Musings on Game Design and Revisiting AD&D 1st Edition: Encounter Balance and Shooting Yourselves in the Feet @DelveRPG #DnD #RPG #ADnD

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Introduction to Each Post in This Series

On Friday (July 23, 2021), I mentioned that I was relearning AD&D 1st Edition (“1e“) with the intention of running it. As I read through the Player’s Handbook (“PHB“), certain mechanics or text will strike me as odd or surprising, but in either case worthy of discussion. In fact, the most surprising thing I’m experiencing is that I’m finding a lot more great ideas in 1e that we’ve since abandoned. I find myself asking, “Why?” As a result, I’ll be writing several posts over the next few weeks. I’m sure everything I’m thinking has been discussed before — sometimes be me — so perhaps my questions have been answered, and my concerns resolved, years ago. My experience with RPGs is relatively limited in scope, having played a small number of games, so I’m sure a lot of what I’m going to say has been incorporated into games I’ve never even heard of. (Some have certainly been addressed by future editions of D&D themselves.) Nevertheless, bringing this directed conversation to the public is new to me, so here it goes.

Posts in this series: | My Playlist | Campaign Settings and Pantheons | Languages | Level | “Dead Levels” | Division of Labor, Distance, and Time | Initiative | Combat Subsystems | Armor Class Ratings | Alignment and Reputation | The Feel of a School of Magic | Boring Magic Items | Ability Score Bonuses and Skill Rolls | The Problem with Democracies | Hitting More Frequently | Encounter Balance |

This series has gotten a lot of feedback, most of which has been extremely helpful. For example, between that feedback and further analysis on my part, I’ve changed position on Armor Class Ratings. It’s a great theory, but it’s implemented poorly in 1e, in part because of the specifics of 1e’s mathematical framework. I’d like to see it in a game, but not in 1e. So, hooray for the hive mind!

However, this is not a nice post. On Facebook, I asked a question about how to balance encounters in 1e. Specifically, I asked where that information is provided. I got an answer from the overwhelmingly helpful: the tables at Dungeon Master’s Guide, pages 171 and 177-179. From that I was able to get even more information by looking through Monster Manual II, pages 133-134, and Field Folio, page 100-110. However, several answers came from a perspective that I encountered frequently but never understood. Despite my acknowledgement within the question itself that some encounters should be trivial or impossible for story reasons, I received quite a few lectures on, well, the fact that some encounters should be trivial or impossible for story reasons. Some people seemed downright offended by the fact that I was even asking the question, as if there’s never a place for an encounter where the fight is challenging but winnable. This was duplicated on another Facebook post where I published a link to my post on boring magic items. In that post, my first substantive statement was:

DMs balance encounters to suit the game they want to run. Maybe they want the encounters to be average, harder than average, or easier than average, but whatever the balance they want, that’s what they want.

Nevertheless, I received criticism for not acknowledging the very point I made, including placing words in my mouth that were, in fact, that exact opposite of what I wrote.

Let me be clear: I’m not criticizing that style of play. This has nothing to do with how difficult you want your encounters or campaigns to be. That’s a matter of taste, and everyone’s entitled to play the game they want to play. My concern is that a few don’t understand the distinction between the nature of the question and play style. Even if DMs want all encounters to be exceptionally hard or exceptionally easy, how can they make them that way if they don’t know how to balance encounters? That is, if DMs don’t have a clue as to where the even balance point is, how do they know that their exceptionally hard encounters are indeed exceptionally hard? They don’t, so what they’re criticizing is my insistence on knowing whether I’ve accomplished my own goal, whatever it may be.

This isn’t championing old school gaming; it’s discouraging DMs from being prepared, and DMs with no idea what they’ve written are most certainly not prepared. Even if players shouldn’t have any sense of what they’re facing – that makes little sense unless negotiation or retreat is always a practical option – DMs should know what they’re throwing at the players. DMs should know that 4 orcs is too easy for a 10th-level party, and that Asmodeus is too hard for a 2nd-level party. Again, this isn’t to say that either encounter is per se inappropriate; it’s simply saying that DMs should know which is which. Throwing a merciless (i.e., won’t negotiate), 8 HD, never-surprised, barbed devil at a party of 1st-level PCs that can neither run away nor fight their way through is nothing more than a conscious choice by the DM to TPK that party. Why would anyone want to do that? If a DM does not want to do that, why would any DM want DMing to be an annoying trial-and-error process spanning months of gaming sessions to get enough sense of the game to avoid it?

But This Is About Game Design

Of course, this may not be the fault of DMs. The game system itself may not provide the tools necessary to make this determination, creating that annoying trial-and-error period. As this article points out, 1e could have done a better job. In fact, much of what is discussed in that post is already part of the design process of a game a friend and I are designing. (I’m tempted to do a lot of work and apply those principles to 1e.) The first box set for the Dragon Age RPG certainly falls into that category as well, providing no guidance for building balanced encounters. I was trying to do something cool by throwing something other than just another band of brigands at the low-level players. The encounter was a TPK not only because of the tremendously overpowered creatures I used, but also because their nature kept the characters from retreating. How is that fun? It’s not risky. There’s absolutely no risk at all. Those characters had a 0.000000% chance of survival. They couldn’t have won even if every single one of their d6 rolls was a 6. Did I throw the DARPG equivalent of Asmodeus at them? Nope. They were giant spiders. Giant spiders! That was an impossible encounter because the spiders showed no mercy, they were faster, and they were a superior combat force. This stupid encounter wouldn’t have occurred if there were challenge ratings attached to the creatures. Clearly there’s no story benefit to walking through the forest and dying at the hands of randomly appearing giant bugs, so why leave that as certain to occur eventually? I don’t think a single one of those players played the game again, because of course they didn’t.

I know that (many think) a game system can’t be designed to be perfect in this regard (damn, have we all been sold a bill of goods on that one), but that’s not a reason for it not to give us a good approximation, especially considering that most game designers in fact do a decent job with it. I know the dice can always roll consistently high or low, but that’s the nature of all RPGs. I know that there are min/maxers out there who game the system, but that’s also the nature of all RPGs. I know that there are tricks and traps (as 1e calls them) that make weak monsters stronger, but other game systems account for the effect of tricks and traps within their challenge rating system. None of these facts impact my argument in any way whatsoever. In fact, they don’t even address it because, as I showed, they are neither unique to 1e nor unworkable.

