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    So is it ok if I take the Longtooth Shifter for my fighter race?
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Posted 11th November 2009 at 04:49 PM by FireLance Comments 0
Posted in Gaming
A couple of recent threads (on plot and plot) led me to muse a little about the role of choice in an RPG, in particular, for the players of an RPG. Although it was not the original intent, I think this post quickly starts sounding like a DM advice article, so feel free to criticize it from that angle if you want.

The Basic Unit of Player Interaction
I do not know who first articulated the idea, but I wholeheartedly subscribe to the philosophy that every time a character acts in a game, the character's player ought to be making a choice. In a way, choice is the basic unit of player interaction with the game, and is one of the essential features that distinguishes it from a novel. Dwarf or Elf? Fighter or Wizard? Toughness or Weapon Focus? Sleep or flaming sphere? Go right or left? Talk or fight? Slowly shift into position or risk an opportunity attack to flank now? Stop to rest or press on? Rescue the villagers or chase after the fleeing villian? Ultimately, everything that happens in an RPG ought to flow from the choices made by the players (I'll get to chance in a bit). Hence, one of the key roles of the DM is to ensure that the players get to make choices in his game.

Choices and Consequences
Of course, in order for the players' choices to be meaningful, different choices should also result in different outcomes. A scenario in which the same outcome takes place regardless of the choices made by the players is seldom well-received as it means that their choices were largely irrelevant. The consequences of certain choices (in particular, those made in combat or during the straight application of mechanical sub-systems) are enforced by the game rules. As for the rest, it is essentially up to the DM to ensure that the players' choices matter.

Ideally, the consequences should be a reasonable outcome of the choices (barring complications such as incomplete or incorrect information - see next section). Of course, the key problem is that different people can sometimes have very different ideas of what is reasonable. One person's clever solution that should succeed can be another person's abhorrent scheme that ought to fail. When this happens to people on different sides of the DM screen, the DM may find himself either wondering why the players don't take the obvious approach, or aghast that the players are prepared to do something that he never thought they would. The consequences of a choice can sometimes seem overly harsh to the players, and can be a source of player-DM conflict. Because of this ambiguity, a DM should be particularly careful when using game-ending consequences such as character death.

In fact, in more complex scenarios in which the players have to make a series of choices, it is probably a good practice for the DM to envisage more than the two standard potential outcomes of complete failure and complete success. This may consist of having a variety of possible points along the success-failure continuum, or having multiple independent goals so that the players can achieve all of them, some of them, or none of them.

Choice and Information
Player choice can sometime be hampered though a lack of information, either because the DM has inadvertently or deliberately left out important information, the latter because finding the relevant information is supposed to be part of the challenge. In situations where the players may make choices without knowing all the relevant information, a DM who doesn't want the game to end abruptly should avoid using game-ending consequences, or ensure that the players get sufficient feedback before the consequence happens. This is for pretty much the same reason that a game of Hangman doesn't end after just one letter is guessed incorrectly, and why the game of Twenty Questions is not called One Guess.

Choice and Chance
There is a strong element of randomness in many RPGs, and occasionally, this means that even if the players make all the best choices, all they gain is a good chance at success. A DM who wants to reduce or limit (without completely eliminating) the role of chance in determining whether the players succeed or fail may decide to have certain consequences follow automatically from the players' choices, without requiring any dice rolls or other elements of chance. This works well with the "multiple independent goals" model mentioned earlier - the players may be able to achieve some of the goals simply by making the right choices. Other goals require them to make good choices and have luck on their side (or at least, not against them). This way, even though good choices cannot guarantee a complete success, they can prevent a complete failure.

As a DM, how do you ensure that the players get to make meaningful choices in your game, and that the consequences for good or bad choices are reasonable, bearing in mind that good and bad may be subjective? How do you balance the need to give enough information to the players to make informed choices with the need to avoid giving the players so much information that the best choice becomes obvious? What is your ideal balance between choice and chance? Approximately how much of the players' successes would you allow to be entirely due to their choices, and how much do you feel should be left to chance?

Discuss this issue on the boards here.

Posted 2nd November 2009 at 03:38 PM by FireLance Comments 0
Posted in Gaming
The discussion in the thread on neutered wizards has wandered round to the issue of the "I win" button, why it was (effectively) removed in 4E, and whether or not it is a good thing.

On my part, I can see why the "I win" button is such an attractive concept. Having just the right spell to overcome any problem is one of the key tropes of the wizard, a class that many role-players identify with closely, and it also underscores the limitless possibilities of mind and knowledge.

However, in the context of a group game, the "I win" button has a couple of drawbacks:
1. Overshadowing Other Characters: While the effects of this can be minimized through player co-ordination (the wizard simply does not select spells which duplicate the capabilities of the other characters), the temptation to have a "backup" or a "safety net" (just in case the other character fails) is always present. And when that happens, it's about the closest that a fellow PC can get to being that DMPC who steps in to save the day when the PCs fail.

