Hope your holidays have been enjoyable! We’ve had a very
nice Christmas, even if it’s been a bit soggy—one of the hazards of living in
the Seattle area, I suppose. On the bright side, the ski slopes have had plenty
of snow.
Not much new to report this time around. Over the next
couple of weeks, I’ll be helping the folks at Goblinworks with the Kickstarter
for their Pathfinder Online game. Even if you’re not a MMO fan, you ought to
check out what they’re giving away in tabletop game materials for participating
in the Kickstarter—it’s a fantastic deal even if you never play a minute of the
MMO.
Gaming: Well, my
experiment in returning to 3e and running a 4e adventure in a 2e setting is
wrapped up. There were many things I loved about 3e, but playing that rule set
again after years in 4e was more challenging than I thought. It’s a much
swingier version of D&D, and encounter building is tougher than I
remembered. For example, the druid in
the party blew up two big encounters with a 1st-level spell
(entangle); in 4e, that spell would be (save ends) and maybe a burst 3, as
opposed to a burst 10. Anyway, I started working up some house rules and
patches to 4e-ify my game a little bit around the edges—say, adding save-each-round
versus status effects--and it wound up being a lot more involved than I would
have thought. And my group missed the
Character Builder.
Anyway, I’m now thinking about just sticking to 4e. But now
I’m thinking about what I might want to houserule in 4e. The two things that
bug me the most: Grindy combat, and bland wizards.
By grindy combat, I’m referring to fights where everyone’s
used all the encounter and daily powers they care to expend, but the monsters
still have more hit points to go through. I’ve seen too many 4e combats stretch
out 10 rounds after the fun was finished. A simple patch is to cut monster hit
points in half, but that of course just reduces the danger to PCs since
monsters drop before they achieve their expected threat against the PCs. If you
halve monster hp but double monster damage, you’d get pretty close to balancing
it out, but I worry that might actually be too swingy—the effect of a monster
getting just a little lucky and rolling a hit three rounds in a row instead of
miss-hit-miss or hit-miss-hit would be too severe, especially if it’s a high
damage monster like a brute. I’m almost wondering if I could quietly apply
something like a +4 attack bonus on my side of the screen to increase damage
output without quite so much swinginess.
By bland wizards, I mean wizards that look too much like
other classes. This is really an aesthetic issue for me, not a game balance
issue: in 4e, wizards just aren’t “different” enough from other characters for
my tastes. I feel like 4e wizards would be more true to the D&D idiom if,
say, they had maybe 60 percent of the hit points they currently do, but their
damage output or offensive power increased in some way. Wizards should be glass
cannons, and protecting wizards from enemy attack is a classic D&D tactic
that gets short shrift in 4e. IMO, it should be the case that the scariest
thing that can happen to you in D&D is to get targeted by an enemy wizard’s
highest-level spell… but in 4e, that’s generally not the case. The striker is way more scary. So what kind
of offensive benefit would I give wizards to make them more like glass cannons?
Well, I’m not sure yet. I think it could be something like this:
Metamagic: Three times per day, you can use metamagic on a
spell you’re casting. Choose one of the following effects: increase a burst or
blast by 1; add 10/20/40 damage by tier; change “save ends” to “2 saves end.”
Making it a daily resource is interesting to me, because
managing an important daily resource is what wizards have always been about. I
want to find a happy medium between the 3e wizard’s ability to absolutely blow
up an encounter, and the 4e wizard’s lack of ability to do so (in my
experience, the 4e wizard doesn’t kill many foes, although there are certainly
obnoxious orb builds that can stun lock foes).
I think I might also houserule a ritual bonus of some sort,
like “you have 2/3/4 ritual slots in addition to your utility slots.” Tracking
ritual components is no fun, but it’s a shame that rituals just don’t get used
in play. I miss the occasional Knock spell.
Politics/Current
Events: I’ve been thinking more about the question of gun control and the
right to bear arms, and I got to someplace I didn’t expect. Many people don’t
realize that the Second Amendment was created specifically to serve as a check
on the government’s power. The Founding Fathers were revolutionaries who
recognized that a people oppressed by their government had the right to take up
arms and free themselves. They wanted to assure the people of the various
states that, if the federal government became oppressive, the people would
retain the means to protect themselves against tyranny. Of course, in the 18th
century, it was possible for individuals to provide themselves with current,
military-grade gear. A farmer’s musket was equal in firepower to a soldier’s
musket.
