and water to me), but it’s certainly not a bad idea to experiment with.

THE OTHER PROBLEM

Since I’m discussing skill challenges, I might as well mention the other major problem they seem to have: From what we’ve seen so far, the skill challenge system can’t handle any inputs which aren’t skills.

For example, what happens if I cast a fly spell instead of using a Climb check to climb over a wall? Should that count as a success for the skill challenge? Multiple successes? Or does the fact that I’m flying mean that I now have to make an extra skill check somewhere else? And doesn’t that create yet another weird, dissociated disconnect between the mechanics and the game world — encouraging me, as it does, to potentially climb a wall and make a Climb check even though I’m wearing boots of flying?

Continued tomorrow…

Go to Part 1

Player's Handbook - 4th EditionYesterday I talked about the potential advantages of using dissociated mechanics to achieve certain goals and proffered the example of scene-based resolution mechanics.

4th Edition is, apparently, going to offer a scene-based resolution mechanic in the form of skill challenges. Since I like scene-based resolution mechanics, I must be OK with 4th Edition’s skill challenges, right?

Well, not exactly.

(DISCLAIMER: This essay is based entirely around the pre-release details of 4th Edition which have been posted to WotC’s website or otherwise revealed to the public. In the case of the previous examples I’ve discussed in this series, I’m pretty secure in my belief that the aspects of the system I’ve been talking about will still be there in the core rulebooks. However, in the specific case of skill challenges it is certainly possible that some of the problems I discuss here will be resolved by additional details in the core rulebooks. However, based on what I’ve read, I consider that unlikely.)

The important thing to understand is that I’m not just OK with scene-based resolution mechanics for the sake of scene-based resolution mechanics. I like certain scene-based mechanics specifically because they offer greater narrative control to the players (and the benefits that come with that).

(This is actually a fairly general principle: Just because I like a system that involves rolling dice, you shouldn’t conclude that I’m going to instantly love all dice-based mechanics.)

But in the case of 4th Edition’s skill challenge mechanics, it looks like we’re swallowing all the disadvantages of the scene-based mechanic’s dissociation without getting any meaningful benefits from it.

HOW THEY WORK

The core of the skill challenge mechanic in 4th Edition is, essentially, a complex skill check: You have to earn X number of successes before suffering Y number of failures. (For example, in a 4/2 skill challenge you would need to make 4 successful skill checks before failing 2 skill checks in order to succeed at the skill challenge.)

The difference between a skill challenge and a complex skill check, however, is that a skill challenge allows the players to use many different skills. You can read a sample skill challenge at Wizard’s website. In this example the PCs are trying to convince a duke to aid them in their quest, and they can make Bluff, Diplomacy, Insight, and History skill checks in order to earn the 8 successes they need to pass the skill challenge.

THE BASIC DISSOCIATION

The basic dissociation of the skill challenge mechanics lie in their nature as scene-based mechanics. Because they still use skill checks, this can be a little more masked than it was in the case of the Wushu example we looked at before, but the dissociation is still there.

Basically, the skill challenge mechanics don’t care what the PCs are doing — they only care how much the PCs have done. This basic mechanical dissociation manifests itself in several ways:

(1) The skill challenge can report guaranteed failure even though failure has not been guaranteed. This is because it’s quite trivial to imagine skill checks which might help the PCs accomplish a particular task without actually harming their efforts if they fail them. In WotC’s sample, for example, an Insight check will allow the PCs to recognize that using the Intimidate skill will result in an automatic failure.

But what if the PCs fail that Insight check and that results in the failure of the skill challenge? How do you explain that?

You can’t. It would certainly make sense for the failure of that check to potentially lead to failure (if the PCs subsequently attempt to Intimidate the duke) — but if they never do that, then the failure should be irrelevant, not a deal-breaker.

(2) For largely the same reasons, the skill challenge can also report guaranteed success even though success has not been guaranteed.

For example, imagine a skill challenge in which the goal is to get inside a castle. There are several possible solutions the PCs could pursue: They could climb the walls. They could bribe the guards. They could unlock the back door. They could seek to gain an audience with someone inside the castle. They could dig a tunnel under the walls.

The DM decides to define this as a 4/2 challenge.

But now imagine that the PCs spend a good deal of time researching this problem: They make a History check to check up on historical attempts to break into the castle. They make an Architecture check to see if they can find any hidden entrances. They do a Gather Information check to see if they can find any blackmail material on the guards. They do a Diplomacy check to find out who they might be able to get an audience with.

These are all useful skill checks and there’s no good reason why the DM should veto any of them. But if they succeed at all of them, then they’ve achieved their four successes and the skill challenge system is reporting that they’ve succeeded… even though they still aren’t inside the castle.

(3) And, on top of that, the skill challenge mechanics can also fail to report success even though you’ve already done everything required for success.

Continued tomorrow…


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