Showing posts with label 5e. Show all posts
Showing posts with label 5e. Show all posts

Friday, 17 February 2017

Skills as described vs. skills as used

So I was visiting Dan and Arthur over the holidays, and we had many conversations about roleplaying, of course. One of them eventually pottered around to musing on skill interpretation. Or, to be a little uncharitable, skill misinterpretation.

Here, as usual, "skill" means an aspect of an RPG's mechanics which determine your competence in a specific field of activity. In some cases things we would normally consider to be Attributes or Statistics or something work in a way similar enough that we can also consider them here. White Wolf's dots, for example, are basically the same whether they're in an Attribute or a... whatever you call the other things, I forget.

Let's take as read for this article that a skill has four components: a Name, an optional Fluff, a Description, and an Application. The Name is literally the name of the skill ("Ignite Fish"). The Fluff is a bit of flavour text which some games include. The Description is the section of the rules which explains what the skill is, and may give specific mechanical subsystems, special uses, examples and so on; descriptions may be very mechanical or largely narrative.

Finally, the Application is simply the way a given set of players actually uses the skill in their games. This does not necessarily correspond to any of the above.

Friday, 13 May 2016

Being Mean About Rangers, part 3: Homebrewing

Constructing a Ranger

So having spent all this time arguing that the ranger doesn't need or deserve to be a class of its own, and indeed that insisting on it is probably deleterious to the game as a whole... what if I had to make a ranger class?

What, if anything, do I think can stand out as unique selling points for the ranger?

These must be:

  • Sufficiently generic that they don't lock the ranger down into one character concept
  • Sufficiently flexible that they are regularly relevant in most campaigns; which is to say, you will actually get to use these features during the game session
  • Sufficiently related that they seem to form a coherent whole
  • Sufficiently visible that they manifest in the narrative. Phrased much less pretentiously, I mean they should be something you actually notice happening, because unless you actually notice it in play, it doesn't feel like a real part of the story.

Monday, 9 May 2016

Being Mean About Rangers, part 2: Spelling Tests and Typecasting

Last time, as you may recall, I was pretty comprehensively dismissive of the 5e ranger's claims to be a class, based on what I argued to be a rag-tag collection of attributes and some shonky fluff-crunch joints. In particularly, I feel most of its non-combat abilities are overly dependent on the campaign, and the DM's preferred style, for relevance.

Mechanics

What about the mechanical end? Rogues and barbarians are to a non-trivial extent defined by a specific class mechanic (sneak attack and rage respectively). Of course, these are strongly tied into their fluff.

Unfortunately I feel like the ranger is, in a sense, self-sabotaging.

Tuesday, 3 May 2016

Being Mean About Rangers, part 1: Decline and Fail

So I've been thinking about the Ranger a lot, because it's one component of my multiclass character. I ran into problems at 4th level when I realised taking several more levels of ranger would not meaningfully affect the feel of my character. I'm not going to delve into that because it's as inside baseball as you can get. But I do want to talk about rangers.

Discussing things with Dan, the conclusion I came to was that the ranger is a bit of a problem.

The ranger has a core mechanic which actively discourages you from using a large proportion of its other capabilities. It has an unusual proportion of features dedicated to the "exploration pillar" in a way which makes its relevance uniquely vulnerable to the campaign and the whims of the DM. It lacks a strong and coherent archetype to explain what the class is all about. And in place of a strong defining thematic mechanic that supports a range of concepts, it has a hodgepodge of abilities that encourage playing a specific character.

...dammit. This is going to be controversial.

Hi, I'm Shimmin Beg, and I don't think the Ranger needs to be a class.

Sunday, 24 April 2016

Playing with 5e sorcerers

So I just wrote a (probably ill-advised) thing about changes to the warlock class aimed at making it less dependent on one trick. I've muttered before about some concerns I have with the sorcerer class, and I thought, why not look at that too?

First off, a quick disclaimer: I've only played a multiclass sorcerer, and I'm not in a position to comment usefully on balance. I'm not aiming to address any perceived class balance issues. As with the warlock, what I'm interested in here is flavour: how to make the sorcerer feel more distinctively sorcerery by riffing on its high notes.

Friday, 22 April 2016

Credence, Concentration and Caster Choices

So my elven ranger/sorcerer/monk who is currently composed of butterflies is currently invading the Spire at the heart of the Outlands to battle an immortal agent of cosmic equilibrium bent on genocide of her own apparently-mythical race.

What this means is I'm probably going to hit 11th level soon, which means a new Spell Known. Hoorah! I'm really indecisive about this sort of thing so I decided to brush up in advance and get some idea what I might want to learn. And I hit some snags.