A game isn’t fun unless there’s a chance at both success and failure, regardless of how that success or failure is achieved. Allowing those chances to bounce from high to low prevents the game from getting stale. However, when they reach anything near 0% or 100% – not because of an occasional story necessity, but because of poor game design or game control – I have tremendous difficulty finding a reason to play. Ergo, I want to know exactly how to design encounters, and I want my DMs to know too. That’s not a lot to ask.

But here’s what really bugs me. As I said, it may not be the DM’s fault, but there are people that proudly revel in such imprecision. This is the way they claim they want to run their games, having no clue whether they’ve created a scenario that’s easy, challenging, or absolutely unwinnable. They literally might as well just roll a single d20, and if it’s [greater|lower] than a target number proclaim, “You’ve [won|lost] D&D!” Then everyone can go home and watch Netflix. I’m not the slightest bit interested in being at those tables; most people aren’t. YMMV, but some of the criticism seemed to be a reflexive reaction to specific keywords rather than an appeal to logic, so I’m not sure they believed what they were saying. I bet they don’t create impossible encounters, which I define as not having at least one means of success (combat, negotiation, or retreat).

But hey, maybe not, and that’s okay. Different strokes and all that. If you get a thrill out of killing characters with absolutely no chance of success, and the players somehow enjoy that, more power to you all. As always, play the game you want to play.

Some of You Are Your Own Worst Enemies

Disagreement is wonderful because it opens one’s eyes to other possibilities. Mischaracterizing of my words and mean-spirited snark, however, are not. (Humorous snark is always welcome.) A small few (none of whom were on MeWe) fell into the stereotypical role of an “old school gamer” that immediately launches an illogical and unfair attack against anyone who ever mentions “balance” (among other keywords). This creates a greater barrier to player recruitment than any game designer ever could. I’d love to play a game via Zoom with an experienced 1e DM before attempting to run my own game, but I won’t take the risk of being stuck with a DM like that. At least religion and politics deal with important social consequences. The fact that people behave this way when discussing games is perplexing.

I’m reluctant even to ask a simple question about the rules on Facebook because of the reactions. For example, I’ve asked for the locations of rules within the sourcebooks, which means the rules I’m looking for have an historical basis in D&D. A small number infer (fairly or not) that I want to play the game in a way differently than they do, and they have a problem with that. They’re not going to be in my game, so why do they care how I play? Their objections seem petty and insecure. I believe that’s what the kids are calling “gatekeeping,” which ruins things for the rest of us. Sadly, I’ve stopped posting these musings to specific groups littered with these folks – though they’re getting this one and will likely project their holier-than-thou attitudes onto me – so I’m going to have to be content just doing my best running the game for players I know personally even though none of us have played 1e in years or decades. I’m sure this experiment will be shorter because of it. Considering these same people complain that there aren’t enough 1e players drips with irony. To the vast majority that don’t think this way (and have been quite helpful), it’s up to you to rein in these dipshits. They certainly won’t listen to me.

Everyone balances their encounters, and their overall campaign has a balance to it as well. Balance isn’t a four letter word and shouldn’t be treated as such. On the other hand, you shouldn’t hurl genuine four-letter words at people when discussing games. Well, as long as you’re not being an asshole about it. 🙂

This isn’t about making the game easy or hard; it’s about knowing whether or not you have. Knowledge is power.

Follow me on Twitter @gsllc

Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?)

Musings on Game Design and Revisiting AD&D 1st Edition: Hitting More Frequently @DelveRPG #DnD #RPG #ADnD

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Introduction to Each Post in This Series

On Friday (July 23, 2021), I mentioned that I was relearning AD&D 1st Edition (“1e“) with the intention of running it. As I read through the Player’s Handbook (“PHB“), certain mechanics or text will strike me as odd or surprising, but in either case worthy of discussion. In fact, the most surprising thing I’m experiencing is that I’m finding a lot more great ideas in 1e that we’ve since abandoned. I find myself asking, “Why?” As a result, I’ll be writing several posts over the next few weeks. I’m sure everything I’m thinking has been discussed before — sometimes be me — so perhaps my questions have been answered, and my concerns resolved, years ago. My experience with RPGs is relatively limited in scope, having played a small number of games, so I’m sure a lot of what I’m going to say has been incorporated into games I’ve never even heard of. (Some have certainly been addressed by future editions of D&D themselves.) Nevertheless, bringing this directed conversation to the public is new to me, so here it goes.

Posts in this series: | My Playlist | Campaign Settings and Pantheons | Languages | Level | “Dead Levels” | Division of Labor, Distance, and Time | Initiative | Combat Subsystems | Armor Class Ratings | Alignment and Reputation | The Feel of a School of Magic | Boring Magic Items | Ability Score Bonuses and Skill Rolls | The Problem with Democracies | Hitting More Frequently | Encounter Balance and Shooting Yourselves in the Feet |

During the last in-person Winter Fantasy (2019), I play-tested Delve RPG, which was run by my friend, Stephen Radney-MacFarland. As sometimes occurs, I let him know what I thought about game design, but he had no choice but to listen. My sole purpose to being there was to criticize. I pointed out that my understanding (at least in the D&D world) was that characters should, on average, expect to hit on a d20 roll of 9. According to Stephen, 11 was the magic number. At least for 1e, looking at the matrices, it appears he’s right. No surprises there.

The Magic Number

My position is that the magic number should actually be 7. Any miss can be frustrating depending on the timing, but for the most part no one gets too upset if they miss on a 4 because they expect that roll to miss. On the other hand, missing on a 9, or even worse on a double-digit 11, can be especially frustrating. You expect to hit on those rolls, but if 11 is your average, then particularly tough creatures will require even higher rolls than that.