2. Circumventing the Game's Challenges: Whether it's a fight that ends suddenly because the BBEG rolled a 1 on his saving throw against a death spell, or a utility spell that cuts short what should have been a multi-stage challenge, the "I win" button can sometimes deliver what seems to be a quick and easy victory to the party. It's great for the players (in fact, some types of players live for moments like these) but some DMs find it annoying, especially if they have put a lot of work into preparing the encounter.
Previous editions worked round the above problems mainly by limiting the frequency of the "I win" button through a variety of means: random allocation of spells so that the wizard might not have all the spells he wants; spell preparation, which requires the wizard the guess what spells he will need; additional costs in terms of gold, XP, ability scores, age, etc.; or simple unreliability (e.g. random effects, saving throws, spell resistance, immunity, etc.) so that the spell does not always work, and so on. The problems still occured from time to time, but hopefully not often enough that anyone got too annoyed.

I wonder whether it would be possible to re-introduce the "I win" button, but in a way that would avoid the two problems mentioned earlier. For example:
1. "We Win": The idea here is that a spell might make the wizard good, but it makes another character better. It is not a new idea - even in 3E, there were some suggestions that knock should give a bonus to Open Lock checks, while invisibility should give a bonus to Hide checks. So, even though a wizard could cast these spells to open locks and sneak around if there was no rogue in the party, he would be better off if there was a rogue, and he used them to improve the rogue's ability instead.

2. The Narrative Win: Here, the "I win" button becomes a plot point, not a challenge. The wizard can, with a single spell, kill the BBEG in one round. However, before he can do that, he need to find the BBEG's true name. And he needs to find a rare component to power the spell. And he needs to fight through the BBEG's minions and henchmen before he can get close enough to kill him. And the party doesn't get any XP for killing the BBEG, except maybe XP for completing a quest. The lower the risk, the lower the reward, and in any case, they should have earned enough XP in the process of fulfilling all the conditions for casting the "I win" spell.
What do you think? Would you want the "I win" button in your game? If so, which approach would you favor?

Discuss this issue on the forums here.

Posted 2nd October 2009 at 02:08 PM by FireLance Comments 0
Posted in Gaming
Every once in a while, something I read on ENWorld sparks off a really cool neat idea. But first, a quote from Terry Pratchett which was also running through my mind at the time:
"Obviously, he reasoned, if sticking screws up your nose was madness, then numbering them and keeping them in careful compartments was sanity, which was the opposite-
Ah. No. It wasn't, was it ... ?"
- Terry Pratchett, Thief of Time
I think the re-introduction of modrons could tie in nicely with the implied setting's plotline element of the increasing encroachment of the Far Realm into the material world and the subsequent rise of psionics and the appearance of the wilden (further detailed in PH3).
In a remote corner of the Astral Sea, a strange, metallic ball appears, apparently out of nowhere. It lies motionless for a while, but suddenly, with a soft "snick", a panel slides open, revealing a single, large eye.

For a few moments, the eye stares blankly ahead. Then slowly, it looks around, and sees nothing but emptiness around it. It blinks, once, and with a faint whirring sound, the ball extends arms and legs, feet and hands.

Cautiously at first, but with rapidly growing confidence, the creature moves its limbs, flexes its joints. Then, apparently satisfied, the creature stands still. It holds up its empty left hand and a lump of metallic substance appears on it. It holds up its empty right hand and a strange tool materializes there. With precise, regular movements, it begins building another creature like itself.
Some sages speculate that just as the wilden were the natural world's response to the Far Realm's gradually growing incursion, the modrons were similarly birthed by the Astral Sea.

Although no god has claimed responsibility for their creation, some argue that their apparently mechanical nature suggests that they are creatures of Moradin. Others believe that their highly regimented and ordered society points to Erathis or even Bane. A more chilling line of speculation is that they were birthed not to counter the Far Realm, but because the growing influence of the Far Realm is slowly driving one or more of the gods insane. Those who believe this fear that the single-minded obsession displayed by the modrons in their battles against creatures of chaos and madness is a form of madness in itself...

Posted 7th September 2009 at 05:20 PM by FireLance Comments 0
Posted in 4e , Gaming
So after some months of work, I've finally released my first product, a pdf of 18 at-will powers with miss effects called Missing in Action.

Here's what the cover looks like:
[Image]

If you'd like to preview it and maybe buy it (please? ) click here.

Posted 30th August 2009 at 04:32 PM by FireLance Comments 0
Posted in 4e , Paladin , The Paladin Guide
My thoughts on the paladin 1st-level encounter attack powers.