Tuesday, 8 March 2016

Warlocks, revisited

Quite a long time ago, I talked about tweaking D&D 5e warlocks to reduce the system issues with eldritch blast and grant them more flexibility as a class. I also mentioned that I'd prefer to make broader changes.

I am nothing if not inclined to suddenly drop things I've been working on in favour of immediate whims reliable, so I'm going to revisit this topic now.

Wednesday, 17 February 2016

Travelogues: trouble on the road

Random encounters from wandering monsters are the classic hazard, but more mundane problems are the mainstay of travelogues.

What I'd like to do is have a probability system for testing for different categories of hazard, adjusted to account for the players' decisions about how to approach the journey. For example, if they're hustling they should be more likely to rush into unsafe terrain and slower to notice creeping hazards, like strange gases or sunstroke. If they take time to examine and maintain their carts and tack, they should be less likely to suffer malfunctions.

Basically I think I'd like to have a "how do you spend your time and energy?" decision. You can travel at absolutely full speed, which makes all kinds of problems more likely to arise: walking into danger, exhaustion, injury, spoilage, accidents and so on. You can take excellent care of your mounts and gear, but travel slowly and use up both food (in travel time) and resources (for maintenance). So you're deciding what your priorities are.

Travel pace

I think (based on my mate's requirements) what I'll suggest is that each day has six 4-hour blocks, and you can choose how many to spend travelling. Those you don't, you can use for downtime activities. Travelling for more than 8 hours beyond this counts as Forced March, no matter in which order you do things!

Travel speeds, and their bonuses and penalties, are otherwise as in the DMG.

Okay, I've pretty much run out of subsystems now, so I need an actual main system... curses.

Right, let's have a stab at this.

The basic idea is much like the random encounter roll, except without monsters. There will be several rolls made each day (or whatever period), with various modifiers, to determine whether anything unusual happens.

I'm probably going to change that because I think it's too faffy on reflection, but let's take a look anywway.

Event Rolls

There are five categories of random events: Travel, Health, Gear, Animal and (of course) Encounter.

Each roll is a 2d10. All rolls are modified by party Morale.

Travel rolls gain a +5 bonus if anyone successfully Planned.

Gear rolls gain a +5 bonus if anyone successfully did Maintenance.

Animal rolls gain a +5 bonus if anyone successfully did Animal Care.

Characters roll Health individually, modified by their Health.

I'm not going to work up actual tables here because I suspect this model is just too faffy. Essentially, it would be low rolls resulting in serious problems, and high rolls resulting in either nothing or some small benefit (such as faster progress).

Composite Rolls

In this somewhat simpler model, there's just one roll to determine whether the notable event of the day is good, bad or indifferent. A secondary roll determines the type of event (such as Travel, Health etc.) and its effects are then calculated.

Roll 2d10 (modified by Morale) for the day's events to determine whether things go well or badly. Then use the highest of the two dice to determine the type of event that occurs. The DM is responsible for deciding exactly what has happened and (where appropriate) framing it as a challenge for the PCs.

If the group is forced marching, they suffer an additional -5 penalty on the roll.

Events allow rolls to avoid their effects. Activities performed in downtime and current status modify these rolls.

  • 4 or less: Calamity! Something has gone seriously wrong. The party will make little or no progress today, and may suffer lasting effects.
  • 5-7: Problems. Something significant goes wrong, and requires considerable effort to deal with.
  • 8-10: Minor setback. The party will lose a little time, energy or patience.
  • 11-15: Steady progress. There are no particular problems today.
  • 16-17: Good going. The party makes better progress than expected.
  • 18+: A stroke of luck!

Use the highest of the two dice faces (the Type Die) to determine the type of event from the chart below. For example, if you roll 4+7=11, the Type Die is a 7. If an event isn't appropriate (for example, the party has no animals with them) use the other face. If that also isn't appropriate, it's a Travel event.

Most events allow an Avoidance Roll to ignore the effects - only one character may make this roll, and in most cases the DM determines which. If the Avoidance Roll is successful, the DM narrates the issue that arises, but the party manage to overcome it without any significant difficulty: they pick a safe path through the marsh, fend off illness, notice the damaged reins in time to avoid an accident, and so on. If not, the party must deal with the issue in-game.

One further point: for some events to be meaningful, we need to assume that waving hands and chanting isn't a solution to everything. This is because with very little else happening, clerics can cheerfully cast cure spells all day. D&D's hit points are a handwavy mixture of stamina, resolve and physical injury. The simplest thing is to assume that, while clerics can easily heal battle wounds or virulent diseases, they can't do much about low-level illness or the time wasted when someone gets hurt. Maybe the gods just don't consider it serious enough? Injuries and illnesses still take time and exhaust the afflicted.

