Wednesday, December 23, 2009
Addendums...or "Addenda," I Suppose
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
Monday, November 23, 2009
When did we become "The Man?"
Friday, November 20, 2009
Musings on the Nov. 17 D&D update
Wednesday, October 14, 2009
More on Eclipse Phase
As I said last month, I'm intrigued by Eclipse Phase for two reasons. First, the game itself is simultaneously cyberpunk, postapocalyptic, and hard SF. But those elements don't seem stapled together. The backstory makes them cohere rather nicely. Second, the reusable body as an answer to the death question...that's fantastic.
There a few quibbles I struggle with, of course. Reasonable game designers differ on whether it's better to start a core rulebook with character generation and only a veneer of world detail, or really spread the world out in front of the reader, then get on with character generation after the game has established its context. I'm militantly in the former column, and the fact that I don't get even a whiff of the actual game until page 114 and no character creation until page 130...well, insert exasperated fist-shaking here.
Second, I have a problem taking uplifted animals seriously--and that says more about me than it does about the concept. I loved Startide Rising, to be sure, but I can't help but consider chimps and dolphins as comedy delivery devices, not menaces. Like I said, it's a problem that exists within the nest of vipers that is my head.
Out of Context: The life of this clean desk is perpetuated in righteousness.
Music: Pearl Jam, Backspacer
Monday, October 12, 2009
It Ain't Easy Being Broken

I don't play D&D for a living anymore, but I still play D&D. And my half-orc rogue was recently petrified, so it was time to make up a new character. (We still have a rogue in the party, so I didn't lobby too hard for a "rescue the statue" effort.)
We didn't have a controller of any stripe, and I wanted to roleplay a sophisticate, so wizard was perfect. The party had been dealing with the githyanki all along, so my githyanki orb-of-imposition wizard was born.
I stacked all the save penalties I could find--and there are quite a few. Right now I can impose a -10 save penalty once a day. Give me another level, and I think I'll be up to -14. That's what I call a lockdown, and it makes simple stuff like the sleep spell pack quite a controllerish wallop.
I'm not the only one who's ever discovered this--I subsequently saw the Character Optimization board thread on the Orbizard. This character lets me scratch an itch I've had ever since I worked on the wizard, long before 4th edition saw print, and I wondered whether you could stack the save penalties high enough to make it a sure thing. (Answer: Yes!) Recent additions like Adventurer's Vault and an invoker paragon path make it potent from the early teens onward.
But it's interesting to actually play with a "sure thing" like that obscene save penalty. Playing the character becomes fraught with tension. Because I know I've got such a strong combo, I have to carefully assess each combat situation and really deploy it where it counts. That's often harder than it looks. Right now I have an "I probably win" button, but knowing when to press...that pushes some other skills pretty hard. So it's not as much of a gimme as it appears.
I'm reminded of my days as the managing editor of the Magic: The Gathering magazine, during the Urza block. Until the banhammer came down, there was an extraordinarily strong deck in Type II (Standard) constructed play called "Tolarian Blue" or "Academy" or something similar, depending on whom you were asking. The engine of the deck was pretty simple--throw out a bunch of no-cost or low-cost artifacts, use the Tolarian Academy card to get one mana for each artifact in play, then use Stroke of Genius to either draw a bunch of cards yourself (if you didn't have enough mana or cards to pull off the win yet) or force your opponent to draw so many cards that he ran out. Oh, and you'd use Mind Over Matter and discard a card to untap Tolarian Academy twice in a turn.
When you look at the pieces of the combo, it's not too hard to grasp. It wasn't until you actually built the deck and tried to play it that you realized how tricky it actually was. You had to know how many of the key combo cards were in your library and what your chances were of pulling them with a given Stroke of Genius. In the hands of a Magic Pro Tour regular, not a big deal. But you could beat a lot of ordinary civilians who'd assembled that deck, because it was bah-roken, but it wasn't easy mode.
So that's the feeling I'm getting with my orbizard right now. The question of threat assessment is keeping it interesting for me.
And since I'm crossing the streams anyway, I think there might be a powerful D&D build that uses Magic's concept of graveyard recursion. There are already some ways to get those per-encounter and per-day attacks back into your proverbial hand. Are there enough to be fully recursive? Probably not...yet. But I'll bet that build emerges in another year or two, as more parts of the combo see print.
Out of Context: Brains!
Music: Rodrigo y Gabriela, 11:11
Saturday, October 3, 2009
Watch this video twice
Tuesday, September 15, 2009
New D&D adventure is up!
Saturday, September 12, 2009
It...lives!