Dazzling Flare (Divine Power)
• Charisma attack
• Implement power
• Ranged (short)
• Radiant damage
• Debuff (attack)

Dazzling flare is one of the few ranged encounter powers available to a paladin. As an attack roll debuff, it is numerically less effective than the equal-level fearsome smite for a paladin with a 16 or higher Wisdom, but it also affects enemies immune to fear. A paladin who wants to focus on ranged or implement attacks could find it a good choice.
Divine Pursuit (Divine Power)
• Strength attack
• Wisdom secondary
• Weapon power
• Weapon vs. non-AC defense (Fortitude)
• Forced movement (push)
• Mobility (self)

Divine pursuit is nearly always superior to the higher-level staggering smite, unless the target has a Fortitude defense higher than AC. It is also likely to be more accurate since it is a weapon power that targets a non-AC defense, even though Fortitude tends to be the highest of the non-AC defenses. A paladin who values accuracy, mobility, or the ability to control his opponents' position could find it a good choice.
Fearsome Smite (Player's Handbook)
• Charisma attack
• Wisdom secondary
• Weapon power
• Fear effect
• Debuff (attack)

Fearsome smite is a defensive power similar to the equal-level dazzling flare, guardian light and shielding smite in that it reduces the chance that an enemy's attack will hit. It is most effective at defending against a single enemy as it imposes a penalty on all of its attacks, regardless of the defense targeted or the party member attacked, provided the enemy is not immune to fear. A paladin who wants to focus on interfering with a single target or who has a bonus to fear attacks could find it a good choice.
Guardian Light (Divine Power)
• Strength or Charisma attack
• Wisdom secondary
• Weapon power
• Radiant damage
• Defense bonus (non-AC, self)

In a way, guardian light is one of the least selfless paladin powers as it provides a bonus to the non-AC defenses of the paladin instead of his allies. Perhaps because of this thematic dissonance, it deals less damage than other paladin encounter powers of the same level. Although it does not directly defend the paladin's allies, it can be used to good effect in conjunction with a power that marks multiple opponents such as the 2nd-level utility power call of challenge. A paladin who is less concerned about offense and wants to boost his non-AC defenses could find it a good choice.
Heedless Fury (Divine Power)
• Strength attack
• Weapon power
• Sacrifice (all defenses)

Heedless fury can be considered the diametric opposite of the equal-level guardian light as it lowers the paladin's defenses but deals more damage than most other equal-level paladin encounter powers. This contributes to the paladin's ability to act as a defender and draw attacks from enemies by simultaneously causing him to appear as a serious threat and making him a more attractive target. Paladins who use highly damaging weapons get the most benefit from this power and could find it a good choice.
Piercing Smite (Player's Handbook)
• Strength attack
• Wisdom secondary
• Weapon power
• Weapon vs. non-AC defense (Reflex)
• Mark (multi-target, basic)

Piercing smite is one of the most accurate of the equal-level paladin encounter powers as it is a weapon power that targets a non-AC defense. It also enhances the paladin's ability to defend his allies by allowing him to mark multiple adjacent enemies, albeit only with a basic mark. A paladin who values accuracy or the ability to mark multiple opponents could find it a good choice.
Radiant Smite (Player's Handbook)
• Strength attack
• Wisdom secondary
• Weapon power
• Radiant damage

Radiant smite deals more damage than most other equal-level paladin encounter powers. Paladins who have a high Wisdom or who use less damaging weapons may find it superior to the equal-level high-damage paladin encounter power, heedless fury. A paladin who wants to focus on radiant damage or who is primarily focused on defense but still wants a damaging attack could find it a good choice.
Shielding Smite (Player's Handbook)
• Charisma attack
• Wisdom secondary
• Weapon power
• Defense bonus (AC, ally)

Shielding smite is the most reliable of the equal-level defensive paladin encounter powers in that it provides a boost to an ally's AC as an effect; the paladin does not need to hit with the power first. A paladin who wants to focus on protecting a single ally could find it a good choice.
Valorous Smite (Divine Power)
• Charisma attack
• Weapon power
• Mark (multi-target, divine sanction)

Valorous smite is another power that allows the paladin to mark multiple enemies. In comparison to the equal-level piercing smite, it is less accurate, but it can potentially affect more enemies and it imposes a better mark. A paladin who is focused on marking multiple opponents could find it a good choice.
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101 point(s) total     Latest Experience Points Received
  Thread Date Comment
Plane Below Excerpt:... 16th November 2009 04:29 PM Great link to point out!
Plane Below Excerpt:... 16th November 2009 04:17 PM Awesome Xanxost reference.
Plane Below Excerpt:... 16th November 2009 03:41 PM !giving Xanxost XP loves
Plane Below Excerpt:... 16th November 2009 08:12 AM I got the Xanxost reference immediately <grin>
Confession: I like Plot 11th November 2009 06:04 AM Thanks for the "SBLOCK" explanation!
Greatest Villain Every 9th November 2009 03:59 PM heh
Greatest Villain Every 9th November 2009 12:10 PM LOL
Answering Questions... 8th November 2009 12:51 AM +5 Flaming Trollslayer Lance, forged just for you.
Things that WOW didn't... 4th November 2009 05:51 PM Excellent point.
attacking without... 12th October 2009 04:41 PM Well stated!


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