Even worse, the greater the range rolls that miss, the more often it occurs, which means you’re more prone to very frustrating bad streaks. How many times have you seen a player have ridiculously bad luck at the table? That can derail an entire session for that player.

What I suggest (and am doing) is adjusting the amount of damage a character can withstand so that the increase in hits averages out to take down an opponent in the same number of rounds. The combats are no faster or slower, but they’re always more dynamic. In this case, dynamic = fun.

NPCs

So what about the NPCs? Should they hit at the same rate? Well, more or less, yes. On this flip side, getting hit a lot adds to the tension of combat even if the net result is mathematically the same. You just don’t know if you’re going to make it. Accordingly, a game designer should make the same adjustments to PC stats to account for the increased hits.

Of course, as I’ll explain tomorrow, not all encounters are perfectly balanced for a wide variety of reasons. However, this baseline would still improve most of those encounters as well, or entire campaigns, that are written to be either more or less difficult. The level of threat the GM wants doesn’t change; just the feel of the game.

I prefer a game that’s dynamic.

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Follow Delve RPG @DelveRPG

Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?)

7 Native American Monsters @npishak #MythologyMonday #MythologyMonandæg #DnD #ADnD #RPG

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Great Shatner’s ghost, I love mythology. Here’s a link to an article on Native American monsters care of Natasha Ishak. Because of this blog’s current focus on Dungeons & Dragons, I note that some of these monsters don’t appear in these precise forms in any RPGs I’ve played or read. There are similarities, of course, but some of these represent variations of what I’ve seen, so there’s some room for inspiration here. This is true despite how extensive the gaming library is.

Mythology is an eternal fountain of ideas. There’s always more you can grab from it.

Follow me on Twitter @gsllc
Follow Natasha Ishak @npishak

Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?)


Musings on Game Design and Revisiting AD&D 1st Edition: The Problem with Democracies @SlyFlourish #DnD #RPG #ADnD

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Introduction to Each Post in This Series

On Friday (July 23, 2021), I mentioned that I was relearning AD&D 1st Edition (“1e“) with the intention of running it. As I read through the Player’s Handbook (“PHB“), certain mechanics or text will strike me as odd or surprising, but in either case worthy of discussion. In fact, the most surprising thing I’m experiencing is that I’m finding a lot more great ideas in 1e that we’ve since abandoned. I find myself asking, “Why?” As a result, I’ll be writing several posts over the next few weeks. I’m sure everything I’m thinking has been discussed before — sometimes be me — so perhaps my questions have been answered, and my concerns resolved, years ago. My experience with RPGs is relatively limited in scope, having played a small number of games, so I’m sure a lot of what I’m going to say has been incorporated into games I’ve never even heard of. (Some have certainly been addressed by future editions of D&D themselves.) Nevertheless, bringing this directed conversation to the public is new to me, so here it goes.

Posts in this series: | My Playlist | Campaign Settings and Pantheons | Languages | Level | “Dead Levels” | Division of Labor, Distance, and Time | Initiative | Combat Subsystems | Armor Class Ratings | Alignment and Reputation | The Feel of a School of Magic | Boring Magic Items | Ability Score Bonuses and Skill Rolls | The Problem with Democracies | Hitting More Frequently | Encounter Balance and Shooting Yourselves in the Feet |

Remember this?

Keep that in mind. I don’t like talking about serious matters on this blog. This is supposed to be goofy and fun. But bear with me. Every election cycle, there are lawsuits by candidates wanting to get their names at the top of the actual voting ballots. Why? Because people often pick the first candidate they see. This tendency to pick the first option has an affect on how RPGs are played. I don’t want to feed the ridiculous notion that good science is practiced via the internet — no, 100 YouTube videos of a thing found after a focused search does not mean it’s a trend among 325 million Americans, let alone 7.5 billion humans — but we work with what we’ve got, right? I asked my friend, Sly Flourish, to run a poll for me. He has a much larger footprint than I do, and so his poll didn’t disappoint. The results?

These results show that over half of gamers chose the first option presented in the 5e PHB. I don’t think this is a coincidence, but let’s dig further.

Let’s consider another example: 4e skill challenges. I have a lot of thoughts on those but will refrain from going down that rabbit hole. Instead, I’ll just acknowledge that they could have been designed better, but with the caveat that they were far more maligned than they should have been. Their introduction in the Dungeon Master’s Guide was were presented in the The 4th Edition Dungeon Master’s Guide 2 introduced us to progressive and branching skill challenges, but the one time I saw each in a Living Forgotten Realms adventure, they weren’t received well. “What is this? Just do a skill challenge!” You didn’t see them often. In fact, Wizards of the Coast themselves didn’t use these in their own published adventures. Even the ballot-maker voted for the first entry (so to speak).

Again, this isn’t great science. There’s limited data, some of which is based on my personal experience, but for what it’s worth, I ran a gaming club that almost 300 people considered themselves part of, I ran a gaming convention for two years and worked admin for several others for decades, and at one point I was organizing games every single weekend across as many as 6 different locations. My experience may count for something, and this example is consistent with what I’ve experienced in many other contexts. Also, this is consistent with a well-documented psychological phenomenon.

I want my table to be a constitutional democracy, but much like citizens often get in the way of democracy (freedom includes the freedom to be stupid), so do players often get in the way of gaming. My writing is at its best when I’m writing legal briefs, not blog posts, and certainly not gaming handbooks, so I don’t have an answer as to how you should present these materials. All I have is a thought that I hope game designers will take to heart. They’re usually better equipped to solve a problem like this. It just depends on whether they’re aware of the problem and willing to fix it. Right now, options are presented as a simple list, with the first option appearing at the “head of the table.” Somehow, readers need to view these options as equal. King Arthur had a round table so that no one would be seen as at the head of the table. I’m not sure how to do that with writing. Something has to be written first, but game designers have to find a way to to make sure each option is an equally valid choice so that when multiple options can be used in the same game, they will be. Or maybe we should keep reading after the first option.

Democracy is still the best form of government, so my table will always be a constitutional democracy.

Follow me on Twitter @gsllc
Follow Sly Flourish @SlyFlourish

Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?)