  1. Animal event. Something happens involving one of the party's mounts, pets or pack animals. The event can be avoided with a successful Animal Handling roll (DC 20 - Type Die), with advantage if the party did Animal Care last night.
  2. Health event. The party member with the lowest current Health is unwell or injured. The event can be avoided with a successful Constitution save (DC 20 - Type Die), with advantage if the character received Healthcare last night. If the unHealthiest party member is already afflicted by a Health event, choose the next unHealthiest.
  3. Hostile encounter. The party encounters active antagonists, ranging from petty thieves to bandits to vicious monsters depending on the scope of the event roll. This is handled like any other encounter and there is no avoidance roll.
  4. Gear event. There is a problem with some aspect of the party's gear (or, on an excellent roll, their equipment helps them progress faster than expected). This can be avoided with a successful Perception roll (DC 20 - Type Die) with advantage if the party did Maintenance last night.
  5. Travel event. The broadest category! An issue arises with the weather, roads, navigation, terrain, natural hazards, other travellers, local residents, the authorities, or perhaps the party simply find something interesting to investigate along the way. The DM should choose an appropriate avoidance roll, typically Survival or a social skill (DC 20 - Type Die).
  6. Health event
  7. Animal event
  8. Gear event.
  9. Travel event.
  10. Travel event.

A Hostile result isn't necessarily a combat. The party might choose to lay low while a raiding horde passes by, or plan a way to pass through a spider-filled forest without alerting the creatures. The difficulty of the challenge should reflect the event roll result - a Problem shouldn't be bypassed with a roll and no real loss of time.

But how does all that work?

Okay, how's this supposed to work? Here are some suggestions.

Animals

  • 4 - A mount is badly hurt - it trips and injures a leg, sinks into a bog, is poisoned by a roadside plant, develops infected sores from poorly-fitted tack, or is attacked by an animal in the night. The party might choose to abandon the creature and keep going (redistributing possession as necessary), or stop travelling for the day while they rescue, tend and reassure it.
  • 5 - A loud noise, strange animal or other surprise sends the pack mules racing off into the forest. The party will need to hurry to round them up, once they get their own mounts under control... and there are plenty of places for a mule to disappear.
  • 8 - A horse is unusually irritable and badly-behaved after weeks of travel. The party are slowed down as they struggle to keep it moving as they want. An Animal Handling roll won't deal with this problem, because that's what the AH avoidance roll represented - they've had their chance.
  • 11 - The horses feed from a cluster of strange herbs, and spend the rest of the day twitching and whinnying, but it has no serious consequences.
  • 16 - As the party rests, a grazing animal wanders aside and reveals a hunter's track, which proves to be a useful shortcut through a difficult area.
  • 18 - a ranger's companion bounds aside from the path, leading them to a suspicious patch of fresh-dug earth. A few minutes' digging reveals a small iron-bound chest containing silver pieces and a magic scroll.

Travel

  • 4 - The route through the hills proves a mistake when the weather worsens, leaving the party slipping on wet scree and struggling against violent gusts. A pack of supplies is lost when a party member nearly falls from a narrow ledge. (Mechanically that's probably going to be food, but it could include some party gear as well. The DM might allow an attempt to find and recover it, but that should be a long and difficult task)
  • 5 - The party enter a farmstead to ask for news and buy supplies. Instead, they find a secluded religious order who are angered by the intrusion, and by something about the party. The zealots order them off their land, and all the farms across this valley belong to the same unwelcoming group. It may not be possible to travel through this valley at all.
  • 8 - after a shortcut through a thicket, the party are constantly plagued by insects, due to the lingering scent of certain leaves. Their progress will be slowed and patience frayed unless they find a way to escape the flies.
  • 8 - a large band of bandit-hunting soldiers orders the party to halt for interrogation (Persuade or Bluff avoidance roll to quickly convince them to move on). A lengthy search and questioning delays the party and potentially inflicts some minor damage.
  • 11 - unstable stepping-stones plunge someone into a stream, but thankfully nothing is lost.
  • 11 - the party are forced to detour when they find a landslip has wiped out the cliffside path they hoped to take, but manage to make up lost time.
  • 16 - A break in the trees on a hilltop offers the party a splendid vista of the landscape ahead, helping them plan the rest of their journey. They gain the benefits of journey planning for the next 1d3 days without spending downtime.
  • 18 - The party encounters a band of wandering traders who are glad of some company. The traders can provide skilled Maintenance and give them advice about the route ahead. The party have a friendly contact in the next settlement they visit.