"It" being "me," that is.
Sunday, September 6, 2009
The last guy to get into DOTA...

...is me, apparently.
DOTA was a big deal among the game designers at Wizards for a while, but I never got into it because its rise happened to coincide with the craziness of designing 4th edition D&D. But designers on the cardside were fascinated with it--and when those guys are fascinated with something, you pay attention.
Once the exhibit hall closed at PAX yesterday, my buddy Cam and I went to the freeplay areas. Eventually we decided to try Demigod, a commercial take on the genre that DOTA spawned. And man, did I get hooked. We played Demigod--badly, but still--until the wee hours of the morning.
My list of "games to try on Day 3 of PAX" now includes two games that bill themselves as spiritual successors to DOTA. I've been sampling a lot at this show, but so far, finally seeing what all the DOTA fuss was about is the highlight for me.
Out of Context: "Look! We made him look like he's holding his breath!"
Music: The Electric Light Parade song, believe it or not
Saturday, September 5, 2009
The Blank of Blanking

Consider this a big footnote to all the "Appendix N" stuff I wrote about back in March.
D&D is a great game with a storied history--heck, it's a cultural touchstone even for those who can't tell you what the material component for stoneskin is. And probably the biggest linguistic signifier for that cultural touchstone is the blank of blanking.
The blank of blanking? Think of all the D&D magic items built with that construction: +2 sword of undead slaying, ring of jumping, boots of striding and springing (a double!)...you get the idea. There's nothing like that blank of blanking construction to put a big neon "This is D&D" arrow on whatever you're saying.
Watch any comedian for proof. When Stephen Colbert sets up a D&D joke, the delivery device is the blank of blanking. If he talks about his +3 sword of bear-killing or whatever, he's using the blank of blanking to say, "Hey, I speak the lingo, see?"
So Where Did Blank of Blanking Come From?
To figure out where D&D got the blank of blanking in the first place, let's turn again to Appendix N of the 1st edition Dungeon Master's Guide: Gary Gygax's reading list of inspirations for D&D. Look at the usual suspects--Tolkien, Howard, Moorcock, Vance, Leiber--and you come up dry. Not much blank of blanking in there at all.
Even Jack Vance, who certainly had a knack for naming magic items and magic spells, doesn't employ that particular construction very much. The "Blankerson's blanking blankament" construction (like Mordenkainen's magnificent mansion) is totally Vance, though.
To find the first blank of blanking, you need to search deeper into Appendix N. Specifically, to Poul Anderson's Three Hearts and Three Lions, where a dagger of burning figures prominently. I can't say for certain, but I can't find an earlier prominent blank of blanking. And for further evidence, the dagger of burning was always italicized--and you can't say that about Sting or Stormbringer.
As a side note, Three Hearts and Three Lions is also the likely source for D&D trolls. The notion of a troll that regenerated everything but fire damage...I can't find a folkoric origin for it. I think Gygax grabbed that from Anderson, too.
If you're a game designer in the fantasy genre, you're probably going to be inventing blank of blanking items for your whole career. And you've got Poul Anderson to thank for that.
Out of Context: "So what's in an Asmodian, anyway?" "Bitters, I'd imagine."
Music: None. Enjoying a quiet office before walking over to PAX.
Thursday, September 3, 2009
Roles: Where Do We Go From Here?
Thursday, August 27, 2009
Getting Back to the 'Roles' Thing
OK, let's recap:
• There's nothing inevitable about Tank/Healer/DPS or Defender/Leader/Striker/Controller.
• You can't find good examples of those roles in the fantasy literature that inspired D&D (and thus MMOs). You can't find it in comic books or Star Wars, either.