Musings on Game Design and Revisiting AD&D 1st Edition: Ability Score Bonuses and Skill Rolls #DnD #RPG #ADnD

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Introduction to Each Post in This Series

On Friday (July 23, 2021), I mentioned that I was relearning AD&D 1st Edition (“1e“) with the intention of running it. As I read through the Player’s Handbook (“PHB“), certain mechanics or text will strike me as odd or surprising, but in either case worthy of discussion. In fact, the most surprising thing I’m experiencing is that I’m finding a lot more great ideas in 1e that we’ve since abandoned. I find myself asking, “Why?” As a result, I’ll be writing several posts over the next few weeks. I’m sure everything I’m thinking has been discussed before — sometimes be me — so perhaps my questions have been answered, and my concerns resolved, years ago. My experience with RPGs is relatively limited in scope, having played a small number of games, so I’m sure a lot of what I’m going to say has been incorporated into games I’ve never even heard of. (Some have certainly been addressed by future editions of D&D themselves.) Nevertheless, bringing this directed conversation to the public is new to me, so here it goes.

Posts in this series: | My Playlist | Campaign Settings and Pantheons | Languages | Level | “Dead Levels” | Division of Labor, Distance, and Time | Initiative | Combat Subsystems | Armor Class Ratings | Alignment and Reputation | The Feel of a School of Magic | Boring Magic Items | Ability Score Bonuses and Skill Rolls | The Problem with Democracies | Hitting More Frequently | Encounter Balance and Shooting Yourselves in the Feet |

Ability Scores

I’ve talked a little about this already, and foreshadowed the coming of this post. I’m not going to repeat what I wrote there, so you may need to read that post for context, but here’s my premise. At least at some point beyond character creation, if not immediately, the range of ability scores for player characters tends to be far too great, at least with respect to various editions of D&D. This occurs because of the use of boring magic items and ability score bumps. Needless to say, the Wizard isn’t going to boost his strength, while the Fighter absolutely will. Because they likely started 10 points apart (Wizard 8, Fighter 18), the already great spread gets even worse as they level up. This is a problem because of how it cascades through a game’s design to harm both skill rolls and the design itself.

Skill Checks

All games that I’ve played recently employ some form of “group skill check.” This is a check where all the characters are working together, so each player makes the same skill check representing their character’s contribution to the effort. 4e expanded this into the oft-maligned skill challenge. If, for example, all of the players are scaling a cliff, that check would be something like D&D‘s Athletics check. The problem is that in both 4e and 5e, neither of those characters are the slightest bit concerned as to what they roll. The Wizard is going to fail miserably, and the Fighter is going to succeed easily. That’s boring for both players. You need both skill rolls to matter, which means the target number for success must be attainable to both. That can’t happen if their scores are too far apart.

There’s another way to resolve this issue. During the group skill check, players can assist one another. The games I’ve played have done this, but with issues. Usually, the assist isn’t good enough, and the Wizard fails anyway far more often than makes sense to me. Sometimes the party should fail, but only when failure is based on a skill roll against a reasonable target number. I’ve seen this result avoided far too often via deus ex machina rather than by a fair game design. (By now, you should know how much I hate dei ex machina.) In other cases, this is handled reasonably, but only by adding an unnecessary layer of complexity to the process. The Fighter makes a second roll, and if she succeeds, she reaches down and pulls up the Wizard. Not only is that more time consuming, but it sometimes completely nullifies the Wizard’s roll. Instead, the Fighter should roll once, and that single roll should be measure not just for success, but for how much it succeeded. Did the roll succeed by 1? 3? 5? 10? The answer to each of those questions determines a bonus the Fighter can hand out to other characters that need it. That simulates the Fighter reaching down and pulling up the Wizard without a bulky second roll; it’s simply part of the process. However, keep in mind that the Wizard’s roll also has to matter. The Fighter’s shared bonus has to be small enough that the Wizard will still fail if the Wizard doesn’t come close on his roll.

Having both of these solutions working together is the best option. With the way I’ve mapped out, both skill rolls matter. The Fighter cares because her roll must uber-succeed, and the Wizard cares because his roll has to come within a reasonable distance of success. Other characters just have to worry about themselves. All of this requires an underlying mathematical foundation that supports it, and I often don’t see that.

Each of these problems can be solved with a slight tweak here and there, but one of my points is that they’re all connected. If you don’t have a fundamental design structure that fixes all the problems, you’ll continue to have these problems pop up here and there. The problems is I don’t think game designers actually want to solve this problem. Wizards of the Coast promised to do so with 5e but quickly abandoned that promise.

It probably wouldn’t have been good for business.

Follow me on Twitter @gsllc

Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?)

Musings on Game Design and Revisiting AD&D 1st Edition: Boring Magic Items #DnD #RPG #ADnD

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Introduction to Each Post in This Series

On Friday (July 23, 2021), I mentioned that I was relearning AD&D 1st Edition (“1e“) with the intention of running it. As I read through the Player’s Handbook (“PHB“), certain mechanics or text will strike me as odd or surprising, but in either case worthy of discussion. In fact, the most surprising thing I’m experiencing is that I’m finding a lot more great ideas in 1e that we’ve since abandoned. I find myself asking, “Why?” As a result, I’ll be writing several posts over the next few weeks. I’m sure everything I’m thinking has been discussed before — sometimes be me — so perhaps my questions have been answered, and my concerns resolved, years ago. My experience with RPGs is relatively limited in scope, having played a small number of games, so I’m sure a lot of what I’m going to say has been incorporated into games I’ve never even heard of. (Some have certainly been addressed by future editions of D&D themselves.) Nevertheless, bringing this directed conversation to the public is new to me, so here it goes.

Posts in this series: | My Playlist | Campaign Settings and Pantheons | Languages | Level | “Dead Levels” | Division of Labor, Distance, and Time | Initiative | Combat Subsystems | Armor Class Ratings | Alignment and Reputation | The Feel of a School of Magic | Boring Magic Items | Ability Score Bonuses and Skill Rolls | The Problem with Democracies | Hitting More Frequently | Encounter Balance and Shooting Yourselves in the Feet |

Boring Magic Items

I’ve already discussed this but am going to repeat the argument here: You should never have a +X amulet, shield, suit of armor, weapon, etc. It’s boring, and the bonus is illusory anyway.