Health

  • 4 - the party member is afflicted by food poisoning, and completely helpless. Even with magical healing, they will be too weak and exhausted to travel or pursue downtime activities. They can only engage in absolute necessities (i.e. they can still do combat if necessary). They cannot act in downtime until they make a successful Con save (DC 12-days elapsed).
  • 5 - the party member wrenches a knee on unstable ground, and can only move slowly. The party's progress is reduced today.
  • 8 - a fever affects the character's senses, so they see and hear illusory threats, and act erratically. The party must decide how to respond.
  • 11 - a slight headache from the biting wind makes minimal difference to the journey.
  • 16 - whether fresh or exhausted, the character feels unusually clear-headed and focused. Their attentiveness helps the party avoid difficult ground and push rapidly on with their journey.
  • 18 - food the party gathered proves to be especially refreshing, and after the meal they all feel in good humour. The party's Morale increases by 1.

Gear

  • 4 - A broken wheel leaves a cart useless. The party must choose whether to make long, difficult repairs (a challenge planned by the DM) or abandon the cart where it lies. If they have a spare wheel, they must hoist the cart (a dangerous job) and try to fit the new one.
  • 5 - Vermin have found their way into a pack, chewing the bag and eating supplies. The party loses 1d4 daysworth of food.
  • 8 - Cooking gear is damaged by poor packing. Unless the party has spares, someone must burn a downtime slot to fix the gear or rig up alternative cooking options.
  • 11 - A poorly-fitted sadly leaves someone saddle-sore, but otherwise fine.
  • 16 - The expensive telescope someone insisted on bringing allows you to spot a broken bridge up ahead, and the brigands apparently lurking nearby. You can take a different route and make good progress, or you could attempt to confront the bandits.
  • 18 - you have exactly the obscure item you need to earn the gratitude of a passing wizard, who offers you a warm welcome at her well-hidden tower. The party can rest and feast well tonight, and has the chance to obtain some minor magical supplies.

That seems more or less workable to me?

Wednesday, 10 February 2016

Travelogues: downtime activities

So, what about those downtime activities? Let's review.

New downtime activities

Discussions with my mate are looking like downtime might be spend in blocks of four hours in his campaign, which is fair enough. Let's assume that as the basis for now; DCs below have been adjusted accordingly.

There are basically two types of downtime activities here: essential and optional. It's pretty much essential (at least on longer journeys) to forage for food and water, and so these activities are relatively easy. The other activities give characters an opportunity to prepare and reduce the chances of something going wrong in future, but gaining these benefits is more difficult.

Tuesday, 9 February 2016

Travelogues: health

We're coming to the end of the subsystems for travelogues (thank goodness), and having thrown out some ideas about rest, food, morale and maintenance, I'm going to move on to health.

Health isn't a big part of most roleplaying games, particularly combat-adventure games like D&D, where there's a ferociously-handwavy zone of "either stabbed in the kidneys or badly bruised or forced to make a sudden dodge, we're not sure" around injuries and where diseases only exist as things that kill you quite quickly and probably turn you into a monster. That's fair enough. Head colds and carpal tunnel syndrome don't fit well with that brand of fantasy.

Nevertheless, travelogues do feature health as a concern. Characters worry about bad food, or getting poisoned by careless foraging. Bad weather makes them worry about chills, and marshes or infected wounds cause fevers. People and mounts alike twist ankles, grow footsore, and are afflicted by noxious miasmas.

Like Morale, I think Health will be mostly a tracking thing, tied into random encounters. Unlike Morale, this will be tracked individually. I know fantasy characters do differ in their stoicness, but I feel like it's specific characters that are ill during travelogues (thus burdening the rest of the party) while overall mood is typically more of a party thing. Also, having the entire party sick just feels wrong.

As per usual, I'm basically making this up as I go along.

Travelogues: Morale and Maintenance

Okay, so I've had an initial stab at the resting and foraging aspects of a travelogue, although I'm starting to think I planned on too small a scale. Never mind, onwards and upwards, and always twirling, twirling, twirling towards freedom.

There are four more broad submechanics I think are relevant here:

  1. Maintenance, in a broad sense: taking care of your animals, vehicles, gear and supplies en route. This is relatively straightforward on short journeys between towns or treks out to dungeons, but gets harder with long spells under constant strain and with little opportunity for professional care.
  2. Health. This isn't often considered in dungeoneering (because it wouldn't be much fun, presumably) but long journeys are very taxing, and wilderness journeys offer lots of opportunity for illness and accident. These are in the source material, so let's try to offer something along those lines. I'm not intending to make this a major feature, but more of a stick: plan your journey, take sensible precautions, otherwise you'll get ill. This should help encourage players to maintain food supplies, spend time searching for water, and shelter in poor weather.
  3. Morale. Journeys are tiring, and long treks across country can be dispiriting even for hardened warriors. If things are going well, morale is high; if things are going badly, morale is low. Taking steps to recover morale helps in the long run but can have short-term costs.
  4. Incidents on the journey, which are essentially random encounters, but expanded to fill a whole range of problems, challenges, hazards and opportunities. Incidents will be informed by at least the Maintenance and Morale subsystems, because it makes sense that (for example) your cart is more likely to lose a wheel if you haven't been keeping it in good repair.