• Tanks emerged because early D&D created a popular class (the magic user) that could not survive under ordinary circumstances.
Which brings us to...
Whither Healers?
I'll be brief here, because the healer role grows from the same root as the tank role, only more directly: Gary Gygax's simulationist streak.
The simulationist in Gary followed a very reasonable line of thinking: If you get stabbed nearly to death, it should take you days or weeks to recover.
What could be more reasonable than that? It makes perfect sense. But as anyone who has run a long-term campaign knows, long recuperation times can be hell on the ongoing narrative. It's no fun to clear out half a dungeon, then come back after a few weeks to find that the dungeon has realistically been reinforced.
It's worse if some players need to recuperate, but others don't; that's a recipe for splitting the party. And those long recuperation times wreak havoc with any sort of time deadline before the Great Evil Event happens. As a DM, you want that tool in your toolbox.
And it's just as bad on the NPC side. It's not exactly good drama for the PCs to nearly beat the Big Bad Evil Guy, then retreat, then come back a few days later and stab him as BBEG lies there in a hospital bed.
Gygax-the-simulationist wasn't going to allow unrealistic natural recuperation. But if magic is involved, then verisimilitude isn't threatened and all is well, right?
Thus, the cleric: A class that's mandatory not so much for in-battle healing as for its plot-saving fast recuperation. Even a single cure light wounds each day means vastly less time in the village and away from the action.
That's why for 35 years, having a cleric was pretty much mandatory (and even in 4th edition, having a leader makes life a lot easier). Without that healing (or a small fortune in consumables), you ran out of hit points, and then you ran out of fun. You had no other way of getting those hit points back quickly--in combat or between battles.
Gygax's desire for realistic natural healing yields a class (the cleric) that becomes mandatory because it keeps the plot from grinding to a halt for hospital time. MMOs pick up the healer role when they pick up D&D's role differentiation. And bingo! We have another role that seems like it's always been around, but really it's just rooted in a simple but profound design choice made back in the '70s. Had Gygax said, "Screw it--you get your hit points back after a turn (10 minutes) resting," you wouldn't have your leader role today.
Next: Alternatives.
Out of Context: It is indeed considered disrespectful to climb me.
Music: Ba Cissoko, Electric Griot Land
Wednesday, August 26, 2009
Tap...tap...is this mic still on?
Saturday, March 14, 2009
So where did these roles come from, anyway: Part 3
Wednesday, March 11, 2009
So where did these roles come from, anyway: Part 2
• Tank/DPS/Healer for MMO character classes; and
• Defender/Striker/Controller/Leader for 4th edition D&D (and less overtly in previous editions)...
...came from somewhere, but they didn't inevitably emerge from player psychology. Players are all too happy to hop roles whenever they get the chance.
Stop! Sidebar time! It occurred to me that I should have explained something better yesterday. What I'm trying to get at the root of is why we wound up with the specific roles we wound up with. The fact that we wound up with roles at all...well, I regard that as inevitable, but it's interesting to ruminate on other role schemes we could have wound up with.
Tuesday, March 10, 2009
So where did these roles come from, anyway: An Intro

Thursday, March 5, 2009
Starting over in Warcraft, and three optimistic things.
Tuesday, February 17, 2009
D&D Portals at Your Table
If you have an ongoing paragon- or epic-level D&D game going, you're probably get a lot of mileage (both literal and figurative) out of the linked portal ritual and its higher-level alternatives. They're bread-and-butter transportation for any sort of world-spanning campaign.