DMs balance encounters to suit the game they want to run. Maybe they want the encounters to be average, harder than average, or easier than average, but whatever the balance they want, that’s what they want. Let’s say a game is designed such that we can assume our characters will get a +1 weapon by 3rd level. If that happens, are all the encounters suddenly too easy for the party? Of course not. When I say that a “game is designed such that we can assume our characters will get a +1 weapon by 3rd level,” what I’m also effectively saying is that the monsters the characters will face at 3rd level also receive that same bump. That maintains the balance the DM seeks without having to mess with the level of the monsters. In other words, the bonus is illusory because it must be met, bonus for bonus, by the monsters. 1e makes things a bit more interesting using tables to determine randomly the precise magic item you find (as well as some other things like level drain and ability score drain being assumed), but even those items are balanced for a range of levels. I’m not satisfied by that, but at least there’s something interesting going on, so I can understand why someone else may be. But getting just a +2 weapon? C’mon, people.

Here’s a better solution, and one that all games use in part anyway: Be creative. Create interesting magic items, such as 1e‘s scimitar of speed, or 4e‘s frostbrand weapon. Sure, these weapons also give you an illusory combat power that must be balanced by increasing the threat of monsters, but the point is that they make things interesting. The 1e scimitar of speed is fun because you can attack even while the rest of your side is surprised. With a frostbrand weapon, the Fighter can use tactics to line up the enemies in such a way as to hit multiple targets with a blast. Without stealing the Wizard’s thunder, for just a fleeting moment, the frostbrand weapon let’s the Fighter act as a Wizard using a blast power, and it feels like an accomplishment with respect to tactics. If the enemies are vulnerable to cold, that’s gravy. Even 3e armor of acid resistance, which is a passive effect, would give a character their chance to shine. The fighter wearing that could run headlong into a fight against a black dragon and nearly single-handedly save the day. Maybe. Dragons are tough. In any case, those are interesting magic items.

Well, not all dragons are tough.

On the other hand, who actually thinks it’s fun to add 6 to your attack rolls rather than adding 5? There’s nothing fun or interesting about that, and that’s the primary mechanical difference between a +X weapon and a nonmagical one. The only other one I can think of is that some creatures can’t be hit by nonmagical weapons, but not having magical weapons in those scenarios just means every encounter is a TPK. That means the boon of finding a +X magic item is, in all meaningful ways, illusory. It adds nothing to the mechanics or fun of the game. But here’s the other thing. Even if you think getting a +X weapon is fun (in which case you’re weird), would you miss it if it were gone? Wouldn’t you be just as happy with a scimitar of speed as you would a +X weapon? If so, then eliminating +X magic items from the game keeps everyone happy. Accordingly, 1e has a lot of cool magic items, and those are the only ones I’ll ever hand out.

You may be fooled by illusory bonuses, but I’m not.

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Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?)

Supplementing My Stash of AD&D Material #ADnD #DnD #RPG #WotC

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Sundays now are lazy days for me. I either post something silly or other people’s work. Usually both. Today, it’s about someone else’s work. If you follow this blog, it’s impossible not to know that I’m preparing for a return to 1st Edition AD&D. This week, I received the bulk of my new purchases.

I’m still awaiting three more titles: The Monster Manual II, the Dungeon Master’s Guide, and Unearthed Arcana. I don’t expect to make full use of this collection. A lot of this is to complete my collection, but even the stuff I don’t use will help me enhance the stuff I do use. As far as I’m concerned, none of this was a waste of money . . . except for I2: Tomb of the Lizard King, for which I accidentally bought two copies. That cost me only an extra $10. Fortunately, I’ve already sold and mailed it.

In case you’re wondering, I bought these via the DMs’ Guild, which is “direct” from Wizards of the Coast, but they run off the Drive Thru RPG engine. I’m not 100% sure of the relationship, but regardless of which site I’m on, I see the purchases I made from both. They were promised to be delivered within two weeks, but I got them within five days. Someone on MeWe pointed out one drawback of buying the reprinted adventures: The maps aren’t removeable. This is true, but it’s not a problem if, like me, you’ll actually run the game with the (bookmarked) PDFs. In all other ways, the adventures are the same as the original ones, but they’re reasonably priced. Getting a good price on any of these is possible, but it takes a lot of patience. Most of them cost literally 100s of dollars until you find that one offering that’s reasonable. I just bit the bullet and bought want I wanted for my collection without any danger of overpaying.

I have zero regrets.

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Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?)

My Top 10 List of D&D Cats #Caturday #DnD #RPG

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Because my recent posts are all D&D related, D&D is taking over Caturday this week. Here’s my top ten list of cat-related D&D creatures. WordPress won’t allow me to use descending numbers, so in this case, my favorite will be #10.