Tuesday, 2 February 2016

Travelogues: foraging and food

Last time, I talked about possibly extensions to the resting mechanics for D&D 5e. Now, time to consider another important aspect of any holiday quest: cuisine.

As usual, this is being spooled off the top of my head here, so expect some pretty rough edges. There are also aspects I'm building to align with mechanics I vaguely intend in later parts of this series, so... I'm sure it will be fine.

Eating and Foraging

The Outlander feature will just make a mess of this vital aspect, which I'm not up for. It's not just that, either. According to the rules:

A character needs one pound of food per day... A character needs one gallon of water per day, or two gallons per day if the weather is hot. (PHB, p.66 in Basic Rules) and on a successful [foraging] check, a character finds 1d6+Wis modifier pounds of food, then repeat the roll for water (in gallons).

This means that on average, given that the DC for foraging will tend to be 15 in most kinds of wilderness, you can probably assume that at least one person in a party of four will roll a 15 and gain on average 4 pounds of food and water. In other words, most of the time this just isn't going to be an issue.

I think interpretation is key here. The foraging rules allow foraging when you're travelling at a normal or slow pace. Thing is, the travel rules are very vague about how pace works. They don't tie you down to committing a day, but nor does foraging take any actual time. It seems very much like you can just (by RAW) travel at normal pace for no more than an hour (assuming the DM is at least determined enough to limit you to 1-hour blocks) while foraging enough to feed you all for a day, then move fast for the rest of the day.

My version will be different.

Tuesday, 10 November 2015

My feat are killing me

Henceforth a long, rambly exposition around the topic of feats.

So for whatever reason I've been messing around with a lot of D&D 5e chargen recently. I've put together about 20 different characters for various reasons, ranging from "this idea entertains me" to "I wonder if this is mechanically possible".

For example, I started wondering how feasible it is in 5e to make single-class parties. That is to say, parties composed entirely of characters from one class, with no multiclassing permitted. Because subclasses grant certain odd capabilities, this isn't quite as mad as it sounds. You can't make a party that replicates the classic Fighter Thief Wizard Cleric pattern, but you can arrange them in other ways.

Tuesday, 14 July 2015

A beastly problem: animal companions in 5e D&D

So* recently I've been playing about with making a Beastmaster Ranger.

No, come back! I promise not to let this post descend into excoriating it for being sub-par or anything like that. Although it... kind of is. That may crop up. But it is not the primary thrust of this post.

* I am aware that an awful lot of my sentences start off with "so". Here my blog accurately recreates the experience of talking to me. See also: constantly going off on tangents, rarely reaching actual conclusions, talking far too much. On the plus side, here I tend to at least finish my sentences, instead of just tailing off, so...

See what I did there?

NOTE: since I wrote this, I've discovered that some issues are addressed by the PHB errata. I'm leaving this as written, partly because I'm too lazy to change it, partly because it frankly horrifies me that things like "is this animal less sentient than an actual literal zombie?" were not picked up before publication.

Monday, 29 June 2015

Fun with unusual spells

So, I've moaned a bit about certain aspects of 5e, including sorcery. As I've been playing casters recently, and planning others, I've spent a lot of time thinking about spells. I just want to throw out some ideas I've had for spells.

Wacky hijinks

The Elemental Evil handbook offers a lovely fun selection of new spells. Some of them have unexpected potential.

I'm pretty sure mold earth was intended to be a digging tool, but what it gave us is an infallible pit trap. You can instantly move a 5' cube of earth away, and although the spell specifically says the movement doesn't cause damage, it says nothing about being unable to dig around creatures or any defences whatsoever. Dig a 5' cube away under a target and drop them into a hole with no saves or attack rolls. Sure, it's only 5', but that should inconvenience them quite a lot. At the very least this should force a Concentration roll for casters. For extra bonus lulz, have two people take this. The first one digs out a 5' cube under an enemy; the second one shovels that 5' of earth right back on top of them. Let's see you take a standard action now, boyo. See also: quicken spell. Depending how your DM interprets all this, it's quite possibly one of the most powerful things a sorcerer can do.

Sunday, 28 June 2015

Some thoughts on tweaking warlocks

I've been chatting to friends about warlocks, and had some more thoughts I want to share. Not all are my own.

One thing worth saying is that while it's easy to bundle it in with other spellcasters, I think the warlock is a very special case. To recall themes from my own stuff, it's a bit of a White Wolf case. The class has a quite generic and recognisable name that draws on some real-world tropes; it has a skin that looks familiar and tropey, in the form of "you made a pact with a terrible occult being for Great Magical Power"; but when you get down to it, it's actually a very specific concept that doesn't necessarily relate strongly to either name or skin.

