Showing posts with label DDI. Show all posts
Showing posts with label DDI. Show all posts

Tuesday, December 22, 2009

Getting "Better" at D&D: An Occasional Series, Part 1

Making Characters, All the Way Up

One of the things I did at Wizards back in the day was create and then maintain what we called the "Pre-Fab Four:" Mialee the wizard, Jozan the cleric, Tordek the fighter, and Lidda the rogue. Each one lived in its own Excel spreadsheet, with one tab for each level. Whenever we needed a party for a playtest (or just for benchmarking), we'd print out the relevant level. It wasn't the prettiest character sheet, and it wasn't the smartest spreadsheet (though it did do basic calculations for you). It worked, though—we used the Pre-Fab Four year after year.

For 3.0 we actually had all of the "iconics"—Krusk, Vadania, etc.—statted up 1-20. I did first drafts on about half of those and second drafts on nearly of all 'em. Whew!

And along the way we killed a lot of trees. The spreadsheets had a bug we never could squash where the "Number of Copies" field always had an arbitrarily large number…19,000 or so. You had to remember to fix that each time you printed, or the printer would merrily empty itself of paper creating a huge stack of Liddas for you.

Anyway, this was before DDI and before the character builder. So making those PCs one at a time was a handcrafted effort. My mandate was to make straightforward but not suboptimal choices. Tordek, for example, was a sword-and-board (OK, sword and axe) fighter rather than some sort of spiked-chain wunderkind. I wanted any intermediate-level D&D player to be able to sit down and play a Pre-Fab Four character right away.

Make characters from level 1 to level 20 four times in a row—gear and all—and you get good at it, eventually. (Or at least you get more efficient.) But it still took hours…maybe a day for the nonspellcasters and more than that for Mialee and Jozan. Nowadays DDI and a less gear-centric game would make it a lot faster…except that there are 30 levels now.

Handcrafting the Pre-Fab Four made me a lot more aware of what each class was capable of, which items, feats, and spells were key…all sorts of stuff. And I'm pretty sure that a similar effort in 4e would make anyone a better D&D player.

Do It Yourself

So here's one way to get better at D&D: Take your favorite character class and build it one level at a time, gear and all, until you hit 30th level. Trust me: You will become an utter brainiac about your class.

Alternatively, pick a specific level—5th and 11th are solid choices—and make characters at that level for lots of classes. Try making a 5th-level character for the class of every other player at your table. You'll be amazed at how much you learn about your buddies' PCs. You will become Mr. Teamwork at your table.

I'd suggest that rather than going for esoteric builds, you stick with "straightforward and solid choices." Remember, you're doing this to learn, not to "win" at D&D with your extreme power-munchkin-sauce.

Don't stress out too much about the choices you make. That's not the point. The point is to put yourself in assessment mode—to feel the "this power or that power?" question at each level. If you do that, you learn about both the options you chose and the options you didn't choose.

And look at it this way: Your choices will certainly be better than the DDI Character Creator's Auto-Pick function! (Seriously, they should just turn that function off. No guidance is better than horrible, misleading guidance.)

Out of Context: Don't you dare call me toffee-nosed!

Music: Black Crowes, Amorica

Friday, November 20, 2009

Musings on the Nov. 17 D&D update

Last week, my former colleagues at WotC published a big patch to the D&D rules. And this was a big one--not big in the sense that any single change is overwhelming, but the accumulation of mid-range changes is...big.

Big enough that the good folks over at the Character Optimization Board have a lot of revising to do on those terrific class guides.

Big enough that, thanks to a respec from a kindly DM, my githyanki orbizard became a warlock last night. (I'm pouring out the proverbial 40-oz. for my dead bloodclaw and orb of ultimate imposition homies.)

Big enough that even if I were strictly a "civilian" D&D gamer (and not a former D&D game designer and occasional adventure author), I'd definitely pay for D&D Insider and stop buying the actual books. There are enough changes this month, spread out over enough books, that I don't think I could trust what's on the written page anymore. Each discrete change wasn't huge, but they weren't just fixing typos, either. The bulk of the Nov. 17 changes matter. They would noticeably impact play at your table.

If you've got the Character Builder and the Compendium, you're good to go. Especially if you're using something like iplay4e.com. But so much has changed in the dead-tree versions of those books. The updated, electronic version of the game is substantively different now.

I'm glad I don't have to worry about the D&D business model anymore. (And to be clear, I have zero insight into what it looks like nowadays.) It's certainly conceivable that those DDI subscriptions make up for lost physical book sales among those of us who are going the all-electronic route. Given the way game stores are disappearing from the landscape and given the way book chains are getting hammered (will there be a Borders after April?), it's clear that WotC needs new ways to get their stuff out there.

But I do know this: Opting for DDI is definitely saving me money (some of which would have wound up in WotC's pocket), and it's delivering a better experience at the table. I wonder whether the bean-counters in Renton are as happy as I am, though. 'Cause I sure would be buying actual D&D books if DDI didn't exist.

Oh, and on a side note: I'm writing a 30th-level adventure right now. God, I love the deep end of the pool.

Out of Context: Four things greater than all things are/Women and Horses and Power and War.
Music: Miles Davis, Kind of Blue

Tuesday, September 15, 2009

New D&D adventure is up!

I wrote another bit of the Scales of War adventure path: Betrayal at Monadhan. It's up on the Dungeon site right now (DDI subscription required). And it's worth noting that Daniel Marthaler really deserves a co-author credit--he came up with the Domain of Betrayal, Arantor, and the climax encounter. Thanks, Daniel!

Out of Context: "Actually, it's not just vertically."
Music: Stevie Ray Vaughan and Double Trouble, Couldn't Stand the Weather