  1. Sea Cats. Basically, they’re mentioned because there aren’t enough cat-like monsters to fill this list. Kind of funny, though, so they beat out the semi-feline dragonne for the bottom spot.
  2. Tabaxi. I’m at least curious about playing a a Tabaxi. As a cat person, I could probably make a good run of it, but I never have. Curiosities don’t get to land high on a list.
  3. Displacer Beast. These guys are probably lower on my list than they would be on the lists of most players. I never had the fanboy reaction to them that so many others did. I’m not sure why. They just didn’t do it for me.
  4. Tressyms. Clearly, I’m a cat person. What cat person wouldn’t want a flying kitty cat? But I’ve never played one because I don’t play wizards, and the only context in which I’ve seen a player have a tressym is as a familiar. As with Tabaxis, theory doesn’t rank as high as practice.
  5. Wemic. Leonine centaurs? How wonderfully majestic. In Sumerian mythology, they were called Urmahlullus, and they appear to be good guys. To my recollection, they’ve been considered neutral in D&D with respect to their alignment, but that certainly doesn’t mean they can’t be played as helpful to a party of PCs.
  6. Manticores. Not only do manticores appear in a few of my favorite old-school adventures (ah, nostalgia), but they pose an interesting tactical challenge. Manticores can fly, but even if you nullify that ability, they’re equally dangerous in melee.
  7. Tembos. I’m taking some license here and calling these denizens of Athas cats (from the Dark Sun campaign setting). I have doubts that they are; however, much like hyenas are feliforms (catlike) that appear to be canines (doglike) because of the space they occupy in their ecosystem, the Tembo appears roughly like a smilodon. When I first took a look at the stat block in 4e, I knew they were trouble, but when the DM threw one at our party, I realized how little I actually knew. It was hard not to immerse yourself in the gaming moment considering the unspeakable horrors it committed against you. (Unspeakable Horror was a fitting name for one of its 4e powers.) You may have well been fighting a creature three of four levels higher. Sometimes you just want a fight, and this thing delivered.
  8. Sphinxes. This creature is right up my alley. My favorite aspect to D&D is solving puzzles, and a sphinx is loaded with them. Encountering sphinxes and being able to circumvent their threat using my real-world wits makes for a great and memorable encounter.
  9. Leonines. What’s better than meeting a sphinx? Playing one. Duh. Grexes was my a leonine (anthropomorphic lion) from the Mystic Odyssey of Theros campaign setting, and I presented him as someone with an obsession admiration of sphinxes. He often spoke in riddles, for example asking a greeter at the inn for “that which has four legs but cannot run.” It took a second, but the DM quickly realized I was asking for a table. Maybe Grexes should have made my list of my favorite TTRPG characters.
  10. Snuggles. Snuggles was a jaguar, but more to the point was the name I gave to my 4e beastmaster ranger’s animal companion. That was a fun class to play. Super mobile, varied attacks, high damage output, and always able to self-flank using Snuggles, which means he hit fairly often. Snuggles was the shit.

Snuggles wins. YMMV.

Follow me on Twitter at @gsllc

Dungeons & Dragons, Mystic Odyssey of Theros, and Dark Sun are trademarks of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?)


Musings on Game Design and Revisiting AD&D 1st Edition: Alignment and Reputation #DnD #RPG #ADnD

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Introduction to Each Post in This Series

On Friday (July 23, 2021), I mentioned that I was relearning AD&D 1st Edition (“1e“) with the intention of running it. As I read through the Player’s Handbook (“PHB“), certain mechanics or text will strike me as odd or surprising, but in either case worthy of discussion. In fact, the most surprising thing I’m experiencing is that I’m finding a lot more great ideas in 1e that we’ve since abandoned. I find myself asking, “Why?” As a result, I’ll be writing several posts over the next few weeks. I’m sure everything I’m thinking has been discussed before — sometimes be me — so perhaps my questions have been answered, and my concerns resolved, years ago. My experience with RPGs is relatively limited in scope, having played a small number of games, so I’m sure a lot of what I’m going to say has been incorporated into games I’ve never even heard of. (Some have certainly been addressed by future editions of D&D themselves.) Nevertheless, bringing this directed conversation to the public is new to me, so here it goes.

Posts in this series: | My Playlist | Campaign Settings and Pantheons | Languages | Level | “Dead Levels” | Division of Labor, Distance, and Time | Initiative | Combat Subsystems | Armor Class Ratings | Alignment and Reputation | The Feel of a School of Magic | Boring Magic Items | Ability Score Bonuses and Skill Rolls | The Problem with Democracies | Hitting More Frequently | Encounter Balance and Shooting Yourselves in the Feet |

Alignment

Oh, shit. It’s on now. It’s a good thing my blog isn’t popular. I’d get hammered if this went viral.

What happens when a lawful good, mortal character picks up the Book of Vile Darkness? It burns, right? In 5e, she suffers disadvantage. In 4e, she grants combat advantage and has a penalty to attacks and saves. What happens when a neutral evil, mortal character holds it? Nothing, right? Well, that makes no sense. If the book is covered in acid, radiating electricity, or otherwise sending off harmful waves, it should hurt anyone who holds it that isn’t resistant to the damage. But it doesn’t. Why? Because what it’s radiating is evil, and in fantasy RPGs, law, chaos, good, and evil aren’t just philosophies. Philosophies can’t burn you.

9 Philosophy memes ideas | philosophy memes, philosophy, memes
Though philosophers can.

Instead, law, chaos, good, and evil are forces of nature, just like electromagnetism and the strong and weak nuclear forces. As Lord Gygax wrote, “it is very difficult for a character to voluntarily switch from one [alignment] to another. . .” (1e PHB, 34). This shouldn’t be hard for a D&D player to accept. We already accept the notion of the elements — air, earth, fire, and water — as fundamental aspects of nature, which is terrible science. Alignment can easily fit into that same approach. It’s an even stronger position to take considering that, in a fantasy setting, gods are fueled by prayers. These alignment forces provide a medium through which prayers and deeds fuel the power of the gods. Accordingly, you should expect the gods to engage in a divine arms race, infusing their mortal races with alignment energies, which results in an instinct to worship their respective creators. In other words, it makes perfect sense that Gruumsh would infuse orcs with both chaos and evil, and make them in his own image. Exceptions aside, who else would orcs worship?

Stories

Many wonderful stories that permeate not only RPGs, but our culture in general, are often a direct result of, and deeply intertwined with, this idealized approach to alignment. I understand that some of those stories have troubling themes (e.g., Sleeping Beauty was raped), but there’s no reason that such themes must exist as part of this approach. That’s a matter of story only. However, I will say that sometimes you need a story to be extreme in order for the audience to appreciate it.

A Few Problems Remain

If the point of keeping alignments is the stories, you have to make sure alignment doesn’t negatively impact the story. I see that happen when, for example, every player safely assumes that every monster they meet is evil.

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Even if 99.99% of, e.g., hobgoblins are evil, the percentage of evil hobgoblins the characters actually meet should be much lower. Otherwise, every encounter with hobgoblins becomes as “kick the door down, kill everyone, and steal their shit” encounter. That’s too easy and boring.