This makes it quite different from the other 5e classes we've seen. Most classes can take in a range of archetypes. The paladin is explicitly a very narrow concept that's arguably one fighter archetype under a magnifying glass - but it acknowledges and owns that specificity.

In many ways the warlock is actually most similar to the rogue, of all things.

  • Both seem superficially like broad concepts, but are pointed very firmly in one direction by non-optional mechanics.
  • Both have a mechanic that grants bonus damage in certain situations, creating obviously optimal and non-optimal tactics.
  • Both are lightly-armoured classes able to deal large amounts of damage to single targets.

Saturday, 20 June 2015

You don't have to be evil to work here: not a D&D warlock

So, making random characters is a thing I like to do sometimes. A while ago, back during the days of 4E, I had quite a few character concepts knocking around. This was true even though I never got to play in a single game, as I was DMing.

One of these was a fiendish warlock idea. The 4E warlock, for those who don't know, had its own array of class-specific powers like all the other classes, and this meant the different warlock pacts could really go to town with thematic abilities. All of them were interesting, but the fiend stuck with me. It had powers like summoning demonic claws to rend people, drain their life to heal yourself, curse them and wreck their mind with terrible illusions until they carve themselves up, feed (bits of) your own soul to a demon to harm an enemy... Good stuff.

The idea that particularly appealed to me was someone who completely accidentally ended up in a fiendish pact. It's just nicely different. Specifically, I had this idea for a servant in a rich household, who stumbles across a diabolical ritual and ends up receiving the fiend's gifts in place of her master - because of course, fiends love to twist the rules. Naturally, she's then left fleeing from a sinister devil cult whose members could be lurking anywhere. I liked the idea of someone left to defend herself reluctantly with unwanted evil powers, and probably ending up in a destructive spiral.

Since 5e features the warlock too, and equivalent pacts, I thought I'd try building her here. Our current campaign is about 5th level, so I decided to go for a 5th-level character. Also, this tends to be quite enlightening about your capabilities, whereas 1st level can be somewhat uninformative.

After a while bashing stats around, I realised that it's actually quite difficult to build this warlock. There are two problems here.

Warlocked in

The first and primary problem is that essentially, the point of being a warlock is that you cast hex on people and maintain it more or less permanently to boost your damage, and then use eldritch blast to deal said damage. Eldritch blast allows you to hit multiple targets as you level up, rather than increasing damage for one target; the warlock also has a choice of beneficial upgrades that affect only eldritch blast, not any other cantrips. In particular, you can take an option that adds your Charisma bonus to each hit, which together with its long range quickly makes eldritch blast the deadliest cantrip out there - you can very quickly be dealing 1d10+3+1d6 (as good as a 1st-level spell), and this increases rapidly, hitting 2d10+2d6+6 at 5th level (average 24). Another option adds pushback, although there are fewer upgrades in 5e than the 3rd edition warlock. Warlocks are really good at this.

However, the flipside is that the warlock has very few other options, and most are flat-out worse from a mechanical perspective.

Hex can be maintained more or less forever, barring a failed concentration check. It transfers between targets on death, unlike any other spell except the similarly-intended hunter's mark, and it can lie fallow between combats only to be resumed as needed. Of the warlock's handful of other spells, nothing else comes close to being this all-round useful. Don't get me wrong, there are good spells in there, but the trade-off against hex's always-on damage boost is a heavy one. It seems pretty clear that the core warlock design, where spells are regained on a short rest but you have very few, is intended to ensure that warlocks can always have hex available, with other spells being a handy extra, a niche effect or a utility slot.

Added to this is the fact that hex takes your concentration slot, which means it's a pretty suboptimal decision to focus on any other spell that requires concentration. Charm person, hold person, fly, anything that enchants or boosts or does pretty much anything other than damage is unwise. Casting one of these will interrupt your hex, meaning you'll lose a long-term benefit for a short-term one that might not even work. After all, most of those require saving throws, and often allow multiple saves (as 5e has wisely tries to cut back on stunlocks), and only work on certain targets, whereas hex just flat-out works. Since you have very few spells known in the first place, choosing these is a big gamble or commits you to what's probably a suboptimal playstyle.

The scaling spellslots helps - casting hold person at 5th level is nice. But is the possibility of paralysing four humanoids (who get saving throws every round) worth the tradeoff of guaranteed extra damage against all creature types for basically every attack you make until your next short rest? Opportunity costs become a big concern for the warlock. Don't get me wrong, sometimes one of these spells will be exactly what you want. The difficulty is the combination of very limited spells known, the fact that casting any concentration spell means you lost a huge damage buff, and the way virtually any spell has a much more niche use than hex. There's a lot of reasons to favour simple, widely-applicable non-concentration spells.