In the 21st
century, it’s no longer possible for individual or small-community effort to
field a modern military force. Not many private citizens can afford to own
tanks or jet fighters. However, our country does have militia organizations
that do exactly that—the National Guard. While it’s true that we don’t really
have town or county militias anymore, the Guard of today is what the Founding
Fathers were protecting in the 18th century. So if the National
Guard meets the need foreseen by the Framers when they created the Second
Amendment, what does that mean for private gun ownership?
I find myself thinking that private gun ownership actually
has very little to do with the Second Amendment—and I say this as a gun owner
who would absolutely refuse to comply with any kind of confiscation program.
Private gun ownership isn’t about the right to bear arms, it’s about the right
of self-defense. The principle of
self-defense is enshrined in our legal system in many places; it’s one of those
“natural rights” that form the philosophical foundation of our legal and
political systems. In a world where you might be attacked with lethal force,
you have the right to use lethal force to protect yourself (and your property,
to some extent). And that means you can make sure the means of self-defense are
close at hand.
So, I think it’s not unreasonable to tighten up gun
regulations, but it’s important that people can arm themselves for self-defense
if they want to. I don’t think there is a Constitutionally mandated right to
own a Hellfire missile or a heavy machine gun—but I think there is a natural
right to own a hunting rifle or a pistol, and that right shouldn’t be infringed
or limited by government without very good reason. Let’s just make sure that the regulations we
create for gun control are logical and effective, and don’t wind up taking guns
away from responsible people while leaving them in the hands of criminals.
The Finer Things:
The Twilight Zone. There’s a marathon on the Sci Fi channel today. Man, these
shows are great. Best part? My daughter is a real aficionado, too. Nice to know
that I’m raising her right.
This guy worked up a 4E damage table that pretty closely matches the lethality of 1st level through all levels:
ReplyDeletehttp://dmg42.blogspot.com/2012/02/boot-on-face-of-level-1-damage-forever.html
And if everyone has burned their encounter and daily powers and there's still enemies on the table, someone is doing it wrong. The strikers aren't striking, or your monsters need to retreat.
Interesting to hear you came to the same conclusion on 3e/4e as I did :-)
ReplyDeleteCouple of suggestions for your issues:
- 13th Age has a nifty idea for an "escalation die". This is basically a + to hit (tracked on a die) for the PCs that escalates as the fight progresses, increasing effective damage as time goes by. This at one swoop shortens combat and makes saving encounter and daily powers for later in the fight interesting.
- There is an ENworld thread on revisions to 4e right now that might give you some ideas: http://www.enworld.org/forum/showthread.php?333308-New-Year-New-4e
Enjoy!
Thanks for the thread link, Andy! That was an interesting discussion. And I was gratified to see that I was pretty well "up" on the issues--I was kinda afraid that my game designer muscles might have atrophied from not working on 4e system stuff in more than a year. I ran my first 4e session on Thursday, and it went well, but I had a *hard* time getting the Caesars in my group to understand that I wanted them to develop 3-dimensional characters who fit into the world, and that maybe they ought to throw some utility power or feat selections toward *roleplaying* and *exploration* support.
ReplyDeleteI liked the short discussion about "nonsense" powers. Thinking about whether I should warn the group that I may apply a harsh amount of common sense to power adjudication.
Rich
I am wondering how you felt playing in Birthright again.
ReplyDeleteHmm, it's an interesting area, but I have pretty much come to the conclusion that trying to persuade "Caesars" to play a particular way is fruitless. I just focus hard on the decisions I have the players make during play - on making sure they are meaningful, in the sense that they have clear and noticeable repercussions whichever choice is selected.
ReplyDeleteAs a GM leading the horses to water, you can't make them drink - but you *can* throw them into the middle of the river, and maybe they'll swallow the odd mouthful while they're busy trying to keep themselves from drowning... ;-)