So, even assuming you accept my position that alignments should remain, and you make sure a high percentage of exceptions exist among the humanoid NPCs the characters meet, there are two more problems that yet remain, and they have nothing to do with the social controversies surrounding it.

First, it sometimes seems that everyone has a different definition of each of the alignments. Over on Facebook, someone recently asked, “Just for fun, what alignment(s) suit Indiana Jones?” Here are the answers:

Chaotic good.
Neutral Good.
Chaotic Neutral.
Neutral.
Lawful Good.
Lawful Neutral.
Neutral Awesome.
Lawful Evil.
Chaotic Bitchen.

Unless “awesome” and “bitchen” are synonyms for evil, they all agree Indy isn’t neutral evil or chaotic evil. Well, that doesn’t exactly narrow it down. Without agreed-upon definitions for these terms, it’s hard to deal with them. Lord Gygax acknowledged this.

Naturally, there are all variations and shades of tendencies within each alignment. The descriptions are generalizations only.

PHB, 33.

This suggests, as do the explanations given in that Facebook post, that part of the problem is that everyone has their own opinion as to where the line is drawn between two alignments. Several of the 125 answers drew the boundaries around some alignments more narrowly than others. That is, they’d cite a single instance of Indy going off alignment as proof that he wasn’t of that alignment at all. For example, one person said chaotic good because Indy would occasionally break a law. Even a lawful good character would break a rule once in a blue moon, but “occasionally” breaking a rule sounds like neutral good to me. Chaotic good is a disrespect for all but the most important laws (e.g., murder), and even those were flexible. This poster apparently wouldn’t tolerate a single rule break before designating Indy chaotic good.

Maybe these will help.

I’m not sure this problem is solvable. Both 2e (IIRC) and 3e were reasonably thorough in their discussion of alignment, yet we still have this problem. However, we just need the problem solved on a per-table basis. That can be done at a session zero and as the campaign proceeds. So, for the sake of argument, let’s say everyone at a particular table fully agrees on how a character of a particular alignment should act under a particular set of circumstances. This leads us to the second problem: Some people don’t play alignment properly even where we all agree on what that alignment demands of the character. Some players choose an alignment for some mechanical benefit, but play the character as a different alignment simply because it’s more fun, or perhaps to take advantage of a different mechanical benefit. I can think of far worse things players have done, but you lose something from the gaming experience for yourself and others if you play that way.

The Solution to These Problems

These problems can be (have been?) mitigated in two ways: 1) lessening the mechanical benefit of alignment forces; and 2) having a robust reputation system. If a lawful good paladin holds the Book of Vile Darkness, then it should burn him and provide a mechanical penalty, because that’s a penalty that applies to only a small number of related encounters. The moment alignment has a larger impact on mechanics than these exceptional cases, players have an incentive to claim an alignment that they won’t actually play. Still, any incentive at all could be a problem, so we’re not out of the woods yet.

The overall behavior of the character (or creature) is delineated by alignment, or, in the case of player characters, behavior determines actual alignment.

1e DMG, 23

The other solution is a robust system of reputation. 4e’s D&D Encounters had such a system, but it wasn’t as strong as I’m suggesting. At any moment where the players are going to increase their reputation, a DM must disclose to a player that a given act will have appropriate consequences. They will be seen either as someone to rely on or someone not to be trusted depending on what choice they make. Some choices don’t carry any ethical weight to them but still add to a character’s reputation. Thus, characters accumulate good, bad, and neutral reputation points. The total number of points they accumulate determine their reputation (i.e., how well-known they are), but the difference between their good and bad points determines how certain institutions and organizations will view them. If you’re a thief with more bad points than good, the ruling noble won’t trust you, but the Thieves’ Guild will help you out. Alignment and reputation can work well together, and I see no pressing need to omit alignment from RPGs, but if you do omit alignment, you should certainly replace alignment with reputation.

Dwindling down to Nothing

As more elements are removed from the game, there won’t be anything else left to play. Alignment is yet another fine idea that’s about to be removed because people are connecting a fantasy world to the real world. The last time I dealt with this point of view, the Satanic Panic kicked my ass. The panicked saw the mythological elements of D&D as competition for their own religious views, which meant they were taking both mythology and games far too seriously. This campaign against alignment shares the same mentality, taking a game too seriously and treating it as you would the real world. The last time I checked, there are no goblins running around my neighborhood, and evil isn’t anything more than a state of mind, so there’s no need to eliminate many powerful stories from our arsenal. If this trend continues, future generations won’t be able to tell any stories at all. I’d rather not throw the baby out with the bathwater.

There. I’ve spoken my peace. I’ll never publicly discuss this alignment bullshit again.

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Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?)

Musings on Game Design and Revisiting AD&D 1st Edition: Armor Class Ratings #DnD #RPG #ADnD

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Introduction to Each Post in This Series

On Friday (July 23, 2021), I mentioned that I was relearning AD&D 1st Edition (“1e“) with the intention of running it. As I read through the Player’s Handbook (“PHB“), certain mechanics or text will strike me as odd or surprising, but in either case worthy of discussion. In fact, the most surprising thing I’m experiencing is that I’m finding a lot more great ideas in 1e that we’ve since abandoned. I find myself asking, “Why?” As a result, I’ll be writing several posts over the next few weeks. I’m sure everything I’m thinking has been discussed before — sometimes be me — so perhaps my questions have been answered, and my concerns resolved, years ago. My experience with RPGs is relatively limited in scope, having played a small number of games, so I’m sure a lot of what I’m going to say has been incorporated into games I’ve never even heard of. (Some have certainly been addressed by future editions of D&D themselves.) Nevertheless, bringing this directed conversation to the public is new to me, so here it goes.