The second factor is that the warlock's choice of spells is very limited, and specifically their cantrips. There's no solid alternative to taking eldritch blast. You can, of course, but you'll lose a lot of offensive capability without having much way of compensating. The fact that you can't use invocations to boost anything but eldritch blast particularly discourages any other approach. Your non-combat cantrips are minor buffs that don't offer much active capability, so there's not really any other obvious combination of abilities to build a playstyle around. If you aren't zapping things with eldritch blast, what exactly are you going to do? And if you are doing that, then taking hex is very much the optimal choice. And if you're using hex, then casting other concentration spells is nerfing yourself.

This is, I think, possibly a mistake? It seems to lock the warlock into a single niche far more firmly than any other class. The pacts offer a few more spell options, but don't fundamentally change the way warlocks work. Again, several are concentration spells that seem a poor choice given the fairly clear assumption that warlocks are running hex.

Dude, where's my curse?

So the other issue I ran into was that while I loved the flavour of a fiend-pacted warlock, the expected warlock mechanic of constantly hurling bolts of magical energy at people is very much not what I had in mind. Does that spell "sinister pact with a demon" to you? I mean, it can, there's plenty of basis for evil-powered superhumans, but that's not the image I get. I'm thinking darkness. I'm thinking lies. I'm thinking deception, and head games, and dread, and power over people, and blights and curses and afflictions. Sure, I'm also thinking fire and brimstone, but bolts of magic? Not really. Spooky young girl pactee does not hurl force lightning. She preys on your fears, or she conjures up claws of darkness to drag you into hell. Honestly, the bolt-hurling thing almost feels more like sorcery, all about inner reserves of raw magical power.

In all honesty, quite similar things apply to other pacts. If you've made a pact with things from beyond space and time, I expect you to warp reality and drive people insane, and conjure up monstrosities, rather than blast them with lasers. Fey, of course, are notorious for raining bolts of eldritch power down upon people - oh no, wait, they wrap people in illusions and transformations and enchantments, and turn the wild against them. The various pacts give you a slightly different group of spells to choose from, but don't seem to significantly change your capabilities.

In fairness, again, this is partly because warlocks depend on two different subclassing mechanics, the Patron and the Pact. Mostly the breakdown seems to be melee-based warlocks vs. zappy warlocks, with their patron-flavoured abilities mostly subsidiary.

It's possible to eventually burn an invocation slot to buy the ability to cast either bane (a level 1 spell) or bestow curse (a level 3 spell) once per day, using a spell slot in the process from your incredibly limited supply. That is a very expensive ability. It is, of course, getting auto-levelled to 5th level, which makes it quite good. Probably not good enough to be worth losing a spell slot and an invocation to gain a decent debuff on up to 4 enemies at the cost of (once again) dropping hex, though, to be honest. Bestow curse is a little better, but has similar issues - notably, one of its uses is to essentially duplicate hex on a single target.

Other invocation abilities include things like at-will illusion, seeing through even magical darkness, levitation, at-will armour. These don't burn any spell slots and can be used constantly. The bane spells are useful, no doubt about it, but it feels like an extremely begruding tradeoff that's strictly worse than these abilities.

Building a Servant of Darkness

I spent quite a while trying to knock my warlock into shape. I faffed about with the Arcane Initiate feat to obtain alternative cantrips. I played with multiclassing. And then I realised I was doing it wrong.

I want my warlock to whisper dark secrets that drive you mad, to bend people to her will, to hold them helpless, twist fate against them, blight them with afflictions. I don't want her walking around energetically hurling magic; I want a simple glance from her demon-lit eyes to send them fleeing.

You know who can do all that stuff? The bard.

I'm serious. Look at the bard spell lists. For a start, let's note that bards get far more spells because they're designed for a different niche. We begin with vicious mockery, rather weak (1d4) as cantrips go but with a reasonable rider of disadvantage for the target, and needing only verbal components. Very flavourful, just what I wanted. Minor illusion is a good extra here for those "Efficiunt Daemones, ut quae non sunt, sic tamen quasi sint, conspicienda hominibus exhibeant" moments. On the real spell front, we have bane, charm person, disguise self, dissonant whispers, faerie fire, feather fall, Tasha's hideous laughter, crown of madness, enthrall, heat metal (how daemonic is that? frying someone in their own armour?), hold person, suggestion, bestow curse, fear, speak with dead (being dead is no defence against a demon), animate objects, geas, eyebite...

Even most of the other bard abilities feel appropriate. Being surprisingly good at all skills? Drawing on diabolical knowledge. The bardic inspiration ability feels a little odd, until you get the College of Lore and use it exclusively to make your enemies fail at everything by mocking them, which fits perfectly. The only one that seems a little odd is the free healing for allies, and you can view even that as being just one of the many fringe benefits of association with diabolical power, call now to see how much you could gain, operators are standing by! Essentially it's the patron advertising to the character's social circle.

Annoyingly, there's still a few very evocative spells that aren't available to bards. Flesh to stone, create undead, any ability whatsoever to get an actual demon to help you. The fire end of things is very limited. Still, it seems a lot better than the warlock at portraying the classic servant of demonic powers. Ironic really.

My current inclination is actually to think that multiclassing is the way to get all the key spells, but that bard needs to be the basis. The Magic Initiate feat looks promising, as it would give access to produce flame (but none of the druid 1st-level abilities are very thematic) or to thaumaturgy and command from the cleric list, both of which are highly desirable. As usual, the best option for spell breadth is to multiclass into wizard and pick up those lovely fire spells. This would, amongst other things, help reduce your dependence on enchantments - I don't have the current monster manual, but in older editions a worryingly large number of things were immune to these spells. The light domain cleric is also potentially a very nice match, if you completely ignore all that fluff about deities.

Friday, 29 May 2015

Downfall D&D intrigue

Quite a while ago now, I mentioned the Close the Airlock! Traveller podcast. That ended sometime in 2013, I think, and there was radio silence for a long time. Possibly due to them doing short-term gaming rather than epic campaigns? Not sure. Eventually, though, the group have resumed podcasting with a 5e D&D campaign that's supposed to focus on grey-morality urban intrigue, and a party of... let's say, "protagonists" rather than "heroes", not evil but very much looking out for their own interests.

I'm up to Episode 12 so far and having a lot of fun; it's fairly ambient play, so great for listening to as I get on with other stuff. Although at least one person is Skyping in, there's not many issues with people speaking over each other. There's some background crackle at times, but I haven't found it a problem (although of course, better audio is always welcome).

They're taking this pretty seriously (not the game, but the podcast) so there's a blog up at https://downfalldnd.wordpress.com/for-new-listeners/ as well as copies of the maps they use, an extensive players' guide if you want to know more about the homebrew world, and even a substantial GM's guide that you can pick up by donating. Obviously not for everyone (I don't have one, for a start) but if you're interested in running something similar or just in porting the setting, it might be a good option.

Thursday, 28 May 2015

Taking the Fifth: early thoughts on D&D 5e

So I've been playing 5th edition for a little while now, with a couple of different characters. I'm really enjoying it. It seems to make a very nice job of uniting things that were good about previous editions, improving game balance, and keeping everything flavoursome. Good job, WotC.

I just wanted to make a few observations based on my play so far. We've only hit levels 3 and 5 respectively in the campaigns, so it's early days yet. I don't claim particular expertise, and my notes will inevitably be coloured by my personal experience, as the stuff I've actually read in detail and thought hard about tends to be my own characters. I don't even own the DMG or Monster Manual.

For reference, those characters are:

  • a 3rd-level human fey pact warlock ex-wheelwright who just got his sprite familiar (with cloth cap and tiny, tiny fey whippets), primarily distinguished by rolling really poorly on spell attack rolls and astonishingly well on fey charm rolls.
  • a 5th-level elven ranger/draconic sorcerer/monk Gap Decade traveller who talks his way into bizarre situations and then is deeply bemused about why he suddenly has to fight his way out of them, using the motley collection of skills he's picked up between National Service, natural elven affiliation for magic, and other cultures' amazingly authentic and deeply spiritual practices that also involve flying kicks.

In general the experience has been extremely good; inevitably that means my comments here will tend towards the critical, because it's really hard to pin down why I enjoyed stuff, but easy to spot the things that jarred on me.

Saturday, 4 April 2015

Power and Utility for Wizards and Warriors: ideas

So, last time I wrote a massive screed critiquing the class balance in D&D. See under "fruit, hanging, low". I am nothing if not up to date - which has worrying implications.

I should make some suggestions, then. I'm not saying I'd include these if I ran a game of D&D, they're just some general preliminary thoughts.

Some thoughts on rebalancing

So, if I were going to try and rebalance this, what would I do?

One obvious possibility is to open up new options for non-casters. Magic already lets mages more or less do everything. Well, the literature easily supports an argument that mages concentrate so much on magic they really don't have time for anything else, while warriors get other stuff. While they don't have much in the way of unique abilities, warriors are good at contributing to combat. What else can we do?

The idea here is to divide the game into a series of spheres, and then actively consider what each character type can do with each sphere. None of this business of assuming the fighter just fights things. Here, you'd aim to let a warrior choose some unique skillset that allows them to contribute to exploration, to social interaction, to combat.