Posts in this series: | My Playlist | Campaign Settings and Pantheons | Languages | Level | “Dead Levels” | Division of Labor, Distance, and Time | Initiative | Combat Subsystems | Armor Class Ratings | Alignment and Reputation | The Feel of a School of Magic | Boring Magic Items | Ability Score Bonuses and Skill Rolls | The Problem with Democracies | Hitting More Frequently | Encounter Balance and Shooting Yourselves in the Feet |

Armor Class Ratings

If there were a subtitle to this post, it would be, “1st Edition AD&D; where logic goes to die.” I think this post exists just so I can reinforce this crazy rule in my brain, but perhaps many of you reading this have never played 1e (or have forgotten it), so it’s still useful to illustrate a point.

The notion of Armor Class Ratings (“ACR“) adjustments is fascinating and logical.

Fascinating... - GIF on Imgur

The idea is that some weapons are better suited to attack specific types of armor than others. For example, the long sword is probably the best weapon a Fighter could carry for a number of reasons, but a morning star works better against a shield (+2 v. +1). Why? Perhaps because when the morning star is blocked, it’s bludgeoning force can transfer through the shield to damage the enemy’s arm. Similarly, a footman’s military pick (+2) can better find the gaps in plate mail than a battle axe (-2). These advantages are reflected in attack bonuses and penalties against ACRs. What do I mean by ACR? You’re going to be sorry I asked myself that.

Your ACR (a.k.a., base AC, AC type) is based on a chart provided below. It ranges from 2 to 10, though in Unearthed Arcana that range is extended down to 0. This is a number distinct from your actual Armor Class value (“AC“). So, if, for example, you’re wearing plate mail, your ACR is 3. Add a shield to that, and it becomes 2. The ACR is the AC the armor would grant on its own before any other adjustments are made; therefore these numbers are fixed as long as you’re using that armor. Your actual AC can be different due to a bonus or penalty granted to you by your Dexterity score, magical influence, or circumstances. So, the Fighter in plate mail has an ACR of 3, but could have an AC of -1. Your ACR, however, is the basis for the weapon-based attack bonuses and penalties for your enemies.

Type of ArmorACR
None10
Shield only9
Leather armor // padded armor8
Leather + shield // padded armor + shield // studded leather // ring mail7
Studded leather + shield // ring mail + shield // scale mail6
Scale mail + shield // chain mail5
Chain mail + shield // splint mail // banded mail4
Splint mail + shield // banded mail + shield // plate mail 3
Plate mail + shield // field plate armor2
Field plate armor +shield // full plate armor1
Full plate armor + shield0
Data from PHB, page 36. Data in italics from Unearthed Arcana, page 26.

The Downsides

But here’s the thing. First, it’s crazy complicated, both on the DM end and the player end. It’s yet another layer of rules to apply to combat that, sadly, isn’t even included on the Dungeon Master’s Screen. Moreover, players playing fighters have yet another factor in picking what weapons to carry around, and they must be able to think on the fly as to what weapon to use in any given scenario. For example, as stated above, almost every fighter is going to have a longsword (-1 v. plate mail) or battle axe (-2 v. plate mail) as their primary weapon, but will also need a dagger (-3 v. plate mail) or short sword (-2 v. plate mail) for close-quarters combat, and some form of ranged weapon in case there’s a lot of distance between them and their enemies, the best against plate mail being the long bow and heavy crossbow (+0 v. plate mail). Because of ACR, the fighter will also want a footman’s flail, military pick, or two-handed sword (each +2 v. plate mail) strapped to their back in case they run into an enemy wearing plate mail, but they also want a spear in case they charge, or are charged by, an enemy. Did I mention that a Fighter is proficient in only 4 weapons until 4th level (PHB, 37)? Have we gone over encumbrance rules yet (PHB, 101)?

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This won’t happen unless you hit him with the correct weapon.

Second, the basis of the rule is logic, but that logic quickly breaks down. As you can see from the chart, the base AC for splint mail and a shield is the same base AC for plate mail without a shield. So why would the morning star react to both the same way? Without the shield, the morning star shouldn’t get any sort of bonus, so as complicated as this rule is, it should be even more complicated, instead tying ACR bonuses and penalties to the specific armor used rather than on the numerical AC they inherently give. That is, instead of saying a morning star grants a +2 against any combination of armor that would, unadjusted, grant an AC of 2, the rules should say that a morning star grants +2 against any opponent relying on a shield regardless of what else they’re wearing. Maybe. If I really thought about it, an even more complicated rule could be appropriate. Fortunately/unfortunately, logic cedes ground to abstraction, because otherwise, well . . . .

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Don’t forget to tune in next week for psionics! Maybe. I doubt it.

So Why Am I Going Use Them?

First, I want the full 1e experience, so I’m going to use this in my game at least to start. Second, I’m optimistic that this won’t be much of an issue because this applies only to enemies using armor. Monsters that don’t wear armor aren’t considered to have ACRs (DMG, page 28). Their AC is what’s needed to properly balance the system. At least that’s what the creators claimed.

Third, let me tell you another story . . . .

Because of my 23-year hiatus from D&D, I completely missed 2nd Edition D&D. I’ve played three sessions of it since returning to the game, once for two hours, and then twice in successive weekends as part of a single adventure (probably about 5 hours each session IIRC). In the first of those latter two sessions, the DM (Erik) game my bard a wand of magic missiles. He randomly rolled the number of charges for me, and it was ridiculously high. There’s no way I was ever going to run out of magic missiles. So, every time I tried to use my rapier, cast a non-healing spell, or use any non-standard attack, the entire table said, “No! Use the wand!” Thereafter, the game bored me, and Erik actually apologized. He thought he was doing a nice thing but wasn’t thinking about how it would impact the way I like to play.

ACRs make things a slight bit more interesting. A party may insist that the Fighter always swing a longsword, but sometimes it won’t be the best option. As a player, swinging a morning star isn’t very different — roll a d20 to hit, and if you do, roll damage — but there are other useful things a character can do in combat. If the longsword isn’t as valuable as grappling, knocking a bookshelf over, or swinging from a chandelier to kick an enemy prone, then a Fighter will no longer be a one-trick pony. Combat modifications like ACR will leave a player looking for the right tool for the job. Assuming the system turns out to be workable, wouldn’t that be more fun?

That brief shot of his left eyeball is solid gold.

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Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?)